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Chapter IV: On the Road


Gregorotto

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


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


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


Theodoric surveyed Baldur's Gate from the deck of the Displacer Beast, noting the mix of immaculate and dilapidated buildings of the Lower City. Much like home, in its own way. Giving a sniff to the air, another thought entered his mind - Smells like Dock Ward. Wonder if it's just as dangerous.

Stepping off from the ship, Theodoric stays near the rear of the group, keeping watch on all the others. He regards the dwarf who introduced himself as Belmund with a piercing, radiant gaze, taking a moment to discern the man's personality. Finally stepping forward, the masked aasimar introduces himself, extending a heavily gauntleted hand: "Theodoric of Waterdeep, holy servant of Tyr. I am not a member of the Harpers, but I travel with the Heroes of Greenest nonetheless. I trust that will be acceptable." A firm handshake is given if the hand is taken, and Theodoric nods his approval to their new dwarven guide.

OOC

 

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Imsa all but gasps and leaps up giggling at the idea of getting to meet a fairy. "Stealing a mountain?! That's the most adorable thing I couldn't have thought of myself! You live a charmed life, little artist. We'll be passing right by it in the caravan, so I can't wait... if you come with us, that is. No pressure. It'd be real nice."


spacer.pngOnce in Baldur's Gate, they find something they might not have been expecting: a welcome committee of one, who is more than open about the fact he's a Harper, which they thought was taboo. It depends on the circle, of course, but that will come in time: Belmund only has so many answers, and the contradictions will be cleared up soon enough with whoever the mysterious "Mission Master," if that's even a thing and not just the stuff of chapbooks. To the question of Blackgate, Rahnur knows well that Blackgate is as Belmund describes it: the northern-most portion of the Outer City, the gate through which those who come from the north must pass to enter Baldur's Gate. Blackgate is not a particularly trustworthy section of town, but it is the gate through which all patriars must pass to enter their home in the Upper City from the north, provided they are coming from that direction. He has a few customers from Blackgate, and hopefully, still does.

But the change in tone and what he will do is a new song for Dani, Aralim, and Wendy, who expected him to stay with his wife, mother, and ailing father now that his task was done. Whatever their reactions, they follow Belmund and Rahnur as they follow the docks northward, towards both Blackgate and Rhalem Woodworks, the home and workshop of Rahnur and his family. They live in a ship permanently anchored in the Gray Harbor, and one that is quite visible as he points it out to them: but he cannot for the life of him figure out what's wrong with it.

Then he sees it: a bit of smoke rising off of it, and black marks. The water around it is stained with something... is that ash? Belmund, of course, knows it as the ship that recently was attacked, by the Guild no doubt, but no one is certain. He had heard rumors, but he doesn't know what to believe. Nor does he know Rahnur, and know his relation to the ship, until Rahnur points it out.

And when he does, panic fills the half-drow and dread the dwarf: this is not good.spacer.png

Arrival at the Woodworks is met with a small crowd outside of the ship, dressed in what Theodoric and Aralim recognize immediately are the gray robes of mortarchs, the priests of Kelemvor who administer death rites to the dead and help the grieving with their bereavement. If the Judge of the Dead is here, it does not bode well: and Rahnur recognizes those robes, too. What he does not recognize is the Calishite man who blocks their entry into the ship with a small band of similarly-dressed thugs behind him, all of them human Calishite men and women from undoubtedly Little Calimshan, the neighborhood of the Outer City from which Rahnur's parents lived before their marriage, contentious as it was. Among the mortarchs are two members of the City Watch, who are there to keep the peace but are not negotiating the death priest's case for them.

"You have no right to block our entry: if we let the corpse fester, it could be a hazard to the whole of the Gate, and the longer you do so, the more likely tensions are to rise, particularly given your people's troubles with the Guild! See reason, Akbar!"

When the leader of the Calishites sees Rahnur, he immediately ignores the older mortarch woman assailing him and turns his attention to him. He steps forward, his followers remaining behind to block the way, and approaches Rahnur, a little shorter than the half-elf. "About time you showed your abominable face, you heathen dog. Of course it would be in your madarAlzhedo word for mother's hour of need: and where is your life, you honorless Underdark-dweller!?" It hits Rahnur then who this is: this is the uncle he has never met, Akbar, his mother's sister. He does not raise a hand against Rahnur, but he does look up at him with nothing but contempt and his hand on his scimitar blade.

The mortarch leader, an older woman, speaks up. "Are you Rahnur Rhahlem? That makes you the owner of this vessel does it not? These men will not permit us to board the ship to deal with the dead body on board."

What has Rahnur returned home to? Why is his home in ashes and smoking?

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IC


spacer.pngRahnur Rhahlem

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

 

NG Half-Drow Fighter (Champion) Lvl 4  AC 15 HP 34/34 Speed 30 ft. PP 14

Ability Scores, Saves, and Skills 

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

Attack and Scores

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

Class and Race Abilities

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

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

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

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

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

Fighting Style: Archery

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

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

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

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

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

 

Rahnur stopped dead in his tracks when he saw the smoke, ignoring anyone who was speaking to him, and he went into a full on sprint when he saw the ash, "Maybe Loren burned the bread!" he tried to think positively as he kept running only to stop when he saw the crowd outside of the place. He barely registered the old woman demanding entrance into the place, Corpse, a corpse? Just one!" his mind kept whirling, "What in the gods name has happened here?!" he demanded before his eyes went to the man who stalked up to him. His eyebrow twitched as the man hurled insults at him. It wasn't the first time he had heard them, and Rahnur could confidently say it wouldn't be the last. Customers, neighbors, and those he just simply brushed past had said worse.

But now, Rahnur did not want to hear from it, especially from a man who had done nothing for him or his parents. And especially when his heart felt as though it wanted to burst out of his chest at the thought of who could be in the house.Rahnur glared at the man as he showed the shortsword he kept on his belt, daring him to try with his scimitar as he began to speak in Alzhedo and almost sounded as though he would break.

"Benimle böyle konuşmaya hakkın yok seni solucan. Sen deliğinde saklanırken babam ve ben anneme göz kulak olmuştuk. Öfkemi kaybetmeden sana ve haydutlarına geri çekilmenizi öneririm. Eğer annemi, babamı ya da karımı oradan çıkarmamı engelliyorsan. Seni bitireceğim!""You have no right to speak to me like that you worm. My father and I had taken care of my mother while you hid away in your hole. I suggest you and your thugs back away before I lose my temper. If you're preventing me from getting my mother, father, or wife out of there. I will end you!"

 

Rahnur then turned to the priestes before he turned to the priestess, "Of course, tell me, do you know how this happened? Which body...?" the last part sounded as though he was crying.

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Name
Intimidation
12
1d20+2 10
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The crowd immediately turns to Rahnur at his approach, with his uncle Akbar immediately getting in his face: but Rahnur, despite his emotional state, gets right back in his face and speaks fluently in Alzhedo, the language of Calishites, proving his worth. Such is his fury that the other Calishite thugs back away, clearly either moved or terrified by Rahnur's wrath. Akbar, though, sees his nostrils flare, his eyes widen, as he stands his ground. Rahnur speaks to him, and immediately turns to the woman and addresses her as if he were nothing, though the emotion in his voice is still high. She moves towards him as Akbar speaks, stepping forward and trying to place herself between Rahnur and his uncle.

"Eğer kız kardeşimin çocukken benimsediği şey olmasaydın, senin kelleni burada ve şimdi alırdım. Senin korkak baba köpeğin, kız kardeşimin zarafetini ve güzelliğini aldı ve onun yerine şimdi sadece üzüntü ve pişmanlık bıraktı: ve sen, şerefsiz herif, onun sana en çok ihtiyacı olduğu anda burada değildin. Lonca senin yokluğundan yararlandı. Bu senin kafanda. Buradan ayrılmayacağım: Kız kardeşime artık hak ettiği evine, halkının arasına kadar eşlik edeceğim."Were you not the thing that my sister adopted as a child, I would have your head, here and now. Your coward dog of a father has taken my sister's grace and beauty and replaced it now with only sorrow and regret: and you, honorless whelp, were not here when she needed you most. The Guild took advantage of your absence. This is on your head. I will not move from this spot: I will escort my sister to her rightful home now, among her people.

spacer.pngOnce he is done, the mortarch speaks as if he were nothing. "Well-met child, I am Mortarch Scyre of the Temple of Kelemvor at the Graveyard. I have come to administer the final rites and prepare the body for burial: am I to understand you are unaware of events here? Have you recently returned to the city: you have the look of the road on you. Let me help you, child—"

She never gets the chance. From the dock is the board that goes into the boat, and at the top comes a voice, barely a quiver. "Rahnur?"

The woman is small, smaller than Rahnur remembers, clearly of Calimshan but with a face much older than Akbar's; she is older, Rahnur knows, but now she looks as if she's aged a decade. Her eyes are red, her face with clear marks where tears have tread. She wears black, her dress entirely of Calishite style, but reflective of her mourning state. She has worked hard, and her face is beautiful, but right now, she looks tired: and shocked.spacer.png

She runs as fast as she can down, and throws her arms weeping around Rahnur's neck, burying her sobs into his shoulder and then his chest as she lets herself down. This is Rahnur's mother, the guiding light of most of his life. "You've come home... oh gods, I'm sorry. I'm so sorry. Please, please, I'm so sorry, oğul."

Mortarch Scyre moves to the rest of the group. "Perhaps we should give them some space; can you tell me Rahnur's situation? I had been led to believe he was away on business."

The City Watch stands awkwardly to the side, keeping an eye on the forces from Little Calimshan: they, too, stand awkwardly to the side, with Akbar's anger deflated.

Edited by Gregorotto (see edit history)
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Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft.

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

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

More Traits, Features, and Abilities

Proficiencies

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

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

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

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

Racial Features

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

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

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

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

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

Background Feature

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

Class Features

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

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal 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
Date

18 Kythorn, Year of the Warrior Princess,
Eastway, Lower City, Baldur’s Gate
Western Heartlands, Sword Coast

   Wendy follows her friends through the narrow streets towards Rahnur’s home. When he picks up speed into a run seeing smoke rising from the ship, she runs as fast as she can, too. She makes judicious use of her ability to get hither, thither, and yon in a dense, urban environment such as this without impediment—in half the time he’d normally take   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.!

   When the Calashites begin arguing with Rahnur in a tongue she doesn’t understand—but body language is nigh universal . . . and the old lady just said they wouldn’t allow them entry—Wendy puts on her hat of disguise behind a fruit cart and tosses a silver piece to the cart’s owner with a wink. A 3′-3″ halfling boy steps out from behind the fruit cart and walks towards Rhanur. He looks up at the men blocking Rhanur as if he just stepped in dog excrement.

   As he approaches, the halfling boy says, “Mr. Rahnur, I don’t know what’s going on, but if these skid-marks are getting in your way, then let me mroo rem Rou’ RAR RA RAY,” the 12-foot-tall brown bear finishes growling out, interposing itself between Rahnur and the other men. It stares menacingly down at them—6 feet down to the top of the tallest of their numbers’ heads. It’s arms are almost as big around as their waists, and it looks like it’s itching for a snack.

   The brown motions for Rahnur to go to the woman calling out to him from the ship’s bow, and then motions for the priestesses to follow him. Then it goes back to staring down these foolish men that would dare get in the way of her dearest friend.

OOC

Movement:

Action(s): Providing help on Rahnur’s Charisma(Intimidation) check.

Bonus Action: Turn into Wendibrownbear

Reaction:

Interact-with-Object:

Edited by Kamishiro_Rin (see edit history)
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Theodoric.png.2eb4b4312fa820331118ff4b80ef39e9.pngTheodoric | Aasimar Paladin 4


AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features | Prepared Spells


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


While Theodoric truly hadn't had much of a chance to converse with Rahnur during the journey thus far, even he could recognize the look on the half-drow's face - pure, unadulterated panic. He hurried behind as Rahnur broke into a sprint, readying himself for trouble by grasping the leather grip of his warhammer, but not drawing it just yet.

He didn't know the language Rahnur and the Calishite man spoke in, but he could tell from the tone that tensions were high between the two - this feels personal.  He was about to step forward to support Rahnur after Wendy disappeared behind a fruit cart, but the goblin-turned-halfling-turned-bear seemed to have the situation in hand. Instead, he looked to the Mortarch, giving her a nod of respect.

"I'd like to know more about what's happened here, Mortarch. You mentioned the body could be a danger to the Gate... is this more than a simple death?" At the foremost of his mind, he was worried by the level of danger - could something like necromancy be at play here?

OOC

 

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


The scene unfolding before him was unexpected, to say the least, but Belmund was no stranger to the unexpected. Still, this seemed like a family matter, and one that he was not about to stick his nose into having just met this group and being unsure where, exactly, their loyalties lie, just yet. They definitely had made a good name for themselves, but he'd been fooled before.

Lingering in the back, he kept an eye on the crowd. This event was sure to draw attention to them, and they seemed to be at the center of it, or at least two members of the group were, anyway. The casual passerby wanting to see the daily commotion at the docks was one thing, but some eyes peered too deep into things. Secrecy was important, as Dani had pointed out, but it needed to be pulled off in plain sight to be most effective.

This, however, was a bit too center stage for his taste.

 

OOC

Belmund surveys the area/crowd, looking for anyone who is doing more than just watching some passing fuss.


Action:

Bonus:

Movement:

Name
Perception Check
11
1d20+2 9
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IC


spacer.pngRahnur Rhahlem

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

 

NG Half-Drow Fighter (Champion) Lvl 4  AC 15 HP 34/34 Speed 30 ft. PP 14

Ability Scores, Saves, and Skills 

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

Attack and Scores

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

Class and Race Abilities

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

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

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

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

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

Fighting Style: Archery

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

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

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

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

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

 

Rahnur's fists clenched as his "uncle" - he refused to actually think of him like that - continued on his self-righteous rant. His eyes went to the smoldering building that was there home before he went back to the man before him. Rahnur barely registered Wendy's help but he did spare enough to give the goblin a grateful smile before his eyes went back blazing to the man before him. His uncle ranted about his father stealing his mother's grace and beauty and was now taking her back...Rahnur's mind barely registered that it meant his mother was alive when he began another rant.

 

"Babam hakkında böyle konuşmayacaksın ve annemi hiçbir yere götürmeyeceksin!""You will not speak of my father like that and you will not be taking my mother anywhere!" he nearly shrieked, "Babam, anneme ve bana bakmak için babasını iliklerine kadar çalıştırdığında neredeydin? Lonca her zaman kapımızı çaldığında ve bizi gasp etmeye çalıştığında neredeydin? Onlar kötü konuştuğunda tanrıların adı neredeydin? Annemin mi? Hiçbir yerde! Artık onu önemsediğini ve onu geri almak istediğini söylemeye hakkın yok!""Where were you when my father worked his father to the near bone to take care of mother and me? Where were you when the guild always came knocking on our door and tried to extort us? Where the gods name were you when they spoke ill of my mother? Nowhere! You have no right to now say you care and want to take her back!"

 

He made a move to shove the man and tell Wendy to just tear him apart when he heard his mother's voice, a new balm to his panicking mind as he turned and had his arms open when she into him. Rahnur ignored his uncle and the others as he was quick to run his fingers through her hair and hugged her tightly as she cried. When she pulled away, Rahnur didn't dare to let her go far as he held her by the shoulders

 

"Anne, tanrılara şükür güvendesin. Lütfen bana ne olduğunu anlat. Babam evde mi? Peki Loren nerede?!""Mother, thank the gods you are safe. Please, tell me what happened. Is it father in the house? And where is Loren?!"

 

 

OOC

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Movement:

 

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

Human Graviturgy Wizard (4)


 

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


Daniella regarded the environment with her usual expression of boredom and disinterest, outside of the occasional scowl towards the citizens who dared walk too close to her, or her signature eye-roll when Aralim bombarded the Dwarf with a slew of questions. 

Rahnur’s response to Dani’s teasing was a surprising one, “Ah, so you are going to stay. That is an acceptable outcome, although perhaps I should not be surprised. I cannot imagine your…civilian life is as exciting as what we have been accomplishing. It would be a shame for you to back out just before you have an opportunity to witness my legend first hand.” Her cheeks, artificially reddened with makeup, dimple with a confident smirk.

 

All mirth left her when Rahnur — seemingly out of nowhere — took off in a dead sprint. One by one, Dani watched as the rest of her allies followed suit. “Ugh…We are running now? Why are we running?” She complained, though everyone had already gone by the time she finished speaking. The ex-noble exhaled a sigh and, after a short pause, expedited her gait while following the others. Although, she never actually increased her speed beyond a slight jog.

Consequently, she arrived to join the others after everything had already begun. Her calculating mind attempted to piece together exactly what was happening, considering that even she did not speak the native language of the Calimshites. ‘Raised shoulders from the unknown male indicate a rise in aggression; Disciples of Kelemvor present, indicative of a recent death; Burning wood; Sizeable vessel, possibly used as a place of lodging for a low-income household. Aggressive speech patterns from the half-drow; heavy breathing; increased heart rate.’ The thoughts came in an organized pattern, but she assessed them within a second.

Daniella did not choose to involve herself, but she did keep her eyes locked on the aggressive gentleman that blocked anyone’s attempt to board the vessel. The following scene between Rahnur and the older Calimshite woman added another layer of depth, and before long, Daniella was quite confident she understood at least the basics of what was happening.

The sharp jawline of the young Rosznar tensed and her eyes narrowed with rising ire, giving the emerald irises a dangerous gleam. Walking forward with a steely determination, Daniella spoke up to Akbar, “I do not know who you are — nor do I care. What I do know is that you are standing between Rahnur and someone he cares about. I personally have witnessed this Half-Elf pierce a Kobold with an arrow — directly between the eyes — at over a sixty-foot distance…and that is not even to mention what the rest of us can do.” Daniella held his gaze, unblinking. “I suggest you step aside. Now. But not too far away, in case we determine that you are involved in whatever has happened here.”

Title

Rolling Intimidation!

 

Name
Intimidation
14
1d20+3 11
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Akbar sniffs at the insults of Rahnur indignantly, his eyes widening as his nostrils do; the other Calishites look at one another ready to draw as soon as Akbar does so. Before he can respond to Rahnur's questions, Wendy intercedes on the half-drow's behalf, with every Calishite stepping back and the gaurds stepping forward, before being stopped by the priests of Kelemvor. "Hold; let them 'discuss' this in their own way." As Rahnur prepares to let Wendibear do her worst and stain the stones of Baldur's Gate red with blood, Osnoh appears, and Rahnur finds himself reunited with his mother, Wendibear quickly joining him in her bear form, to the relief of the Calishites. Theodoric obliges Mortarch Scyre, who gives his masked visage a strange look. "That particular line was in regards to the nature of death in cities, Servant of the Even-Handed God: and well-met. If priests of Kelemvor cannot put the body in magical repose, it invites the servants of Talona upon us all. But... there is nothing normal about this death, nor is this the only one. There have been an uptick, in the past few days, of deaths in the city. The ones here... they are the most public. Something is happening, if the rumors of what's going on outside the city are anything to go off of. What has Rahnur been up to? Have you lot heard anything beyond the walls of the Gate with regards to... well, a certain cult? Are the rumors true?"

As Rahnur consoles his mother, Dani steps in, and her word is as sharp as a dagger in the heart. The other Calishites back away, but Akbar stands his ground, infuriated. "If the guards were not here, little girl, I would show you your place: at the bottom of my boot, bleeding your life away, for such impudence. I am here for the care of my sister: what that half-blood mongrel does is his own business, but she is coming with me back to the safety of what our parents built for us. Conduct your business, see how useless you are: I care not. She will come willingly: that is why we are here." He steps back with the others, as Osnoh finishes her wailing and listens to her son.

"My sweet boy... your return means you honored your father. And these must be the ones who helped you to do it. Please, come, all of you: I shall make us tea." She addresses the City Watch and the mortarchs. "Please, give us a moment more. Excuse my jackboot of a brother: he does not know his own place, here in the city." Akbar huffs once more, furious. Taking Rahnur's hand, she leads him up the walkway onto his home, expecting everyone else to follow, but stops at the top. "Rahnur... what you are about to see... will shock you. Your heart will never heal from it. And I ask you do nothing rash." With that, she pushes the door, half off the hinges, and goes inside.

Rahnur knows every nook and cranny of the ship, every hole and every corner, every inch of this place. Even burned, he knows what he sees, and where she leads is the kitchen, attached to the workshop, and below are the bedrooms, above the offices. Fire has ruined much of it, the ship not fit for living or for sailing. Osnoh immediately gets to work making tea, the smell of saffron strong as she does so. As the water warms, she takes her son by the hand and leads him into the workshop, which is bare of work, with the ruins of Rahnur's hard work in the corner. Only one table remains: and on it sits a figure wrapped in white. Among the fire are strange brown marks, sunk into the ruined beams. The boat groans, but not dangerously.

"When you left, your Baba forced himself back to work, helping Loren. I did what I could, to keep him from overexerting himself, but he felt responsible. After a month, it was like old times, except without you: Loren missed you something fierce, boy. They did everything you would have wanted them to and more; you know we love Loren, but we can never keep up with that sharp business mind of hers. She could stretch a bronze halfway to Daggerford and back, that one. So clever. I remember the night before the fire... oh, Rahnur...." She sniffs, then looks at the body. "I was out collecting a new batch of wood and some duck for dinner, and Loren and your father had a business meeting to prepare to build a balcony for a client in the Upper City. I don't know what happened: when I returned, the ship was aflame. I ran aboard, looking for them, when I found your Baba holding his old sword. He was bleeding from multiple wounds, but had killed three of them; two were already on fire. I helped him off the ship, but... but it was already too late. He told me they took her, Rahnur, they took Loren, and he gave me this note. The Watch came to contain the fire, your friend Stephan joining them. I held him, your Baba.... He told me about the night he met me, the day we brought you home and decided to make a life out of ourselves... he told me the stars had never left my eyes, and then, just like that... oh gods, Rahnur, he was so proud of you, so proud of the life we had made. And now... now we have nothing. Nothing but ashes, and you." She is too tired to cry, and reaches into her sleeves, producing a piece of parchment. "I don't know the tongue nor script. Perhaps one of your learned friends can tell us what it says."

They can, in fact: those who can read Draconic, anyway.

The Challenge

From the silence of Mondath and Cyanwrath, you must have come for them. It matters not: I recognized you from a distance, the night you raided our camp. I was the one who commissioned the statue from your father. He wisely kept it from you while you were chasing this welp I have taken from you: he should have kept it from you further or else this would not have happened. I have slain your father and kidnapped your woman, half-dark brood.

We have unfinished business, Rhahlem. Find me, and we will finish it. Perhaps the two of them will be alive when you do.

-Speaker of the Black, Rezmir

Rezmir.

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


AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features | Prepared Spells


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


Theodoric gives a quick nod in understanding at Mortarch Scyre's explanation of the situation. "The Plaguemother, of course. My apologies for the misunderstanding, Mortarch Scyre. But you say there has been an increase in deaths recently? Has the Watch found anything to suggest a connection?" He pointedly looks over at the two City Watch members currently present, waiting a moment to see if they had anything to add.

"As for Rahnur's actions, my other companions would be able to answer that better than I. My path only just recently intersected with their own."

He pauses a moment as Scyre mentions rumors about the Cult, grimacing under his mask. Word spreads swiftly, it seems. "It would depend on the rumors you've heard, but yes. The Cult of the Dragon has risen once more."

OOC

 

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IC


spacer.pngRahnur Rhahlem

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

 

NG Half-Drow Fighter (Champion) Lvl 4  AC 15 HP 34/34 Speed 30 ft. PP 14

Ability Scores, Saves, and Skills 

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

Attack and Scores

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

Class and Race Abilities

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

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

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

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

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

Fighting Style: Archery

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

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

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

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

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

Rahnur felt his fists clench as he listened to his uncle continued his pretentious rant. His hand twitched as it tempted to go to his bow on his back but restrained himself as he walked with his mother inside. His old home now gone. Everything his parents worked hard to build, gone. His fists clenched hard as the ship groaned underneath his feet. He could recall his everything he did before he left home. The last breakfast Loren had made for him, and his mother's last-minute instructions to be safe as they sat around the table. The door even had memories as he kissed Loren goodbye with a promise to both her and his parents that he would be back as soon as possible.

 

When his mother lead him down to the workshop, Rahnur could recall the last order he did - a small jewelry chest. His knees nearly buckled when he saw the white sheet and he went pale. The realization of what happened truly dawned on him, and Rahnur's fury only grew when he heard the full story, "They took her?" it was almost like a question before his mother gave him the note and he turned to the others, "Can any of you read this?"

 

 

 

 

OOC

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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 was in shock during the entire confrontation with Akbar and the Calishites, on behalf of Rahnur. What a terrible turn of events to come home to! He stepped up behind Theodoric and was preparing to fight on behalf of his half-drow friend, but things calmed down when Osnoh appeared.

 

The devastation of the ship was heart-wrenching as they entered and looked around. "We... we have to do something. Can we pool our resources, help rebuild? Perhaps Theodoric and I can seek the help of the Stormshore Tabernacle? I don't think there's a temple dedicated to the Morninglord here in Baldur's Gate."   He turns to Belmund. "Surely there are ways that some of the organizations you know can help, after all we've done?"

 

After the somewhat manic outburst, a look of stillness comes over Aralim's face. It wasn't peace, quite. But it could be resolve. He walked over to Rahnur and murmured quietly to him. "My friend, if you need the peace or support of the Lord of the Dawn, I am here for you. The sun will rise over the horizon. If there is anything I can do... if you need a confession to lift the burden on your soul, I can help. If you need a solid mace and the wrath of the righteous, well... I am here to the end."

 

At the offering of the note, he clears his throat. "I can read this, it looks like Draconic. This... this is addressed to you, Rahnur."  After reading the note aloud, his face tightened. "Loren needs us."


Mechanics

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

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft.

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

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

More Traits, Features, and Abilities

Proficiencies

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

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

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

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

Racial Features

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

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

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

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

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

Background Feature

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

Class Features

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

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal 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)

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Sanders


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


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

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

Actions

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

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

D5qG4Ge.png

Ruby (pulling the Party Wagon)


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


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

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

Actions

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

IC
Date

18 Kythorn, Year of the Warrior Princess,
Eastway, Lower City, Baldur’s Gate
Western Heartlands, Sword Coast

   An enraged Wendibear doesn’t tolerate that talk to her friend. With a deafening war, she shoves Akbar to the ground.

OOC

Movement:

Action(s): Shove action

Bonus Action:

Reaction:

Interact-with-Object:

Oops! Shoving is a Strength (Athletics) check. That’s a +4 to shove, not a +6, so she rolled a total of 15, not 17.

Wendibear
KaM27np.png

Brown Bear
Large Beast, Unaligned


Armor Class 11 (natural armor)

Hit Points 34 (4d10 + 12)

Speed 40 ft., climb 30 ft.


STR 19 (+4) | DEX 10 (+0) | CON 16 (+3)

INT 12 (+1) | WIS 16 (+3) | CHA 8 (–1)


Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1 (200 XP)


Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Actions


Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Environment: Arctic, Forest, Hill
Source: MM, page 319. Also found in PotA; SKT; TftYP; GoS; IMR; MOT; IDRotF; WBtW. Available in the SRD.

 

Edited by Kamishiro_Rin (see edit history)
Name
Shove Attack
17
1d20+6 11
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Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15


"Shite's sake," Belmund muttered. The appearance of the brown bear officially meant his mission was in jeopardy and now would probably be the time to act. One thing was immediately certain to him; this group had ties that ran deep. In that moment, he felt a little more affinity for them.

He certainly hadn't expected this turn of events.

Moving to the bear that was Wendy, he glanced over at a specific guard he spotted earlier, one Talun Twinpike to lock eyes with the man who was already looking in the direction of the bear, as were most eyes in the crowd. A flash of recognition, but just in case, Belmund casually thumbed the furs on his colar up for a split second to display his Harpers mark for Talun. He was a good sort, a rarity in these parts, that Talun, but Belmund was not sure just how much pull the man would have with this current detatchment. Still, Belmund had to do something, and hoped with all his hope that Talun would see him approaching the bear, see the emblem, and understand that he was about to get things under control...in theory.

Talun's job would be to prevent the guards from turning this into a bigger problem than it already is, as guards tend to do as Talun knew all too well.

As for the bear...

"Ah'd hoped ah'd see yer work soon, friend o' the lands and trees," he said to the bear, all the bluster and boldness gone from his voice, making his words calm and almost musical. Reaching out, with a slow and considered movement, he laid a hand upon the bear to softly stroke her neck. "but we've no need for this to come to blood and battle. Not yet, at least." He indicated the bear should perhaps back off, if only until Rahnur's business is done in the boat. His eyes look down at Akbar. "A just course has Rahnur making the final decision about all this. Tempers may deny him that."

Belmund looked back over at Talun, hoping the man had gotten his unspoken message.

Still, Belmund's freehand drifted to his hand axe, practice with old instinct of when things were about to turn sour...

No matter what, he needed to get this group to their next destination.

OOC

Belmund makes an effort to diffuse the situation on the docks, calm Wendy down, and communicate to a guard he knows to tell his buddies to chill. He'd rather not this break out into a brawl, but is ready to defend if it must.

Roll on Discord: Charasma Check = 18 to recognize a guard or two in the mix

Note to DM: A few other rolls of possible relevance below, not sure if you need them or not.
1. Sleight of Hand = 7 for showing his Harpers pin to pretty much everyone I guess SIGH
2. Animal Handling = 18 (IGNORE)
3. Persuasion = 14 for the nonverbal communication with Talun


Action:

Bonus:

Movement:

Name
Sleight_of_Hand
7
1d20+2 5
Animal_Handling
18
1d20+5 13
Persuasion
14
1d20-1 15
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