Jump to content

Chapter IV: On the Road


Gregorotto

Recommended Posts

IC


spacer.pngRahnur Rhahlem

https://www.myth-weavers.com/sheet.html#id=2720234

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 would give Leosin an apologetic smile, "You do good work. If there was protection for my loved ones, I would certainly consider it, especially when it takes me away for long periods of time or has me make use of my home," it did remind Rahnur that he needed to send a quick letter home. He gave Leosin a thankful smile, "Now if you excuse me."

 

Later on, he would obtain some paper to write a letter back home - noting to Loren he has a gift for her - before finding the nearest guildhall for woodcarvers, "I don't know if you can or if it will cost more, which I'm willing to do, but I am from Baldur's Gate and wished to pay my fees. I also wanted to see if you could also have a letter delivered?" he had placed the five gold down and had the extra gold along with the letter.


When the day of the festival begain, Rahnur's first instinct was try out the new sweets from the supposed Feywild. He realized he hadn't had anything sweet in quite a while, and the withdrawls seemed to be getting to him, "Anything extra sweet and how much?" he asked eagerly with his coin purse ready, "And by any chance you can share your recipes? My wife loves to bake and loves to try out new recipes." Rahnur doubt they would, but he was sure Loren would kill him if he didn't try.

Either way, he would be munching on his newfound sweet treasure when he would approach the archery competition. He blinked in curiosity before he noted his own bow and arrows. He didn't exactly follow Selune, but Rahnur was certainly not one to deny a blessing from one of Faerun's strongest' goddesses. "You can certainly sign me up!" he volunteered loudly.

 

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Name
Archery Contest
18
1d20+8 10
Link to comment
Share on other sites

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 remained quiet as his new allies decided on their loyalties between the Harpers and the Order and the mission was outlined. A caravan to Waterdeep - to home - infested by secret cultists, and they were to remain secretive as well.

He was not one who enjoyed being secretive. He was a man of open action. That, and he didn't exactly blend in well. Still, if it led to one of the leaders of the Cult of the Dragon, whom the others seemed familiar with, then it was a necessary evil.

He was disappointed to see that he was to be the only member joining the Order of the Gauntlet - even after the priest of Lathander had clearly been considering it. He did not necessarily need an ally alongside him in the Order - but he had a strong feeling that Richter would have joined, were he here. As the conversation turned to code names, he sighed outwardly, sharing Ontharr's sentiment with, "Our work is best done openly - both for the benefit of the commonfolk and to strike fear into the hearts of our enemies."

A codename would be of little use to him anyway. He was simply Theodoric. He had left his family name behind when he was chosen by Baldriel.


The Festival of the Companion

Theodoric was not unfamiliar with such festivities - they were a common occurrence in Waterdeep, after all. Still, this was the first time since his childhood that he came not as a guardian, but as a guest. He was surprised that even here in the mecca of just religion that the people would engage in such... frivolity.  Still, part of him yearned for it, at least for today. Recent events weighed heavily on him. Perhaps he simply needed the distraction.

Out of everything offered, he was most drawn to the wrestling competition, as he had little interest in food past basic sustenance, nor was he a skilled archer, dancer, or artist. A test of strength, though, was something he felt confident about. He was surprised to find that the little goblin - Wendy, right? - was also heading towards the competition. Intrigued, he followed behind her.

She is either a fool, or has a plan. Given that she and the others have survived against the Cult... likely the latter.

He was expecting a spell of some kind that would increase her luck or muscle mass... he was not expecting her to shapeshift into a bear.

He had never wrestled a bear before. A first time for everything.

OOC

In addition to the basic rolls for WRASTLIN', I'll utilize my Channel Divinity - Conquering Presence to potentially give me an edge. Each creature within 30 ft. must make a Wisdom save - on a failed save a creature becomes frightened for 1 minute and can repeat the saving throw at the end of its turn.

 

Name
Wrastlin' Athletics
25
1d20+5 20
Wrastlin' Acrobatics
10
1d20-1 11
Wrastlin' Performance
11
1d20+3 8
Link to comment
Share on other sites

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 shared a bit of light conversation with some of the others at their meeting, as she had actually been feeling a bit social for once. Perhaps the wine was doing its wonderful work, or perhaps she was even warming up to some of these people considering she had essentially signed up to work with and for them for the foreseeable future. Whatever the reason, she hardly left her chair, and when she did, she never left her wine glass.

Later that evening, she stumbled to her room with a sway added to every movement. She did not even take the time to write down the night's events or scribble her usual notes on the assessment of her peers. Instead, she kicked off her heeled boots and plopped directly into the bed without so much as a fuss about the thread count of the sheets.

 

The next morning, the young lady Rosznar joined her allies in their walk to the festival. Clearly nursing a powerful headache, most of her speech involved little more than grunts, sighs, and the occasional complaint about the Companion's beaming light. Alas, a spot of tea had done her a bit of good and the caffeine's effects worked their magic as they arrived at the Festival. The event was meant to be a joyous one, and Daniella had quite literally decided to let her hair down. The long neatly-brushed, near-white locks laid lazily over her shoulders and cascaded down her back, nearly touching the curve of her rear in length. No matter the amount of fun she may have been planning to partake in, she still spared a few judgemental and repulsed glares for the refugees that loitered amongst the crowd. "Keep close eye on your belongings, lest they become someone else's property with a mere bump of a shoulder." She muttered while taking her own advice and clutching her bag closely.

With so many options for entertainment, it was no surprise that even Daniella found a few events that had piqued her interest. Most notably, she cast a keen eye towards the events that involved showy displays of her magic, wit, and beauty. She tested her intelligence against a Tressym that claimed to be 'Mystra's Chosen', as if such a thing were true. Imagine her surprise when she actually lost, although she would not admit it. The competition was obviously rigged; the last question was a matter of philosophy, not knowledge!

She flaunted her magic to the crowds and her ego swelled with their cheers -- or at least it would have, had she not chosen a spell that the crowds could not fathom the complexity of. The Wristpocket spell was experimental magic -- something that had never been seen before. How was she to know that the common folk would think her no more than a magician talented with sleight of hand. Ingrates!

Finally, she flaunted her training in the art of dance. Although, perhaps the most practiced movements of the Waterdhavian nobility that had been taught to her were not shown off to the proper audience. Or maybe it was that the dance was much more impressive when performed within a group instead of solo, where one could appreciate the choreography as a whole. She nearly decided to quit while she was ahead, mid-dance, as she felt a small twinge of embarrassment while imagining how foolish she must've looked. Yet, when she was declared as a finalist, a chest swelled with a flutter of excitement. How could she ever doubt herself? The dance of the Waterdhavian nobility would obviously be new and fascinating to these people.

 

OoC

I'll be doing the Tressym Trivia, the Special Spellwork, and the Daring Dance events!

 

Edited by Spektor (see edit history)
Name
Tresym Trivia (Arcana)
12
1d20+6 6
Special Spellwork (Charisma & Wristpocket Spell)
4
1d20+1 3
Daring Dance (Performance)
17
1d20+1 16
Link to comment
Share on other sites

UESMFwv.pngAralim Empyrean (Human Cleric 1 / Sorcerer 3)


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


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


 

Aralim grinned as the group made their way through the convivial streets of Elturel. He was in a buoyant mood; the Festival of the Companion was surely a celebration of the triumph of good over evil. He engaged with many people as they walked, especially children. He helped mothers with unruly toddlers, steering them back toward their parents. He told stories of adventure (including his own) to some of the older ones. He even knew not to engage when he wasn't wanted with the gangs of feral teenagers rampaging their way through the crowd. Overall, the young priest was thoroughly in his element.

 

Still, his hand kept creeping its way to the holy symbol on his chest. He thought about his request the previous evening to Leosin as to his Harper pin; he thought it an elegant solution. He asked for a moon pin to be designed to fit against the back side of his brass sunburst so that it could be released by a small catch. It would be hidden to even cursory examination, but when he needed it, it would be against his heart. Aralim liked the duality of sun and moon as well; he thought the Lord of the Morning would not mind the dual use. The moon brought light to darkness even as the dawn did; Selune's Tears must be because she couldn't banish the darkness entirely. Both Lathander and the Harpers dealt with duality and the border between dark and light, secrecy and truth, good and evil. But both stood up to be counted in the fight against darkness. On a practical note, he wondered if he might need to find a Gondian to get it right, but he figured that Leosin understood what he wanted and would arrange it accordingly.

 

Matinal, for its part, seemed to like the children, especially the young ones. But to be honest, the spark had rarely come out from behind the holy symbol when Aralim was outside. In fact, Matinal had given him the idea for the pin in the first place; a place for the spark to hide next to the Harp seemed a practical idea to the priest. But why was it hiding so much? Aralim tapped his chin as he looked upward, trying to figure out the puzzle.

 

There wasn't much time for contemplation though! He cheered his companions heartily at their entries into competitions, though he didn't enter any himself. Wendibear was just as formidable as he remembered! Rahnur's arrow struck true! Dani's Wristpocket spell was a true marvel, as she'd been explaining at length how she'd developed the spell on the road to Elturgard. Hmph, shame the crowd couldn't appreciate it.

 

And Theodoric was amazing. Aralim resolved to try and get to know the aasimar better. After all, they were both touched by the divine. When appropriate he approached the Waterdhavian, offering words of encouragement and support. If they were to be traveling together, it made sense to take the measure of the man. Aralim did not go about this in any underhanded way, he freely offered information if asked and tried to draw on threads they might have in common. Surely with his childhood amongst the middle and upper classes in Waterdeep, as well as his apprenticeship at the Spires of the Morning, they could find something.

 

Finally, he kept an eye out for any Lathanderite priests or paladins. He was keen to reconnect with the Church and send word of their doings. Surely the High Radiance back at the Spires would want to know of what happened in Greenest.


Mechanics

Action:

Bonus Action:

Move:

Other:

 

Link to comment
Share on other sites

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


Valerian was alone in a strange land. That was most apparent to him throughout the meeting with Harpers and the Gauntlet Order all the way to the festival. It reminded him of a story he heard once upon a time. A lost boy deep underground, travelling blind in the underdark. In that story the boy stepped carefully to avoid the spider's web and shivered at every bump in the dark. Here, far above ground and under the light of the sun, there were webs too. And even here, they were invisible.

He took the advice given to him freely and with little rebuttal. He did not give his name nor his affiliation during the meeting or after. He spoke very little in fact. Most of all he did was eat. Though that in itself was a sight. Valerian ate like a man starved and judging his stature, he very well might have been. Though there was plenty before him and the group, his focus seemed most on the lamb and the pheasant. They held pleasant tastes, ones somewhat nostalgic to him.

Once the meeting had finished, with missions given and promises of alliances made, Valerian departed quietly. If anyone had asked why he had nothing to give and had been so quiet, not that he expected anyone too, he would have given them a sneer and said something about the specifics not mattering. So long as he was lead to the heretics. But there was another truth there. A deeper and simpler one. He was nervous. 

He was always nervous in cities. Too many people. It was like stuffed in an oven between a turkey and pig roast. Cooked between pieces of meat. The worst part was that it was closeness without intimacy. Valerian in the best of times did not like to be touched, or even in proximity with others. And when he was he expected it to be with those who he cared for and whom cared for him. Not that there were any of those left.

In a city you were forced to brush elbows, to bump shoulders, and share all such little grievances with strangers. Unabated. It was nerve-wracking. Every time it happened Valerian had to fight his instinct to light his skin aflame and burn the offender, to let poison drip his fingers and wrack them. Usually, he would have kept himself focused with his mission. He had never been in a city without a target before, until now of course.

He occupied himself with thoughts of the last mission he would ever receive from his order. His holy crusade, afforded only to him. Revenge. It was such focus that allowed him to move through the crowds without burning anyone, and brought him to a place alone. Where he could order his thoughts. He thought of revenge a lot that night of the meeting. It brought him focus, but no peace.

 


 

The day of the festival had a familiar bent, yet was slightly different. Valerian's mind had steeled and some time alone, for the first time in weeks since he first entered into the group's service, had given him much strength. It was with this strength that he wandered through the city of Elturel. If he didn't like the company, he at least liked the food. That was one thing cities did alright, he could admit. There was a bevy of delicacies to taste, all that never seemed to fill the stomach. Or his stomach at least.

He carried himself alone for a while, a long while. Stopping by the occasional stand to grab a treat, sometimes leaving coin and sometimes not. Before the contests had even begun Valerian had devoured a lamb's leg, three honeyed apples, and half of a sugared fig. It was as he was nearly halfway through the final item, that he stumbled upon one contest in particular.

"How quickly can you sketch a shapeshifter? Find out today and win a prize!"

The words hit him like an arrow. Specifically in his side, the side of his cloak where he carried a journal and pencil. Besides his clothing, those two things were his only possessions. The journal had been woefully neglected as of late, receiving few occupants among its timeless number. Valerian could only draw what he saw and he saw frightfully little these days other than...

Before he could convince himself otherwise, Valerian found himself in the circle of artists who had entered the competition. Including Wendy, though he made no move to greet her unless spoken to first. He was frightfully out of sorts with the lot in truth, his grim demeanor otherwise clashing with the upbeat atmosphere. But he was a contestant nonetheless. 

His hand worked quickly with his pencil, sketching as the shapeshifter's form ebbed from one visage to another. By the time the competition finished he had something he was satisfied with. Valerian was always satisfied with his own work, no matter how poorly it came out. He supposed that was what separated him from a real artist and a hobbyist.

Afterwards Valerian set off alone once again. His mood was indecipherable to others as always, a stone face that took the form of a snarl when his eyes met another's. But in truth, he was in quite a good sorts. He had eaten well and gotten a chance to sketch. There was little more a man could ask for in the world and little chance it would be delivered at all. Such was a nice day that he might even forget his grander purpose for a moment. And he did. Then the moment after he was overcome with shame.

Another call came then. One far less inviting than the previous competition, more grim in nature. 

"Want to know when you'll die? Channel the essence of Kelemvor and see when you face judgment!"

How would he die? In truth the thought had never occurred to Valerian. Death was an inevitability. A final respite for the dutiful and damnation for the unfaithful. Perform your duty and death was never a concern. Perform it well and death was a reward. That was how he always thought. But now? Did he think the same? He had neither performed his duty yet, or done his previous tasks well. So what was death to him?

"A goal." He said lightly. Though the words seemed hollow. Like affirmations one says in the mirror. Ephemeral even in the moment. His eyes turned towards the tent that the voice came from. Likely it was some huckster angling to make a few quick coins off the grim curiosity of Elturel's young and old, -- Those in-between seemed to seldom think of death in Valerian's estimation -- but his interest had been piqued and Valerian seldom lost interest in things.

He stalked slowly into the tent, enveloped by its dark interior. It seemed purposefully moody. He found his way through fine however and felt for a seat. He pushed himself into it, sitting cross-legged ontop of the chair as he always did no matter where he sat. "I would like to know how I die." He said, to whomever might tell him so.

Name
Sketching Contest - Calligrapher's Tools
19
1d20+6 13
Link to comment
Share on other sites

The Night Before

At Rahnur's compliment and his point of why he won't join, Leosin nods. "Completely understandable, friend. Not all are made for the adventurer's life, we can't all be Drizzts and Elminsters. And that's not a bad thing: sometimes a small sample is all you need to know it's not for you. Either way, you'll always be counted in our annals as a friend." Elsewhere, Ontharr nods sagely to Theodoric's insistence about doing things out in the open. "Always the best policy: honesty, straightforward, earnest action." At Wendy's wondering about opening a stall, Trini is the one who speaks up. "Actually, I was plannin' on doin' a stall myself. What's say we go in and do one together, some stitchwork, some healin', and some art, huh?"

It is a good night, with most of the group—but not all, the dour former Cultist (or current Cultist) not socializing in a way that even Dani does—joining in the rounds of drinks and song and merriment for once. It is a completely different world in Elturel that they experienced in Greenest or in Catterholm, and a pleasant one altogether. When the night ebbs into exhaustion and his companions go to bed, the mindful half-drow heads out on directions gained from Ontharr Frume to the nearest guildhall, knowing that he can trust them with his fees and hoping to write a letter. The dwarf at the front desk, even this late, is budy whittling something, a small dwarven figure with a half-cleft horn, some figure of note. The detail is exquisite, the furrow on the brows suggesting a serious, battle-born face. "Family's important' son: we'll get yer message there, worry not. Takes two days by mail 'twix the Gate and City of the Companion."

The Day Of

 

Aralim is the day's observer, taking part in a ceremony later but also watching as his companions, his friends, take part in the day's events.

Early in the day, Wendy finds her way to Trini's stand, already set up where the stall was already paid for (by Harper money, no doubt), and now Trini has set up images of Tymora's faith, and left plenty of room for sketches, charcoals, paintings, drips, and all sorts of stuff for Wendy. Immediately Wendy begins to feel the sting she's so used to: people looking at her, glaring at her, wondering who let a goblin in here, in Elturel, of all places? Trini, by proxy, receives little business, frowning and unhappy about it: but more at the prejudice Wendy is facing. "Dunno how you internalize it, but it ain't right. I met a few goblins in my time, right folk, even when raised in a tribe of... what's that god called? The Conquering One, you know? Anyway, it ain't right. What, we gonna start judging all humans by the Banites and Bhaalites and Myrkulites?" She shakes her head. "Tell you what: you leave your art with me, you go explore. Let these people know your worth, huh? No finder's fee from me, you'll get the whole shebang. Now go!" She winks, and Wendy, trusting Trini implicitly, heads on.spacer.png

Dani quickly finds her intelligence insulted as Grand Archimanus, a talking tressymWinged cats often used as familiars by mages, outsmarts two people before her with what seems like trivial questions: what is the greatest catalogue of knowledge in all of Toril? (Candlekeep, of course) Who ruled Aglarond for centuries and kept the forces of Thay at bay? (the great Simbul, lover of Elminster) Child's play. Then, Dani steps up, and the cat regards her with a chirp. "A lady of taste, whence do you hail, my noble lady?" His accent is distinct and proud, and at her home, he chirps again. "Ah, the City of Splendors! Once my master's home, in the days of the original Blackstaff! But no more, no more it seems: now poor Archimanus must wander the world, earning his own keep, lest he be delegated to mere pigeons and popper's beds! My new master I practically raised from a kitten, a whelp in my master's own home!" The half-elf behind Archimanus is unamused, having a thick brown beard and wearing a distinct and out of fashion wizard's hat. "He means his original master, which we do not like using that term, was my mother." Archimanus mews at him, shaking his head. "And you do her memory a dishonor, forcing us to wander instead of staying in the family home! Now, to questions: what is the difference between a charm, and an enchantment?"

Dani knows well, they're the same thing. Archimanus bows to her. The next few questions are easy enough (Who is the mother of the Seven Sisters? Mystra herself! How many incarnations of Mystra have existed? 3, arguably 4 since her return a few years hence) It is a question of such obscurity and arcane stupidity that stumps Dani: which factol of Sigil is originally from Toril? Dani, having barely heard of the City of Doors and not sure if it's even real, has no idea what a factol even is, and unfortunately cannot but guess. "Duke Rowan Darkwood! Though I have my doubts." Alas, the game is over, but the tressym flies up to Dani and lands on her shoulder. "Was it unfair? Yes, I know it was. When you've lived as long as I have, you take advantage of what you can or you fall by the wayside. But you are a worthy one, Lady Rosznar. I hope we cross paths again. In less trivial circumstances, I should like." He flies off, to his next victim.

spacer.pngRahnur comes to Gukan's Gastrocology, run by a massive goliath with an apron on and a pixie. "My brother here does most of the cooking, I handle the business. I personally like the brownie brittle cake, and you can't go wrong with the Summertide Sugar Straws! Gukan, what's your favorite?" The goliath turns quickly, his chef's hat falling off. "Me like white chocolate cream puff ball!" His enthusiasm is delightful, as is the fey glint in his eyes: goliaths, as Rahnur well knows, are a mountainous folk, but this one doesn't appear to be like Chuck: or is like Chuck, but took a different turn in life. In what circumstances are a pixie and a goliath siblings? "Brittle cake is 5 copper, sugar straws 2, and the white chocolate cream puff balls are 3 a piece, 10 if you get 4." Whatever he orders, it is absolutely delightful: it is like little explosions of flavor, like sugar cubes that snap in his mouth in every bite: is that Feywild magic? Whatever the case, Rahnur quickly finds himself at the archery contest, and the competition is fierce, but not for him. Whether they are elven archers with centuries of experience, rugged rangers from the wilds of the world, or just really clever shots, Rahnur has them beat handily. The head of the contest, a priestess of Selûne, approaches with a bag, but also a quiver. "Congratulations, handsome!" she notes, looking him over; like Rahnur, she is a half-elf, a moon elf though, but her purple almost makes her as dark as he is. "Now you have a choice: you can take the three hundred coins, or you can take this quiver: this is no ordinary quiver, however. A gift from my sister, a priestess of Mielikki, this is a Quiver of MielikkiA Quiver of Elhonna, which is as follows:

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
, which holds much but weighs little. Choose one!"

That feels like cheating.

While Rahnur makes quick work of the archery contest, Dani finds that her own genius is beyond the comprehension of the crowd, her spell falling flat in their faces while the winner, with a simple enhanced color spray mixed with a summoning of a swarm of butterflies, dazzled them: such shoddy work! Meanwhile, the sketching contest begins, and a number of able students and hobbyists join in, including Wendy and surprisingly, Valerian. Immediately as soon as it begins, the shapeshifter begins to change small parts of their face: eye shape, then nose shape, slowly over a span of twenty minutes. This is nothing, for either Wendy or Valerian, but quickly it becomes apparent which of them is a professional artist and which is merely a hobbyist: but to observant Aralim, it denotes more to the character of Valerian than his dour silence or brooding existential banter reveals. Wendy is the winner, and is given a hat. The shapeshifter, a changeling, analyzes it. "Not very fashionable... not until you put it on, at least!" She puts it on Wendy, and... nothing happens. "Give it some time. You've got to get it to like you. In arcane circles, this is what's known as a hat of disguise." spacer.png

The group spirals around one another, with Dani heading to the dance circle and the wrestling ring calling to both Wendy and to Theodoric, Aralim coming to cheer both on. The referee and MC, a burly shirtless orc with an amazing handlebar mustache and in incredibly small tights, takes an enchanted bullhorn and begins to speak; the ring is a box shape with limp rope around it, sanded to be less than painful. "WELCOME TO ELTUREL BOWL LXVI! That's right folks, today we're gonna see who's the best of the best, and who from the crowd is worth their weight in Ysgardian steel! Who out there wants to WRASTLE!?" To his surprise, Theodoric and Wendy both answer, and the crowd laughs at the idea of Wendy fending off a beast like Theodoric. Her question is simple: and the response is simple. "As long as that bear doesn't have a weapon, go for it, sister!"

And she does: when she transforms into a bear, the crowd goes wild, but soon Aralim watches as Theodoric lets loose a magical aura that lets everyone, including Wendibear, know he means business and the conquest of souls is about to begin. While Wendibear is reticent to use her claws, her blows are titanic, but so are Theodoric, able to grapple her at the best of times. She knocks him down? He gets back up. She throws him? He holds on and tosses her, before she lands right on top of him. Everything he does has a price, and he gets his fair share of licks and grapples and bruises in on Wendibear. Ultimately, his conquering aura is not enough to terrify her quite so much. After what seems like forever, Wendibear lands on top of Theodoric and with one, two, three: Wendibear wins! "WHAT A MAMMOTH MATCH! I'VE NEVER SEEN SUCH A TITANTIC TUSTLE! WHY, BROTHERS AND SISTERS, LET ME TELL YOU, THAT ONE TOOK THE WHOLE SHOW AND WHAT A WAY TO BEGIN! THE WINNER OF THIS MATCH OF MARVELS IS... WENDY, THE GOBLIN-BEAR!"

The orc takes both their arms and puts them in the air, then turns to both of them. "Never seen anything like that. Had me terrified, and thrilled, brother and sister. Here, you're both winners." And they are: Wendy receives a potion, the bottle the shape of a portly, ugly-faced man whose club is the spout. To Theodoric, he hands a single javelin, its two ends jagged and like lightning.

Dani finds herself in an unlikely place, the dancing contest. No one here knows she's the dancing queen, and she's about to prove it. Round after round, she proves her etiquette was refined and her willingness to draw on her background all but never-ending. When the final bout comes, Dani faces off with an air genasi dedicated to Sune, her graceful steps of Calimshite origin: but not only does Dani have the training of Waterdeep in her repertoire, she has the noble games of Cormyr, and she brings the Purple Dragon with her. Dani is declared the winner, and given a new pair of boots, which she recognizes immediately: they are of elven make, after all. She knows how much work the elves put into things and how much magic they infuse in their items.spacer.png

Aralim, encouraging all of his companions through their travails, finds a tap on his shoulder, his hand at his holy symbol burning suddenly: though he kept an eye out for the Morninglords, he didn't quite expect them to be keeping an eye out for him. "Morninglord Empyrean? I'm Morninglord Danya Penderthal, and this is my assocaite, Ratha Grassbow." Danya, a dark-skinned sun elf woman, had gold and blue highlights behind her green eyes, her reddish hair in knots; her armor was golden and white, not unlike his own, a morningstar at her hip. She couldn't be much older than him. Ratha was an ambiguous halfling, dour in appearance, with symbology that told Aralim they might be more loyal to Amaunthor, the Unconquered Sun of Returned Netheril and a god with whom many associated Lathander, though much harder and more cruel than Lathander by far. "We've been sent to find you, to report if you'd come to Elturel, and we had heard you'd be joining us in the Order of the Gauntlet. Your mentor in Waterdeep speaks highly of you; we've received messages from the Spires on you being a promising student. How was your journey?" How much does she know?

Nearby, a sullen Valerian, keeping to himself but always within sight of his companions, approaches on a whim the grim tent, entering the moody atmosphere. The figure there, a dark Mulan man dressed in heavy gray and white robes, looks up, the caller outside a poor explanation for what lies before Valerian. Though mostly human, his eyes glow: and then he sees it. The horns that look like hair, sticking out of his head like the rest of his spiky hair. "Welcome, wanderer. You come here, now, seeking the end?" He smiles, and Valerian realizes the tiefling man is much larger than his crouched form suggests. "Those who seek to know when Jergal's scythe falls upon them find too soon how quickly they come to the City of the Dead. But you ask: and I shall tell you what is given to me." His eyes begin to glow, white like fog moving through his irises. "You are one who is known to Kelemvor, who has previously escaped his grasp before. But you will eventually find the scales of judgment before you: death comes for you in the dark, sooner than you realize. Before you touch revenge, death will touch you: but who will choke the other? What is clear is you will know what you desire before long. Before the year is through, you will perish."

The fog in his eyes disappears: the glow is gone.

"I am sorry, wanderer."

Outside, no matter where they are, they hear the voice: "Would those who are to be initiatied into the Order of the Gauntlet please make their way to the center stage?"

Out of Character

Did I just hand out a bunch of magic items to everyone? Yes, yes I did. Let's see what everyone got.

  • Wendy: A hat that supposedly disguises; a potion whose jug is shaped like a grotesque giant of some sort
  • Rahnur: A Quiver of Mielikki, as described above
  • Dani: Boots of Elven Make?
  • Theodoric: A single lightning-shaped javelin

Your character isn't on that list? Don't worry: you won't go without for long. Now, what to do in your next post:

  • I will allow you to take part in an event that has not been selected yet, if you like. You may choose one.
  • Wendy specifically can roll another Charisma check, with advantage, regarding the sales of her paintings. As a treat.
  • Theodoric and Aralim need to end their next posts at the presentation.

If you're done with the festival's events, feel free to not post or just post for fluff! You're under no pressure to take part.

Edited by Gregorotto (see edit history)
Link to comment
Share on other sites

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 | 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

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 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 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
1 potion of ??? (won in Elturel fair)

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.

IC

   Wendy gives Trini a grateful look for her understanding and empathy. “Thank you!” she says, heartfelt. “I’ll be back. I bet without me here to drag you down, you’ll sell a lot more.” She points to the portrait of her friends. “That one’s really not for sale! It’s really special.”


   Wendy watches Valerlian sketch next to her and discovers another commonality between them.

   “That’s really good work, Mr. Valerian,” she says genuinely. “Your shading technique with that quill and ink are probably better than mine. If I were limited to just a pen, I mean. Oh my! And your lines are so straight and precise! I can imagine your handwriting is gorgeous!”

   When she wins the Hat of Disguise, her UNdisguised awe is on full display. “Wow!” she beams. “This is so awesome! I’m so happy!”


   During the match, she delights in the crowd going wild as she transforms into a bear. The cutest darned bear anyone’s ever seen, but a bear nonetheless!

   Theodoric’s magic causes fear to grip her heart, but she perseveres, and wins despite the odds!

   She accepts the strange potion with grace. “I’ll have to ask Lady Daniella to identify this for me, later.”


   She returns to Trini’s stall to see just how much better the woman did selling without the taint of a goblin there to drive away customers.

OOC

Movement: —

Action(s): —

Bonus Action: —

Rection: —

Interact-with-Object: —

Edited by Kamishiro_Rin (see edit history)
Name
Charaisma Check for Selling Paintings (with Advantage)
16
drop(2d20,lowest,1)-1 12,17
Link to comment
Share on other sites

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 had a hard time deciding which treat he wanted to pick. They definitely looked and sounded delicious, "I hate choices sometimes," he thought in his mind as he pouted before he decided to take a long breath and made the ultimate choice, "Give me eight of each and that includes the four for ten on the cream puff balls," he said it with a straight face before he continued, "But I have one favor, one from each of those is to be donated as a prize for one of the children events." he pulled out his coin purse and gave the vendors the needed money for the items plus an extra gold piece as a tip. He barely had the money on the table and the food in his arms before he decided to try out the cream puffs and gods above did he enjoy it, "If you change your mind about the recipes," he said between bites, "Let me know." He gave another nod of appreciation as he walked away.


The archery contest had been...somewhat easier than he thought it would be. Rahnur knew he was no longer an amateur, but he knew he was not as good as those who well trained or simply been at it longer than he was - then again he did remember pinning a cultists to tree without killing her so maybe he was better than he thought. Still, Rahnur was glad when he was declared the winner and even raised an eyebrow when the half-elf gave him the compliment, "Thank you ma'am." he replied before he eyed the quiver. Rahnur had to admit, it looked beautiful and definitely something he could never afford even if he saved up every last drop. If anything, he felt as though the item was worth more than the three hundred gold, and he was tempted to know why. But the three hundred coins was still nothing to sneeze at either. If anything, it would certainly change the life around for any one person.

Rahnur sighed before he answered, "I'll take the quiver, certainly a prize worthy of the best archer," he took the quiver, "Thank you blessed priestess of Selune."


With his new quiver and bag of sweets, Rahnur had decided to see if he could find another even to participate in and stopped when he noticed what looked to be various samples of wooden sculptures. He eyed them carefully, already quick to note the ones that definitely needed improvement and those who were clearly on par with the best of them. Rahnur continued to eye them before he noticed it was obviously a preview to what appeared to be a woodcarving competition. The half-drow didn't hesitate to step in and join. If he won, it was perfect advertisement for his shop back home and if he lost, he could easily say he needed to do better - barring any obvious cheating of course. As he prepared to set up, Rahnur was quick to think of what he could make.

"I can do another animal based one...but that might seem too plain. Hmm...maybe something a bit more fanciful, but that takes too long and prone to making mistakes when you rush..." the list went through his head where he did decide to settle on something a little bit more complex - a little girl doing what could be guess was a twirl.

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Name
Woodcarving (woodcarver tools)
9
1d20+6 3
Link to comment
Share on other sites

UESMFwv.pngAralim Empyrean (Human Cleric 1 / Sorcerer 3)


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


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


 

Aralim squeaked as he was tapped on the shoulder, totally unprepared for being recognized in a crowd and called upon by name.  He cleared his throat and tried to pay attention to Danya's words, and quiet the internal recriminations going on inside his head. Some of them did penetrate the embarrassed inner monologue. "Um, oh! I'm pleased to hear that. You were sent to find me? Was I reported missing? I mean, our journey was  pretty eventful; did you hear about what happened to Greenest? My new companions and I helped a bit here and there with that.

 

"And where are my manners? May the Dawn's rosy kiss meet your brow, Morninglord Penderthal."

 

He squats down to respectfully look Ratha Grassbow in the eye. The Amaunatorian overtones gave him pause, as the idea that the two were one and the same was (to Aralim's mind) a pernicious heresy that needed stamping out. The Dawnbringer Lathander was a god of hope, renewal, art, culture and redemption. About the only beings He considered judging were undead, for there could be no hope or change or growth with a being held in stasis for eternity. On the left, Amaunator is a god of the sun itself, to his knowledge. Full of judgement and justice, and bringing light to dark places. But that last was in the context of purifying and sanctifying-- by fire if necessary.

 

He speaks up. "My lady Grassbow, it's my pleasure to make your acquaintance. You have some interesting iconography, do you follow Amaunator as well as the Lord of the Morning?" He did not know if his true opinions about the Sun God were kept off his face.

 

After his conversation with the two women, Aralim affirms that it is his full intention to join the Order of the Gauntlet. He will be there for the oath-taking, with metaphorical bells on.

 


 

"Who's the finest chef in all Elturel? Find out today!"  For some reason, that call above all the others stood out to the young dawnpriest after his conversation with the two Lathanderites. Should I?  His stomach gurgled loudly in response. Perhaps that was the true reason he responded to this call, rather than the others.

 

"I'll try my best!" he calls as he ascends to the stage. A number of cookpots and stoneware was available, as well as a small mountain of ingredients. Oooh, should I? This dish always went over well in the past. Do they have all the ingredients? I think they do!

 

He gathers up a little basil from Amn, the leaves fragrant in his nostrils. Some local wheat pasta was paired with a deliciously spicy type of Baldurian sausage he'd tried several times in Waterdeep. Hmmm... are those peppers from Daggerford? Yes! It was all coming together nicely. He noticed the crowd watching and lit the fire at his station with a bit of sacred flame, grinning at the children as he got ooh's and aah's. As he works, he pictures all the times he worked with his father in their home kitchen in Waterdeep. A pang hit him then, bittersweet. He was young, true. But had he ever thought he would be this far from the City of Splendors, doing the good work he was trying to do?

 

He got so caught up in the memories, and playing to the crowd that he hardly noticed when Wendy hopped up on the stage. She really saved him from making some awful mistakes, even though part of the onions were already cut so they would pop when they hit the heat. He just had to hope.

 

Soon, he had a pan full of onions frying in olive oil from Candlekeep. He chopped up a number of cloves of garlic and added it to the mix along with the lovely sweet peppers cut into long pieces. He grew in confidence as the crowd appreciated his little flourishes as he brought it all together. While they softened up, he cut the sausages into medallions and added them to the mix with a little flick of the wrist. Matinal got into the act too, highlighting what he was working on by putting a soft glow around his hands. Aralim put the pasta on at just the right time to be ready to serve. He tasted the frying mixture as it cooked, the fragrance of all the ingredients filling the square satisfyingly. It needed something else, though; just a little something to put it over the top. He uttered a small prayer to the Dawn God for help.

 

He took all the contents of the frying pan and poured them over the pasta, oil and all soaking up the goodness when finally, he saw what he was looking for! A lovely sharp Waterdhavian block cheddar. He grated it over the plates of pasta and added the chopped basil as a final garnish. "And here we are! I call it my Sunburst Sausage and Pepper Pasta. Enjoy, everyone!"  He hoped it would be as popular here as it was in the dining halls of the Spires of the Morning.

 

He wasn't completely confident in the result despite Wendy's last-minute save, but at least he'd tried. He could tell himself that, right? He nodded his thanks to the goblin girl-- wait, woman. After all they'd been through, she was definitely a force to be reckoned with.

 


Mechanics

Action: I'm going to call my cooking a Performance check; I suppose officially it ought to be Survival or something like that but really, who wants to just Survive?

Bonus Action:

Move:

Other:

 

Name
Performance and Guidance
7
1d20+1d4+3 1,3
Help Action Performance and Guidance
11
1d20+1d4+3 5,3
Link to comment
Share on other sites

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 | 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

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 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 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
1 potion of ??? (won in Elturel fair)

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.

IC

   Wendy sees what Aralim is going for—they’re both from Waterdeep, after all! Specifically, she’d seen Dani’s head chef do this very dish in just such a performative way when her master and she were finishing up the painting of Dani’s family.

   Then she sees that he hadn’t cut the onions correctly—vividly remembering how, frying in the oil, they bloomed like flowers, and the peppers popped, bouncing up and ‘dancing’—all part of the display. But if she didn’t act quick, Aralim’s onions were going to sag and spill limply all over the peppers, causing them to wriggle in the pan, but no one would see them pop and dance.

   Sneaking behind his cooking station, she gave him a thumbs up and a wink. “Worry about the rest, let me fix these onions and peppers before you fry’em!”

   Narrator: As it turned out, she did not in fact cut the onions correctly, and the peppers did not in fact pop. However, instead of limply smoldering, the onions did sort of . . . sluff off into the oil, and the peppers pathetically spluttered.

OOC

Movement: —

Action(s): Help Action to Aralim!

Bonus Action: —

Rection: —

Interact-with-Object: —

Edited by Kamishiro_Rin (see edit history)
Link to comment
Share on other sites

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


Even with Baldriel's imposing presence flowing through his body, Theodoric is unable to best the bear-shaped goblin in the wrestling competition. Getting back up to his feet after the final pin, he gives "Wendybear" a nod of genuine respect before stating, "Well fought. You are a worthy opponent." With a crack of his gauntleted knuckles, he adds, "I will train to ensure I do not fail again." While there is a deathly seriousness to his words, there's the slightest touch of joy as well. A goal to strive towards. I will rise and meet the challenge!

Theodoric weighs the prize javelin in his hand, testing its balance. Finding it more than acceptable, he studies the two ends, pondering over the lightning bolt design of the heads. Certainly not standard. Perhaps Rosznar would be amenable to studying it. As... prickly as the noblewoman could be, it would be wise to at least consider her expertise on the subject of arcane magic.


The paladin had meant to speak with Aralim after the competition, but he finds the priest speaking with others of his faith - though the halfling had slightly different iconography. Perhaps a different sect of Lathander. Even Tyr has been known by other names, if I remember my studies correctly. He would have time to speak to the priest after the initiation. At the announcement, Theodoric marches over to the center stage, standing at attention.

OOC

 

 

Link to comment
Share on other sites

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 | 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

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: 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)

15/10 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.—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!

15/10 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.)
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

   Theodoric gives "Wendybear" a nod of genuine respect before stating, "Well fought. You are a worthy opponent." With a crack of his gauntleted knuckles, he adds, "I will train to ensure I do not fail again."

   Wendibear grabs Theodoric in a big, affectionate bear hug before shaking his hands and de-transforming back into Wendy, the goblin. She’s practically straining to maintain her hold on the hand of the now much taller man. “You fought well, too, Mr. Theodoric! I look forward to working with you in the future!”


   After she ‘helped’ Aralim, Wendy did a little shopping. She topped off her painters’ supplies—many of her paint tubes were on their last legs and if she didn’t get new ones soon, she wouldn’t be able to paint to her standard. Worse, it would exponentially decrease the other paints she still had because they’d have to be used more often to mix the colors, exacerbating the situation.

   Wendy spends 7 gp and 5 sp to top off her painters’ supplies (75% of 10 gp). She also buys 9 more days’ worth of rations for the road, for a total of 15 days’ worth of rations. The journey from Elturel to Balder’s Gate should be about 8 to 10 days, so she wanted a little padding on top of that in case something happened on the road and they couldn’t move for a while. She spends 4 gp and 5 sp.

   She also buys a so-called “diplomat’s pack” for sale at an adventuring supply store for 39 gp. The pack contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and a bar of soap.

OOC

Movement: —

Action(s): Shopping. Spent a total of 51 gp.

Bonus Action: —

Rection: —

Interact-with-Object: —

Rolling Gold for Art: roll 3d10 gold, 2d8 electrum, 5d12 silver, and 7d20 cp for your art!

Edited by Kamishiro_Rin (see edit history)
Name
3d10 gold
7
1d10 7
The other 2d10, apparently
11
2d10 6,5
2d8 electrum
6
2d8 4,2
5d12 silver
22
5d12 1,5,4,7,5
7d20 cp
108
7d20 14,15,7,20,17,19,16
Link to comment
Share on other sites

Danya's smile is gentle enough, shaking her head. "Not reported missing, your mentor was just interested in the progress of your journey and Elturel seemed a natural progression for you, or so my superior tells me. I've not had the pleasure of speaking to him myself, though by reputation I know of him and his miracles. But yes, we have heard of what happened in Greenest; were you there? Were you part of those heroes, the... what are they called, Ratha?"

Ratha dully states, "The Heroes of Greenest, and there was a priest of Lathander among them."

Danya's eyes light up. "That's quite impressive! Holding off a whole horde of dragon cultists with just your faith and your luck?" Oh, the stories are already mutating into something unrecognizable to the truth.

Ratha seems uninterested in the question, but answers Aralim all the same. "I am a follower of returned Amaunator, Keeper of Law. May the way be illuminated before you, Morninglord."

Elsewhere, Wendy's return to her booth draws attention as her reputation spreads of her win, and soon her paintings and portraits are drawing more attention than Trini's stitching. "Well, look at you! You certainly know how to make a splash, eh Wen?"

Yet another contest calls: The Great Elturel Cook-Off. Aralim enters and despite his enthusiasm, the heat doesn't agree with his sense of urgency and Wendy's cooking doesn't do much to help with the peppers and onions, which cook slowly at first then suddenly, giving them a burnt look but an undercooked texture. The judges, a gnome named Polnus Hollyroom and an elven woman named Prudeth Leifoiltheran, judge it harshly: the sausage is undercooked in the center, the peppers are too oily and lost their flavor, which should have been cooked with the sausage to give it more of a peppery kick, while the pasta is quite adequate. They will not be winning, but as the contest ends, Danya approaches Aralim to help him get to the initiation ceremony. "Perhaps you should stick to dragon-slaying, hm Morninglord?" She winks and offers him her arm, leading him to the platform where Theodoric already stands.

Ontharr Frume stands before the four that are gathered, Theodoric, Aralim, and two more, a poorly armored paladin of Chauntea and a well-dressed knight in red armor, their help in the shape of a horse: a priest of Red Knight, goddess of strategy. Frume directs them as a speaker, using magic, speaks above the hum of the crowd, all of their companions out in the sea of people before them. "We would like to welcome one and all to the Festival of the Companion, our yearly celebration of the day the Companion illuminated our skies and began protecting us from evil's grasp. We will begin this Festival with a word from Ontharr Frume and the Order of the Gauntlet." Polite applause follows, as Frume leads the four onto the stage.

"Almost fifty years ago, our High Observer brought forth the Companion, blasting away the stench of undeath that threatened our very way of life. Yet the light of Elturgard shines ever the brighter: not weighed down by the false pretense of freedom of faith, we stand for what is good and right in the world: and we must once again go forth to do this in the world. The Hellriders defend Elturgard's interests, the Order of the Companion its borders. That is why we, the Order of the Gauntlet, will take our glorious purpose beyond: we will stretch the goals of Elturgard's gods-blessed mission beyond our borders and bring good to the world, inspire them to do and be better. I see among you many faces I don't know: refugees from beyond. I tell you today it is no accident our city is inundated from all directions: I tell you now this is an organized attack against all that is good. Faerûn stands on the edge of a knife: the Cult of the Dragon is stirring. Yes, it is the Cult of the Dragon that rises, and we, the Order of the Gauntlet, must rise to meet them. We cannot do this alone, for I fear these attacks go well beyond Elturgard's borders." He pauses, stepping forward and indicating Aralim, Theodoric, and the paladin and priest. "These souls have offered their steel and their lives to stand against the rising tide of darkness: who will join them? Today we initiate them into the Order of the Gauntlet: tomorrow, it could be you!" The crowd cheers; Frume, having no magic to project his voice, needs none.

"Aralim Empyrean, priest of Lathander; Theodoric of Waterdeep, paladin of Tyr; Gessima Leander, paladin of Chauntea; Raoul Debrynath, priest of Red Knight: speak these words of praise with me. Before god and gauntlet, I swear to serve the iron will of the Order of the Gauntlet; to do good in the world, to seek that goodness out and spread it willingly across the face of Abeir-Toril; to serve the will of your god, and all such gods of goodness and valor; to help the downtrodden and defeated, to offer a hand to those in need, and to stand against the rites of undeath, the power of fiends, and the devastating awe of dark gods. This I swear, as I give fealty to the Order of the Gauntlet: in your god's name, you pray."

spacer.pngOnce the words are repeated, in tandem, the crowd erupts into cheers, then a gasp: an old man walks up the steps to the stage, flanked by members of the Order of the Companion and Hellriders besides. Dressed in fine robes and walking with a cane, around his neck is a holy symbol of Torm, his hands befitted with gleaming rings of gold and red. Ontharr Frume immediately bows before him, as does almost everyone in the crowd. The man speaks, his voice loud and firm despite his age spots and frail demeanor; a blade hangs from his belt outside his furred robe. "Rise, my children. I welcome you all to the Festival of the Companion, when we remember the celestial gift of the Companion I received all those years ago. Nearly fifty years have passed, and we have all made sacrifices. Now that the forces of the Nine Hells stand once more in bold declaration against us, as Tiamat and her ilk rise, Elturel will stand in solidarity with the Order of the Gauntlet against the rise of fiendish and secular foes, not lowering ourselves to the standards which cause others to descend as if into Avernus itself. We are Elturgard: we endure what must be endured, for our faith demands it. Now our faith demands we act against the Dragon Queen and her ilk: and Elturgard will not be found wanting." He draws his blade, pointing it skyward with surprising strength. "Blessed Elturgard prevails!"

The crowd draws blades or raises tools and repeats, "Blessed Elturgard prevails!"

The crowd cheering, the man walks to Aralim and Theodoric, both overwhelmed by the stench of perfume as Thavius Kreeg, High Observer of Elturgard and priest of Torm, attempts to hide his age and the ravages of age on his smell behind a wave of lavender. "Your exploits are known to me, gentlemen. I pray you continue to stand against the Cult of the Dragon, and remember what resources are available to you. Even in your darkest hour, you can turn to unorthodox companions and expect to find something more useful than an army: may you find a friend."

He moves on to greet the Chauntean and Red Knight worshiper, leaving the duo to their own devices,. Frume offers them excited eyebrows, but cannot leave for fear of reprisal from Kreeg, whom he greets enthusiastically. The duo head down the stairs.

The group goes shopping, finding what they need as food is served, free of charge. The free meal is simple, soup and bits of salted pork with greens aplenty, while the meals offered for coin are much, much more appetizing and smelling wonderful. The Festival of the Companion grows, swelling to cosmic proportion, and it takes an hour for Leosin to find everyone. "Wish we had more sending kits, but we're ready. Trini and Ontharr are awaiting us on the docks."

The docks are a southward journey downhill, making it easier than not. Their horses and luggage gathered, Leosin leads them to the boat, manned by a group of dwarves, gnomes, and humans, led by a hardened black dragonborn named Skarvarnuss. "Well-met, newbies. Name's Skarvarnuss, Captain of the Displacer Beast. We run a frigate between Baldur's Gate and Scornubel, and are on our way back home: we understanding you're booking with us. Put your things in the hold and find your sea legs, it'll be three days by boat, or two if we don't anchor for the night in safe harbor." He gets back to his business.

The Displacer Beast is a fine vessel, barnacled from the river but well-scrubbed and polished in red-orange wood. Ontharr Frume speaks up. "Once you're in Baldur's Gate, you'll need a full change of attire, paid for by the Harpers. You don't need to be recognized: blend in, become someone new if you have to, but above all else, avoid being seen by the Cult in the caravan." Leosin puts an arm on Rahnur's shoulder, nodding at him. "It's a shame we couldn't convince you to join us, but if ever you change or mind or you need something from us, reach out. Safe travels, Rahnur." Trini punches Theodoric in the shoulder sheepishly; it hurts, despite how small her fist is. "Be safe out there. I won't be going back to that village. Not after what happened to Aria. I'm going to look for him, and I'll let you know when I find him. So stay safe, so we can hunt him together."

Leosin addresses them all now. "Remember: in Blackgate, find Ackyn Selebon. He'll get you in the caravan or know how to, anyway. All else fails, do what you must."

Behind them, the dragonborn captain speaks up. "Bahamut's beautious behind, let's get going! Clouds are moving in!"

Above them, Wendy notices a bird is circling, but then, there are many gulls and crows in the city.

spacer.png

Out of Character

A few things:

  • Buy whatever you need in Elturel! Roleplay whatever is left to do, react, etc. etc. Talk to Leosin, Trini, and Ontharr as you need, even Thavius Kreeg!
  • Whether we do 2 days or 3, the trip to Baldur's Gate is uneventful: roleplay it to your heart's content. I'm find posting asynchronously to keep things moving, but this is a RP opportunity.
  • Rin: roll 3d10 gold, 2d8 electrum, 5d12 silver, and 7d20 cp for your art!

Next stop: Baldur's Gate!

Link to comment
Share on other sites

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 | 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

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: 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)

15/10 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.—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!

15/10 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.)
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

   When Wendy collects her share of gold from Trini, she’s super stoked! “Thank you so much for helping me!” she gushes.


   When she spots the bird flying up, above, she tries to discern if she can recognize it—maybe as more than some mere bird. It’s not Mother Aderyn, is it?!

OOC

Movement: —

Action(s): Wisdom (Perception) check, Wisdom (Insight) check, and Intelligence (Nature) check on that bird!

Bonus Action: —

Rection: —

Interact-with-Object: —

Rolling Gold for Art: See Wendy’s last post for the rolls.

 

Edited by Kamishiro_Rin (see edit history)
Name
Wisdom (Perception) check
23
1d20+6 17
Wisdom (Insight) check
17
1d20+4 13
Intelligence (Nature) check
8
1d20+1 7
Link to comment
Share on other sites

  

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


Amidst the festival, Dani fumed silently. In truth, it was hard to tell the difference between her neutral expression of disinterest and her current expression of spite and wrath; the only difference was the way her dark brows pulled in ever so slightly, and the gleaming green of narrowed eyes planning someone's downfall. As the Tressym alighted upon her shoulder, she considered (for only a moment) gripping the pestering feline by the paw and casting a shocking cantrip. Alas, she allowed the Tressym his words and deigned to give a response when he was willing to compliment her, "Yes, it was dirty and underhanded. But who am I to fault anyone for taking whatever path necessary to win? I would be a hypocrite -- and never let it be said that Daniella Violette is a hypocrite. I imagine we will meet again, Archimanus. You Tressym always seem to find a way to be right where it is most entertaining for you, watching from afar." She watched the creature fly away and muttered, "...thrice-cursed, meddlesome, floating furball."


Daniella figured she might as well attend the finale of the festival, given that more than one member of their group would be receiving a rank within an established order. But, as always, she stood on the sidelines with her arms crossed and an aloof expression plastered on her face. She rolled her eyes at the amount of pomp and circumstance involved in the whole ordeal, but in truth the most annoying part to her was the focus on tradition. Tradition had played a major role in her life. She had been taught to respect it, yet she had learned to hate it. There was no place for tradition amongst progression. It was why she chose to avoid the organized worship of religion and attend to her spiritualism in her own way. It was why she had chosen to experiment with her own school of magic, instead of following in the footsteps of her professeurs and limiting herself to the seven traditional schools. Was it dangerous? Of course. But progression and experimentation always was. No one had ever discovered anything by 'playing it safe'.

Yet, when Thavius Kreeg reveals his presence, out of sheer habit (or tradition), she stood more straight, raised her chin and puffed her chest -- just as mother had taught her. It was a matter of respect for one's betters -- at least by rank. Thavius had made a name for himself. He essentially ruled an entire city of people. Whether or not she liked the man mattered little. He had, in his own ways, earned his rank. If one did not subscribe to such ideals, then what was the meaning of it all? It would be as if rank and bloodline mattered none at all. No matter her internal struggles with cognitive dissonance, that was something Daniella was not ready to question quite yet.

She considered speaking with him, if only for a moment, but ultimately decided against it. Daniella of Waterdeep had nothing to discuss with this man. In her earlier years, she would have spoken with him if only to be noticed by someone of higher rank. 'Networking', those of the elite often called it. But as things stood, she had no interest in improving her air of nobility. She had no interest in gaining traction on the social ladder. No. She had other things in the works. And once she was done with her tasks, she would have no need for any social ladder. Power alone would be enough to earn her everything she deserved...and she deserved a lot.


Daniella Rosznar stepped up, ready to board the Displacer Beast. It had been quite some time since she had been on a vessel like this one, especially for so long. She tried to recall the last time and was immediately assaulted with a memory of her younger years that brought a frown to her face. She assessed the ship with a close eye, inspecting for any signs of wear and tear that might bring them trouble during their travels. Yet, the only issue she noted had nothing to do with The Displacer Beast at all, but rather, the darkening skies above.

When the name Ackyn Selebon was mentioned, she quickly jotted it down in her journal and tucked the book into her magical bag. Her eyes slid over towards Leosin and she inclined her head slightly upwards while turning in his direction, "Noted. Leosin, I suppose I should thank you for the support offered by your organization." She turned to fully regard both Trini and Frume as she continued, "That extends to all of you, in some degree. I cannot stake my reputation on guaranteeing that this will be a smooth effort on our part. My...compatriots...and I have, let's say, a unique approach to problem solving. Yet, however eccentric, we are effective. Point us towards each of the Dragon's heads and we will lop them off, one by one. Your continued support and guidance will be necessary to achieve these goals. Just keep the gold flowing in our direction and we will keep the blood flowing in yours." With a slight decline of her head and a confident smirk, Daniella turned on a heel and boarded the boat with a straight posture and determined step.

Once aboard, Dani immediately made her way to the ship's railing and leaned against it while her eyes stared out across the vast ocean. She spent most of her time there, top deck, watching the water as the skimmed across its surface. As each of the members of her party approached her, seeking her arcane talents to identify their items, she would begrudgingly aid them with a sigh or a rolling of the eyes. She would often carry out the identification ritual with slighting comments like, "Obviously this is a waste of my time and talents, but I suppose there is little else to occupy my time with on this dreadful, lurching beast."

However, Theodoric earned a different reaction from the ex-noble. She did not make a derisive comment, and instead carried out the ritual mostly in silence, though she was clearly not happy about the ordeal. After nearly eight minutes of no response or sound from the woman, she finally brazenly asked him a question that had been on her mind for some time. "What is your purpose, masked man? Obviously you draw your power from some divine source -- typical, really -- but why chase after us, nipping at our coattails? Do you truly care to stop this cult, or is there some grander purpose to your decision to quite literally drop everything to follow our goals?" She did not look at him as she questioned his motives. The emerald green of her eyes were fixated on the ritual and the notes she jotted down in her nigh-indecipherable shorthand about the item she was identifying.

 

OoC

I'm going to take some time to look over exactly what I can afford while shopping and add it in here later. Most likely it will be spent on a few necessities for travel and spells, if that's an option.

 

Link to comment
Share on other sites

×
×
  • Create New...