Flipping a coin... [2]
Arcana
Sleight of Hand
Guitar
Dwarvish
Orc
Chaotic Neutral
Cool. (I'll add Animal Handling for the Bard multiclass skill)
You are Zekthush Malleirth McPherson, a Chaotic Neutral Black Dragonborn Wizard slash Bard. You are 38 years old (born on February 11 of 299), 7 feet tall, and weigh 263 pounds. Nothing can shake your optimistic attitude, you idolize Saint Jessa of the Church of Dawn and constantly refer to her deeds and example, you believe we must help bring about the changes the gods are constantly working in the world, everything you do is for the common people, and you are inflexible in your thinking. Your scales are a lustrous black, your eyes are green, and you bear a large, jagged scar on your right elbow.
You are currently traveling west along the road back to your hometown, Fort Dawn. It is past midday, and the midsummer sun beats down relentlessly, so you are sticking to the shade afforded by the well-tended trees on both sides of the road. It is a well-kept, well-traveled road, patrolled regularly by Castamiran soldiers, and it is uncommon to not see other people on the path with you, heading in either direction. You have walked this path enough times that most travelers are familiar with the sight of you, though at the moment you are somewhat more perturbed than usual, musing on the strange apparition who just ceded his strange lute to you when you beat him in a contest of strength, and then vanished in a puff of pungent smoke.
While you are pondering, another stranger runs up to you, though this one is dressed far less... outlandishly. A typical halfling woman of the northern foothills, dressed in the traditional red and yellow cloths of a respectable older lady, her hair is only just beginning to turn from black to white at the roots. "My husband!" she cries. "They've taken my husband!"
The corporate votey bit is over now. Submit as many actions as you want and I'll try to resolve as many as I can per post.
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Get the woman to calm down and tell us more information as to what's happened.
"It was those so-called militia, the Emerald Warriors they call themselves! I kept telling the dang fool not to keep hanging about Stojan and Leonard, they're in too deep with those green thugs, but did he listen? Of course not, we've only been married thirty-seven years! Please, you look strong, can you come with me to the Second Harvest and get him back? It's the tavern they've taken over and made their base, just down the road here, just outside the walls. Please, I beg you!
Get the woman to calm down and tell us more information as to what's happened.
+1. Also while she talk could we try to pickpocket her to see if she got anything of value?
[Sleight of Hand: 18+2] As the distraught woman is still talking, on the verge of tears, you reach out and place a hand the size of her entire torso reassuringly on her shoulder. With your other hand you deftly push her skirt aside and find her belt purse, rifling through it to find what you can feel to be two silver coins and a copper, which you pocket. She doesn't notice a thing. There's also a small, plain knife sheathed discreetly on her other hip,
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
There's also a small, plain knife sheathed discreetly on her other hip,
hm...let's ask if she got any weapons on her. I have a feeling it's a commoner knife, but still. In the middle of a lonely road? asking strangers for help instead of the guards?
"W-who, me? I'd never harm a fly! I-I suppose there's this little letter-opener, but really, I wouldn't even know what to do with it if I had to. Please, I need your help! You look strong? I can't stand up to these emerald militia people, and they have the guards paid off to look the other way. I think some of the guards might even be a part of their group. They certainly don't seem to mind getting the chance to relax while vigilantes run around pretending to do their job for them, at any rate!"
Ask her why they took her husband.
"I don't know, the man is nigh on seventy, so it certainly wasn't to recruit him! We've never had enough in the way of coin to make a decent random, neither. Maybe they wanted his spellbook? I keep telling him to put those silly little cantrips away and get to work, but he keeps insisting he's on the verge of some big discovery or other. None of the militia types are magicians of any sort, maybe they wanted a boost? I don't know..."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
:"l'll help you my little friend. But it won't be for free...your payment will be that spellbook your husband has with him. Do we have a deal?"
+1
+1 spell books are useful
"Huh... that's all you want? Ha! It's probably worth more than the old fool is, but I won't miss it. Let's go, then! I'll show you where the Second Harvest is, you get him back, and I'll meet you by the city gates. His name is Cha Seunggi. I'm Cha Youngok, by the by."
The two of you, hulking dragonborn and diminutive aging halfling, make your way westward down the road another half hour or so, passing another patrol of Castamiran soldiers and an inquisitor of the Church of Dawn, before you spot the Second Harvest, a decidedly second-rate tavern which is clearly used to serving a rough crowd. The building is of a fairly modern design, a symmetrical U-shape with two entrances facing the road and presumably a third door around the back, where you can just make out the stable.
"Well, here we are. I'm just going to get in the way if it comes to a fight, so I'll wait out here. May Saint Jessa smile upon you."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Lets get our dragon ass in there and see whats going on, use the front door.
You pick the nearer of the two front doors and kick it in, feeling somewhat deflated as it smoothly swings inward. It looks like you've found the workers' entrance, which leads directly into the kitchen, beyond which you can see through open doorways into the pantry and a storage room to your left, and a corridor straight ahead which curves to the right out of sight, lined with more closed doors along its length. From what you know of the layouts of these sorts of buildings, those doors most likely lead to guest rooms, while the common room is most likely at the far end of that corridor, in the other arm of the U.
There is a dwarf cowering behind one of the counters. She quickly ducks further down as soon as she's seen that you've spotted her.
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Stomp our way to her. We'll yank her out of her hiding place and bring her to eye level. " You like to bully halfings I see. Now look at you quivering like a scared puppy. Tell me where your leader is and I'll promise to let you guys off with only a missing finger." exhale smoke from our nostril for that extra intimidation.
+1 I'm starting to have a feeling that pretty much everyone we're going to meet in this game is going to be afraid of us.
[Intimidation: 7+2] "Wh-what? Hey, just wait a minute, I'm not with those brawly nutters, alright? And I guess you're not, either." The dwarf painstakingly extracts herself from some boxes and miscellanea she had been crouching among, then comes up to stand in front of you, smoothing out her apron before crossing her arms. She looks middle-aged for a dwarf, wrinkles beginning to line her brown skin, but her hair is still pure black and her brown eyes still glint sharply up at you. "Don't you think you can bully me, Mr. Bard. You want to press me for information, I'll give it, but I expect something in return, alright? Let's start with, who do you think you are, kicking in the door of my kitchen like that?"
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Tell her our name and that we're here to rescue someone from some ruffians and that we kicked this door thinking it was the entrance door.
+1 to above. I hope we're not going murderhobo as is common for this particular RPG.
"Zeshush... Malerf, Mick Person? Well, there's no accounting for the sins of the parents, eh? Mine named me Shakti, can you even imagine? In this day and age? Anyway, you were looking for the common entrance. That's the right one, I mean the one on the right, if you're facing this place from the road, which you would be, if you were looking to come in. Bloody Castamiran regulations make all these new buildings look the same inside and out, there's no heart in an inn any more, you know? Anyway, Mr. No-Sense-of-Direction, I don't know anything about no rescue operation, but the ruffians you're probably looking for were making a whole lot of noise in the common room up 'til a few minutes ago, when they all went quiet. Although, I suppose any of my usual guests could be the sort of ruffian some burly bard would kick down the door to find. Check the common room, anyway; you can head down the main hallway from here to reach it, or head around the front from outside and kick in that door. Oh wait, here, take this too." She tosses you a keyring, heavy with a couple of dozen keys. "Should get you into any of the guest rooms, in case your 'ruffians' have holed up in one of them. Do me a favour and use that instead of breaking the door. I'll want that back, though, alright?"
Added Second Harvest keyring to inventory.
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Information obtained! Now using this info lets go out and kick open the door the common room and look for the people that kidnapped that guy.
You head back out the door you came in through and over to the other door. You kick this one open, and again, it swings in gently on oiled hinges. Nevertheless, the five people inside look very surprised at the sudden interruption.
All of the chairs and tables in the room have been pushed aside to the walls save for a few that have been pushed together to make one large table surrounded by a dozen chairs, around which four medium-sized humanoids in tight all-concealing green uniforms and one elderly halfling man are seated. As you make your entrance, a large sheet of paper is hurriedly rolled up, and a couple of hands begin to make their way to weapons.
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Oh my, got a lot of input this time. Guess everyone's rarin' for a fight!
Smoothly swoop our magical electric guitar from our back to our hand and play Purple Haze (https://www.youtube.com/watch?v=WGoDaYjdfSg).
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
+1
Yes. Poison them ALL.
You begin to pluck out some notes on the strange instrument the strange man gave you. As you hit out the octaves, a bassline comes out of nowhere and begins harmonizing the tritone below what you're playing, before a snare and kick drum join in a couple bars later. As the minor pentatonic riff comes to your fingers unbidden, a Purple Haze begins to seep out through the instrument's headstock, which drifts into the face of the nearest man [Constitution: 19+0], who coughs and sputters a bit but is quickly able to recover from the ill effects of the spell. The purple haze disperses harmlessly, and the humans around the table draw their weapons (three with clubs, one with a shortsword) and leap to their feet. The halfling does not move from his spot.
Roll initiative!
[Initiative: 3+0]
[Enemy Group Initiative: 2+0]
[Enemy Leader Initiative: 14+1]
The apparent leader of the enemy group, the one with the sword, charges toward you! [Shortsword Attack: 1+3] Their swing goes ridiculously wide as they slip a bit on some spilt ale.
Turn order:
Emerald Warrior Leader
Zekthush
Emerald Warriors x3
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
We have a quarterstaff, lets smash him in the face with that instead of the guitar.
oh yeah, +1
Holding your guitar in one hand, you use the other to free your staff of its straps on your back and in one smooth movement bring it around and down onto the enemy before you. [One-handed Quarterstaff Attack: 11+5] You crack him straight on the head, doing [Bludgeoning Damage: 4+3] damage. He staggers a bit, looking dizzy.
Meanwhile, the three subordinates rush off in three directions - one dashes for the back corridor, one [Athletics: 14+0 vs. Athletics: 12+0] struggles for a moment with the elderly halfling before grabbing him, while the last one rushes towards you [Club Attack: 8+2] and you just barely manage to deflect her attack.
The leader shakes his head and takes another swing at you, feet firmly planted this time; [Shortsword Attack: 6+3] you deflect this blow as well with a deft spin of your staff.
Turn order:
Emerald Warrior Leader
Zekthush
Emerald Warriors x3
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Focus on the leader and beat him senseless.
You flip the staff around and [One-handed Quarterstaff Attack: 20+5] absolutely smash him in the side of the head, dealing [Critical Bludgeoning Damage: 2+4+3] damage. The side of the Emerald Warrior leader's skull caves in, and he falls to the ground, his head a mess of bones, brains and blood.
Seeing this, the Emerald Warrior who was already running out the back picks up the pace and disappears out of view, hollers fading down the curved hallway. The hostage taker begins slowly dragging the elderly halfling down the same path, while the third enemy hesitates for a second before [Club Attack: 7+2] taking another narrowly-dodged swing at you. She quavers a bit under your gaze before turning to run, and you reflexively [One-handed Quarterstaff Attack: 8+5] bash her in the back as she goes, dealing [Bludgeoning Damage: 1+3] damage. She stumbles slightly but makes it about halfway across the room away from you.
Turn order:
Emerald Warrior Leader
Zekthush
Emerald Warriors x3
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
I honestly feel like using Acid Breath on this chick. Not sure who else is with me.
Forgot about our magic, I say go for and melt her face!
You take a deep breath, mix up some stomach acid, and spit out a stream of it at your fleeing foe. [Dexterity: 7+0] It catches her full on before she can react, and she [Acid Damage: 5+1] collapses to the floor screaming for the moment or two before the acid disintegrates her torso.
The hostage taker continues to try to get as far away as he can while dragging a halfling.
Turn order:
Emerald Warrior Leader
Zekthush
Emerald Warriors x3 x2
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Then lets chase after the hostage taker and kick his ass.
First, try to extract information from them. Why they want this hostage, who/what their group is, etc.
You easily catch up with the hostage taker, burdened as he is, [Advantaged Intimidate: 5/9+2] and with a scowl and point of your staff easily persuade him to drop the halfling and his club. Trembling hands in the air, he responds as best he can to your flurry of questions.
"Okay okay, don't hurt me, please! The old man, the boss wanted him for the spellbook. Little guy was talking about this new spell he's researching after a few too many a couple nights ago, big magic stuff, above my head, okay? Boss wanted the spell, he wouldn't give it up no matter how many drinks we bought him, so boss decided to grab the halfling and make him spill about it. Look, this Emerald Warrior stuff was never serious to me, okay? I was just in it for the drinks, and the uniform, and my buddies, and the feeling like I'm part of something, you know? I'm just a farmer, I never knew anything, and I never signed up for kidnapping, or fighting, and it wasn't my idea, okay? Will you let me go if, uh, I tell you where Pawel ran off to? Room 18, it is. Please don't hurt me."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Let the man live he has surrendered what we were after and is no longer a threat, now lets grab the halfling and before we turn in the quest lets who this Pawel person is.
You dismiss the surrendered Emerald Warrior with a snarl and bodily pick up the elderly halfling as you stroll down the hallway. He babbles some hasty thanks from under your arm.
"Er, I believe I should thank you, kind sir? Though I do not think this mode of rescue is particularly, erm, traditional..."
He trails off when you reach Room 18 and stop in front of the door. It is closed, most likely locked, but you can see lamplight shining under the door.
[Hidden Roll]
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
We have the keys let's just unlock the door and rush in and head but whoever's in there.
Before this, ask the halfling if he travelled with anyone willingly, if not, then do the above
"What, before they snatched me? I was just drinking here. The farm's just down the road, I've walked here on my own for years."
That information gathered, you take out the key ring that Shakti gave you and unlock the door. Inside the guest room there are three more featureless green-covered people, one of whom looks absolutely petrified. The other two stand up but make no move towards their weapons.
"Please, we need the halfling back," says one in a Western Imperial accent. "His book has the key to freeing our lands of the Castamiran scourge. We never wanted to hurt anyone!"
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
“What is the Castamiran scourge? Some kind of disease?”
+1 Ask the question it might lead to a new QUEST!
Oh this updated. +1 to this.
"W-what? Surely even a half-blood like yourself must know of the Castamiran Empire, no? Their soldiers are everywhere, these days, even as far west as my home. The imperialist bastards have been bullying their way across the continent for years, pillaging everything on both sides of the border they keep pushing out. We Emerald Warriors have dedicated ourselves to loosening their grip, and that's why we've been trying to recruit Seunggi, here."
The old halfling shakes his head vehemently. "Liar! You told me you needed my spell to get food to your besieged homeland! Then Leonard tried to take me hostage as soon as this dragonborn appeared!"
There's an uncomfortable pause before the speaker resumes. "Of course we needed to tell you something along those lines. You would have never understood what we're really fighting for, not with your delicate halfling sensibilities." They turn to face you. "You'll leave the old man with us, I hope. His skills are far too valuable to the cause to be left rotting in some farm. I hope we can arrange a sum that will be sufficient that you don't... bother us again, in the future, if you're not moved to join us outright."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
I feel that there is some trickery and lies going on here but I'm not sure how to call them out on it.
[Insight: 5+2] Seeing your hesitation, the Westerner pushes ahead before you're able to formulate any solid doubts. "My friend, why don't you come with us to on one of our scouting forays and see for yourself how terrible the Castamirans are? I'm sure once you see our cause is righteous, any lasting suspicion you have of us will disappear. We'll be a little bit short-handed, considering your attack on us, but... well, why don't you just come with us on our next expedition in two days?"
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
WAIT! Stand by for decision . . .
Damn. I want to roll INT/WIS (whichever does checks against lies/deception) but our mod is 0. Actually . . . a different idea. QM, roll for deception. I want to attempt to convince them that we're part of another outfit that is against the Castamirans. If it works, they'll let their guard down, where we can ask more probing questions (which would be insight), or extract as much information as we can about them and piece it all together ourselves to see if they're truthful.
+1 Let try it.
[Deception: 20+2] Everybody present, the elderly halfling excepted, relaxes a bit at your lie, then tenses back up again as it sinks in further.
"Then... you must be the one from the eastern rebels. We got the message from your commander four days ago, but we didn't imagine you'd get here so soon. A shame about the business out front, but from what we've heard of your methods I suppose we should be thankful you left any of us standing, eh?" She laughs, her nervousness only barely suppressed. "We're all looking forward to seeing you in action, sir. The Emerald Warriors have never been stronger."
[Insight: 14+2] You press the advantage of this newly altered situation, with the Warriors now almost too eager to supply answers to your questions.
"We know of two other cells operating under the Emerald Warrior banner, one inside Fort Dawn and another that's infiltrated the garrison. We're the cell responsible for the lands and roads surrounding Fort Dawn. If we can break the Empire's grip here, their supply lines to the Western Empire zone will be forced to divert to the dangerous northern detour around the Dwarrow Mountains. We report to Benegal, a dwarf we meet just inside the east gate once a week, but I don't know if he's the true leader, a part of the urban cell, or what. I just know he told us to tail a certain patrol in two days, and to ca- to recruit the halfling, for his spell."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.
Since they're so willing to tell us stuff lets find out why they want that spell so bad.
There is a slight pause as the Warriors share quick glances between each other and with the halfling himself. One of the other Warriors, one who hasn't spoken up yet, chimes in.
"Clever blighter's written a spell far above the level he's supposed to be working at. Either he's been holding out on everyone or he got right lucky, I guess. It's a big teleportation deal, massive amount of, uh, mass moved a long way. It's a ritual, casting time scales up with the distance and the mass you're 'porting. Given a whole day you could drop a good number of heavily armed soldiers wherever you want with no warning, see?"
The elderly halfling looks stricken.
"I just wanted to be able to move the big farming gear around faster, maybe produce straight from the farm to the market. That spell was never meant for this."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.