((It is due to leveling up. Even though you had a Spell Slot left, if you cast a Spell you'll be down one Spell Slot))
Eugene Maximum Hit Points goes up by 7; he gains one 1st Level Spell Slot, Channel Divinity (1 use, Short Rest), Channel Divinity: Turn Undead, and Channel Divinity: Guided Strike
The patching isn't great, but it should keep the Goblin alive. "Much appreciated," the Goblin sighs. "You fellows didn't have to help, so I'll ask the Conductor to prepare a reward. With the Train like this, I think we'll end up stopping at Winter Quarters Outpost for the night."
I’ll be damned! That was something else! In the space of a minute I went from never having seen a dragon to pumping one full a lead! Ha ha! Woo! And goddamn! You boys are alright! When we get to town we oughta get nice and drunk together! Heck addresses the goblin in goblin.
Not for nothin, neighbor, but my associates and I pulled your fat outta the fire just then. What’s the standard compensation for saving the lives of everyone aboard the train? Surely there’s some gold in it, ey?
At a minimum being reimbursed for your Ticket ($10), if he's paying you the same as us it'll be another 25 Dollars. If you want more than that you'll have to smooth talk him I figure. The Conductor's a bit of a Cheap Ass if you ask me.
Put your spoiler here. Much obliged, neighbor, you outta ask for a little something extra yourself, getting a chunk taken outta you the way you did seems like hazard pay to me.
Heck pats the goblin on the shoulder and turns to his new pals. Boys, I think we earned ourselfs some compensation just there, and our goblin friend here is inclined to agree. He says we outta go talk to the conductor re: our reward. He looks at Vito. Maybe you outta do the talkin, Slick, you gotta silver tongued air about you. He looks at Eugene. No offense meant, Eugene, but you look like you’d be better suited talkin bout fire and brimstone and the perils of temptation than squeezing a couple extra pieces of gold outta somebody.
Eugene gives a dark chuckle. "Friend yeh got me pegged all wrong if yeh think I'm all brimstone and no gold. But ye, off the altar I'm not much o' one ter orate. Son," he clasps Vito on the shoulder. "If yer ter be the one o' us what's gonna talk ter the conductor then may ye walk under the light of what little holy blessings still reign 'round these godfersakin' parts. Take my guidance and be abound; it don' sit right with me, knowing there's a whole region o' folk what been scuttlebuttin' 'bout a dragon when we just saw the damned thing. Gotta be one or two souls in this hellhole worthy enough o' redemption from holy and dragon fire alike."
It doesn't take long for the Train to come to a stop. The Hostesses begin to direct the passengers off the Train and towards the Outpost about 100ft from the stopping point. The Portly Goblin comes out the Caboose and meets up with a Dwarf dressed in a Collared Shirt, a brown Vest, Dress Pants, and Dress Shoes; and a Human that is obliviously the Conductor. They converse for a few moments, the Conductor seems to be gathering information from the other two, until finally throwing his Cap on the ground. "Son of a-," he shouts before kicking the wheels of the Train, "whoring-damn-ass Dragon!" He bends down and grips his foot in obvious pain, "Shit...."
"Don't think that feller'd be too keen on a round o' hold'em," Dobbs says to Heck and Vito. "Falk, why don'tcheh see what's what, maybe try an' get these folk ter level with us. And I wouldn't say no ter a proper reward, preachin' don' pay too well and my Pappy raised me with an appetite."
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
This is a little Bonus Feature for each of you personally, partially to represent your Backgrounds and partially to represent your potential future. You may share any amount of the details of these Features with each other, but if it is in character, keep it in character.
Vito
Scoundrel of Fortune
Your not sure when it began in your life, but you've got a knack for your bad luck turning out well and your foes' good luck turning bad. Maybe it's a Personal Guardian Angel, or Lady Luck herself, but something is watching out for you. Occasionally when you roll a natural 1, your failure may end up wildly successful, turning that natural 1 into a natural 20. Likewise, occasionally when a hostile target rolls a natural 20 against you, their fantastic success may end up backfiring spectacularly, turning that natural 20 into a natural 1. You do not roll for this, the DM will inform you when this occurs.
Once per Week you may forcibly Invoke this Power when you have Advantage on a Roll. You do not have to roll, you automatically get a natural 20 when you do this. However, when you do this, the Power becomes inert until you take a Long Rest.
This Power may develop in Time.
Heck
A familiar voice comes into your head. "What..., a Dragon?" It says astonished, "I leave for one year, and you fight a Dragon? Wow, you went from killing that little twerp Zeke to fighting a Dragon - I must say, I'm mighty proud of you boy. Sorry about telling you they didn't exist, but should already know not to completely trust me." You first heard this voice in your head the night you killed Zeke, when it helped you guide the sword into that bastard's heart. You don't know who the voice belongs to, or if it even belongs to a real person, you just know that it has an interest in your life and it seems to like you.
The Voice in My Head
You can contact the voice at any time by taking 1 Minute to call for it, you can also call for it in your sleep. You can ask the voice for advice, opinion, or knowledge. It's advice is usually the quickest solution to the problem at the hand, though it might not give you the results you want and can often be immoral. It may provide you with more moral alternatives and it will never be offended if you don't take the advice. It's opinions may play devil's advocate, though it will default to brutally practical in most cases. When you ask it for knowledge, it may tell you the truth, or it may lie to you. You can not make an Insight Check against the voice, you can only infer what the truth is by how and what it says. If the voice thinks you've gotten too needy or boring it may ignore you.
Once per Week, as an Action, you may physically summon the voice beside you in the form of a Small Category Rattlesnake, under your control and using your Initiative, for the next Minute. The Rattlesnake is Incorporeal and can not be damaged by Bludgeoning, Piercing, or Slashing Damage. The Snake has 1/4th your HP, it's AC is 12, it uses your Proficiency Bonus and Dexterity Modifier for its Attack Rolls, it's Movement is 30ft. The Snake can use the Dash, Dodge, Help (but only with attacks), or Hide Actions and can Attack with its Bite. It's Bite Does 1d4 + your Dexterity Modifier, if it hits the target must make a Constitution Save DC 12 or become Poisoned.
This Power may develop in Time.
Eugene
The Darkest Day and the Brightest Night
You feel driven to bring salvation to those around you. However, you know that salvation can come in many forms. Some need the good word, some need to be left alone, but sometimes the only salvation available is a bullet between the eyes. You also know that you can't help anyone, if you don't help yourself first. When you heal a creature for more Hit Points then they are missing, an enemy within 30ft of that creature will take Radiant Damage equal to any excess Healing. When you deal damage to a creature for more Hit Points then they have, you gain Temporary Hit Points equal to any excess Damage. These Temporary Hit Points last 1 Minute and you can only have one group of Temporary Hit Points at a time, the highest amount will stay.
Once per Week when you are reduced to 0 Hit Points, you let out a verse of power. You Automatically succeed on your first Death Saving Roll, and any Enemy that attempts to harm you outright misses until your Next Turn. Any allies within 10ft of your unconscious body regain 1d4 + your Wisdom Modifier Hit Points at the beginning of each of your Turns for the next 5 Turns. You can neither be awakened nor die until those 5 Turns are over.
Just wanted to say that you’re killing it, both with the story & encounter, and with the Bonus Feature. That’s a really cool addition, and the first three sentences pretty much sum up my character’s personal code (LN), with the addition that he’s going to grow to view Heck & Vito as worthy of redemption and somewhat of Dobbs’ last chance at doing Good Work in a life of failed preaching. On that note, I’m gonna start emphasizing that he primarily goes by his last name. Gonna wait for Vito to respond before continuing in character.
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
...after the fight with the dragon Vito removes his bowler hat and wipes the sweat away from his brow. "That was a close one," Vito says to both Heckand Eugene. "And a drink in town would be nice," Vitosays and then claps his hands together, "and maybe a game or two too. Now let's go see about this reward!"
...after the train stops Vito steps off from the train wearing his backpack. In the reflection of one of the train windows Vito fidgets with his bowler hat and then looks at his overgrown beard. "Need to get that shave," he mumbles to himself. He puts his backpack down next to Eugene and Heck and says, "sounds good to me boys. I'll speak to the conductor about our reward if you two don't mind looking over my belongings."
Vito walks up to the Conductor and the Portly Goblin and kneels down with them as they look at the damage done to the train. "Yeah, and it would have been a lot worse if it wasn't for me and my friends here," Vito says to the Conductor, "and I think a reward is warranted." Vitothen nods over to the Portly Goblin, "he can vouch for us helping."
Vito Maximum Hit Points go up by 6; he gains Cunning Action
The Conductor's eyes focus on Vito when he comes over. At Vito's words he sighs, "Now look here-" He catches Heck's gun flourish and then looks at the mildly annoyed Goblin, "-uh, I suppose your probably right." He stands up and brushes his shirt off. "So the petty cash funds available for this train mean that I can probably give you folks a refund and a 25 Dollar Reward, but if I do, I expect that you'll all help with any trouble until we reach your destination." The Portly Goblin nods before heading back into the Caboose. The Dwarf smiles, "I think we'll be fine Greg." He turns towards Vito, "We're going to be down for the rest of the day, I'm afraid. It's too dangerous for the Artificer to get here today when the sun is about to set." He gestures towards the sun. By the Dwarf's accent your certain that he's a Third or more Generation resident at the Dwarf Quarter in Yannes State, Portsmark. "I'd suggest getting settled in." The Portly Goblin comes back out again with a stack of Greenbacks and heads to the closest of you three, Eugene, "35 for you." He states handing the money to Eugene and then heads to Heck, "35 for you." He states again, handing money to Heck this time before he heads to Vito, "35 for you. Thanks for your services."
All Players gain $35.00. For most of you this means you have $35.00, for Vito, you have $36.90.
Heck
The voice whistles, "Nice one Heck. I think you Intimidated him into paying with that Flourish. So, what's been going on?"
((It is due to leveling up. Even though you had a Spell Slot left, if you cast a Spell you'll be down one Spell Slot))
Eugene Maximum Hit Points goes up by 7; he gains one 1st Level Spell Slot, Channel Divinity (1 use, Short Rest), Channel Divinity: Turn Undead, and Channel Divinity: Guided Strike
The patching isn't great, but it should keep the Goblin alive. "Much appreciated," the Goblin sighs. "You fellows didn't have to help, so I'll ask the Conductor to prepare a reward. With the Train like this, I think we'll end up stopping at Winter Quarters Outpost for the night."
I’ll be damned! That was something else! In the space of a minute I went from never having seen a dragon to pumping one full a lead! Ha ha! Woo! And goddamn! You boys are alright! When we get to town we oughta get nice and drunk together! Heck addresses the goblin in goblin.
Not for nothin, neighbor, but my associates and I pulled your fat outta the fire just then. What’s the standard compensation for saving the lives of everyone aboard the train? Surely there’s some gold in it, ey?
Heck
At a minimum being reimbursed for your Ticket ($10), if he's paying you the same as us it'll be another 25 Dollars. If you want more than that you'll have to smooth talk him I figure. The Conductor's a bit of a Cheap Ass if you ask me.
Goblin
Put your spoiler here. Much obliged, neighbor, you outta ask for a little something extra yourself, getting a chunk taken outta you the way you did seems like hazard pay to me.
Heck pats the goblin on the shoulder and turns to his new pals. Boys, I think we earned ourselfs some compensation just there, and our goblin friend here is inclined to agree. He says we outta go talk to the conductor re: our reward. He looks at Vito. Maybe you outta do the talkin, Slick, you gotta silver tongued air about you. He looks at Eugene. No offense meant, Eugene, but you look like you’d be better suited talkin bout fire and brimstone and the perils of temptation than squeezing a couple extra pieces of gold outta somebody.
((I would like to know what Classes Vito and Heck are leveling up in))
((Sorry, Heck is sticking with Fighter for the time being.))
Heck Maximum Hit Points go up by 8; he gains Action Surge (one use, Short Rest)
Spells prepared: bless, command, divine favor (Domain), guiding bolt, healing word, purify food and drink, shield of faith (Domain).
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Eugene gives a dark chuckle. "Friend yeh got me pegged all wrong if yeh think I'm all brimstone and no gold. But ye, off the altar I'm not much o' one ter orate. Son," he clasps Vito on the shoulder. "If yer ter be the one o' us what's gonna talk ter the conductor then may ye walk under the light of what little holy blessings still reign 'round these godfersakin' parts. Take my guidance and be abound; it don' sit right with me, knowing there's a whole region o' folk what been scuttlebuttin' 'bout a dragon when we just saw the damned thing. Gotta be one or two souls in this hellhole worthy enough o' redemption from holy and dragon fire alike."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
It doesn't take long for the Train to come to a stop. The Hostesses begin to direct the passengers off the Train and towards the Outpost about 100ft from the stopping point. The Portly Goblin comes out the Caboose and meets up with a Dwarf dressed in a Collared Shirt, a brown Vest, Dress Pants, and Dress Shoes; and a Human that is obliviously the Conductor. They converse for a few moments, the Conductor seems to be gathering information from the other two, until finally throwing his Cap on the ground. "Son of a-," he shouts before kicking the wheels of the Train, "whoring-damn-ass Dragon!" He bends down and grips his foot in obvious pain, "Shit...."
"Don't think that feller'd be too keen on a round o' hold'em," Dobbs says to Heck and Vito. "Falk, why don'tcheh see what's what, maybe try an' get these folk ter level with us. And I wouldn't say no ter a proper reward, preachin' don' pay too well and my Pappy raised me with an appetite."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
I don’t drive off rustlers for free, much less dragons...
This is a little Bonus Feature for each of you personally, partially to represent your Backgrounds and partially to represent your potential future. You may share any amount of the details of these Features with each other, but if it is in character, keep it in character.
Vito
Scoundrel of Fortune
Your not sure when it began in your life, but you've got a knack for your bad luck turning out well and your foes' good luck turning bad. Maybe it's a Personal Guardian Angel, or Lady Luck herself, but something is watching out for you. Occasionally when you roll a natural 1, your failure may end up wildly successful, turning that natural 1 into a natural 20. Likewise, occasionally when a hostile target rolls a natural 20 against you, their fantastic success may end up backfiring spectacularly, turning that natural 20 into a natural 1. You do not roll for this, the DM will inform you when this occurs.
Once per Week you may forcibly Invoke this Power when you have Advantage on a Roll. You do not have to roll, you automatically get a natural 20 when you do this. However, when you do this, the Power becomes inert until you take a Long Rest.
This Power may develop in Time.
Heck
A familiar voice comes into your head. "What..., a Dragon?" It says astonished, "I leave for one year, and you fight a Dragon? Wow, you went from killing that little twerp Zeke to fighting a Dragon - I must say, I'm mighty proud of you boy. Sorry about telling you they didn't exist, but should already know not to completely trust me." You first heard this voice in your head the night you killed Zeke, when it helped you guide the sword into that bastard's heart. You don't know who the voice belongs to, or if it even belongs to a real person, you just know that it has an interest in your life and it seems to like you.
The Voice in My Head
You can contact the voice at any time by taking 1 Minute to call for it, you can also call for it in your sleep. You can ask the voice for advice, opinion, or knowledge. It's advice is usually the quickest solution to the problem at the hand, though it might not give you the results you want and can often be immoral. It may provide you with more moral alternatives and it will never be offended if you don't take the advice. It's opinions may play devil's advocate, though it will default to brutally practical in most cases. When you ask it for knowledge, it may tell you the truth, or it may lie to you. You can not make an Insight Check against the voice, you can only infer what the truth is by how and what it says. If the voice thinks you've gotten too needy or boring it may ignore you.
Once per Week, as an Action, you may physically summon the voice beside you in the form of a Small Category Rattlesnake, under your control and using your Initiative, for the next Minute. The Rattlesnake is Incorporeal and can not be damaged by Bludgeoning, Piercing, or Slashing Damage. The Snake has 1/4th your HP, it's AC is 12, it uses your Proficiency Bonus and Dexterity Modifier for its Attack Rolls, it's Movement is 30ft. The Snake can use the Dash, Dodge, Help (but only with attacks), or Hide Actions and can Attack with its Bite. It's Bite Does 1d4 + your Dexterity Modifier, if it hits the target must make a Constitution Save DC 12 or become Poisoned.
This Power may develop in Time.
Eugene
The Darkest Day and the Brightest Night
You feel driven to bring salvation to those around you. However, you know that salvation can come in many forms. Some need the good word, some need to be left alone, but sometimes the only salvation available is a bullet between the eyes. You also know that you can't help anyone, if you don't help yourself first. When you heal a creature for more Hit Points then they are missing, an enemy within 30ft of that creature will take Radiant Damage equal to any excess Healing. When you deal damage to a creature for more Hit Points then they have, you gain Temporary Hit Points equal to any excess Damage. These Temporary Hit Points last 1 Minute and you can only have one group of Temporary Hit Points at a time, the highest amount will stay.
Once per Week when you are reduced to 0 Hit Points, you let out a verse of power. You Automatically succeed on your first Death Saving Roll, and any Enemy that attempts to harm you outright misses until your Next Turn. Any allies within 10ft of your unconscious body regain 1d4 + your Wisdom Modifier Hit Points at the beginning of each of your Turns for the next 5 Turns. You can neither be awakened nor die until those 5 Turns are over.
This Power may develop in Time.
Just wanted to say that you’re killing it, both with the story & encounter, and with the Bonus Feature. That’s a really cool addition, and the first three sentences pretty much sum up my character’s personal code (LN), with the addition that he’s going to grow to view Heck & Vito as worthy of redemption and somewhat of Dobbs’ last chance at doing Good Work in a life of failed preaching. On that note, I’m gonna start emphasizing that he primarily goes by his last name. Gonna wait for Vito to respond before continuing in character.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
((sorry I was MIA most of yesterday. Came down with something and ended up sleeping most of the day. Gonna read through and catch up))
((Vito is leveling up in Rogue))
((Love the background feature!!!))
...after the fight with the dragon
Vito removes his bowler hat and wipes the sweat away from his brow. "That was a close one," Vito says to both Heck and Eugene. "And a drink in town would be nice," Vito says and then claps his hands together, "and maybe a game or two too. Now let's go see about this reward!"
...after the train stops
Vito steps off from the train wearing his backpack. In the reflection of one of the train windows Vito fidgets with his bowler hat and then looks at his overgrown beard. "Need to get that shave," he mumbles to himself. He puts his backpack down next to Eugene and Heck and says, "sounds good to me boys. I'll speak to the conductor about our reward if you two don't mind looking over my belongings."
Vito walks up to the Conductor and the Portly Goblin and kneels down with them as they look at the damage done to the train. "Yeah, and it would have been a lot worse if it wasn't for me and my friends here," Vito says to the Conductor, "and I think a reward is warranted." Vito then nods over to the Portly Goblin, "he can vouch for us helping."
Heck smiles over at the conductor and does a flourish with his gun sleight of hand 18
Vito Maximum Hit Points go up by 6; he gains Cunning Action
The Conductor's eyes focus on Vito when he comes over. At Vito's words he sighs, "Now look here-" He catches Heck's gun flourish and then looks at the mildly annoyed Goblin, "-uh, I suppose your probably right." He stands up and brushes his shirt off. "So the petty cash funds available for this train mean that I can probably give you folks a refund and a 25 Dollar Reward, but if I do, I expect that you'll all help with any trouble until we reach your destination." The Portly Goblin nods before heading back into the Caboose. The Dwarf smiles, "I think we'll be fine Greg." He turns towards Vito, "We're going to be down for the rest of the day, I'm afraid. It's too dangerous for the Artificer to get here today when the sun is about to set." He gestures towards the sun. By the Dwarf's accent your certain that he's a Third or more Generation resident at the Dwarf Quarter in Yannes State, Portsmark. "I'd suggest getting settled in." The Portly Goblin comes back out again with a stack of Greenbacks and heads to the closest of you three, Eugene, "35 for you." He states handing the money to Eugene and then heads to Heck, "35 for you." He states again, handing money to Heck this time before he heads to Vito, "35 for you. Thanks for your services."
All Players gain $35.00. For most of you this means you have $35.00, for Vito, you have $36.90.
Heck
The voice whistles, "Nice one Heck. I think you Intimidated him into paying with that Flourish. So, what's been going on?"