Akai is level 3! He now has a total of 3 sorcery points, and he has gained the "Empower Spell" and Quicken Spell" Metamagic. He has switched out Burning Hands for Charm Person, and he has learned Dragon's Breath. He has also gained 8 max hp.
Falshen has levelled up! It appears someone in House Margaster has been slipping magic lessons in with his business duties as Falshen now has the archetype Arcane Trickster - he has learned 3 cantrips and 3 first-level spells. Additionally, he can use the cantrip Mage Hand to engage in special thief-like activities! He has gained 4 hp
This post has potentially manipulated dice roll results.
Gregor has levelled up! His scribe work has payed dividends beyond the financial and he has made several significant magical discoveries that he believes will benefit him and his allies. He has developed a spell of Invisibility and Alter Self. He has gained 5 HP.
Ian has leveled up and gained another 8 hp! He is now a expert of persuasion (ooc: +9) and deception (ooc: +9) having taken the Lore route thanks to his many business dealings. In addition, he has gained proficiency in performance, acrobatics, and investigation. Sadly, due to the mysterious forces of nature that command his magic, he has forgotten Sleep. But in its stead he has learned Heat Metal, so beware armored users! Not trusting his winning smile alone, Ian has also picked up Suggestion, so in times where persuasion or deception need a little more oomph, Ian can magically encourage others to fall in line with our plans.
Irma Gerd is now a level 3 Paladin, he has chosen Oath of Devotionhe is now bound to the lofty ideals of a white knight (honesty, courage, compassion, honor, duty).
With the Oath he has gained the spells:
Sanctuary (protects creatures/beings from attacks or harmful spells. Aggressor must make a Wisdom Throw, upon failing save the attack/spell must change target or loses the move. If the protected creature/being attacks/casts a spell the protection ends. Lasts 1 min, does not protect from area effect damage - explosion/fireball).
Protection from Evil and Good (until spell ends, creature/being blessed is protected from: aberrations, celestials, elementals, fey, fiends, and undead. These foes will have a disadvantage on attack rolls. Protected creature/being can't be charmed/frightened/possessed. If the protected creature/being was charmed/frightened/possessed prior to being protected, they will have an advantage on saving rolls).
These two spells are considered "Oath Spells" and will not count towards the Daily Spell Limit and are always prepared to be cast
Irma has gained the following abilities:
Divine Smite: will use up a spell slot to add radiant damage to physical damage. Extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Sacred Weapon - As an action you can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, you add +3 to attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.
Turn the Unholy - As an action, you can censure fiends and undead. Each fiend or undead that can see or hear you within 30 ft. must make a WIS saving throw (DC 13). On failure, it is turned for 1 minute or until it takes damage.
The day is entirely occupied by laying the groundwork for the licensing and refurbishment of Trollskull Manor. Much of this work involves meetings with guild representatives. Repairs to the walls and the roof require the approval and oversight of the Carpenters’, Roofers’, and Plaisterers’ Guild. The Cellarers’ and Plumbers’ Guild is best equipped to handle the refurbishing of the basement and plumbing. Clean bedsheets are provided by the Launderers’ Guild. The streets around the establishment are kept up by the Dungsweepers’ Guild and the Loyal Order of Street Laborers. Meat must come from the Guild of Butchers; ale and wine from the Vintners’, Distillers’, and Brewers’ Guild; and bread and pastries from the Bakers’ Guild.
By the end of the day, and after a dizzying flurry of paperwork, our five friends find themselves in possession of all the necessary licenses and contracts to run their very own watering hole - once renovations and restocking are complete, of course. Renaer Neverember will own a 10% share in the business, and they owe the Temple of Waukeen 480 gp, to be repaid within a year. Provided all goes smoothly, the work on the Manor can be completed, and they can be open for business, by the first of Marpenoth.
Day 18 - Eighteenth of Eleint
The next morning, shortly after sunrise, the Manor is rocked by the roar of an explosion! Out in the street, you hear anguished screams and cries of shock and fear. A thick cloud of acrid smoke billows outward from the blast, which seems to have occurred right outside your door.
In the center of Trollskull Alley, not a hundred yards from your door, a smoking circle of wreckage lies strewn with rubble and charred corpses - almost a dozen dead, at a glance. Most residents and passers-by who escaped the blast are still running, though some have stopped to turn and gaze in shock at the burning debris. No buildings were caught in the blast, and it doesn’t look like there’s any danger of the fire spreading. The cause is not immediately apparent, nor is there any sign of further detonations impending.
If there are bystanders apparent, Falshen will call to them, "Did anyone see what happened?!"If not (or if none reply), he looks about for any sign of who or what caused this.
A handful of witnesses have lingered on the scene. In the next few minutes, each character may:
Question witnesses, OR
Search the bodies / blast area, OR
Search the surrounding area OR
Take another action of his choosing
Each character may decide how he is approaching the situation, and roll skill checks he believes to be applicable. Characters may also team up to make assisted skill checks with advantage.
Ian, with the assistance of Akai, will call out to witnesses in the area to come forward and explain what happened. With his voice booming to carry throughout the street he says,
”Neighbors! Owners! Passersby! Come ‘ere and explain what has happened! Give witness to this tragedy for the sake of those who were lost!”
Falshen and Irma, investigating the area, make the following discoveries:
Based on Irma’sArcana check, and looking at the radius and lingering effects of the blast, the paladin determines that the explosion was the result of a Fireball spell, hurled at relatively close range.
There are eleven dead:
One elderly female human [apparently out for a walk, witnesses don’t recognize her]
Two cloaked male humans clad in leather armor with sheathed longswords
Two female humans and one male half-elf dressed in plain clothes [witnesses say they looked like servants of a noble family out running errands]
One male gnome wearing a burned cloak and clutching a dagger
Two female halflings who were playing a flute and a fiddle, and two male halflings who were dancing
Searching the bodies reveals two things of note:
One of the dead male humans has a black, winged snake tattooed on his right forearm.
The dead gnome has dry waste on his boots and cloak, suggesting he has spent time in the sewers recently. He also has a pouch containing five 100 gp gemstones.
Ian, Akai, and Gregor, quickly questioning everybody who is still on the scene, receive the following information:
Fala, the owner of Corellon’s Crown, says:
“I was watering plants in the greenhouse on the second floor of my shop when the blast blew out some of the windows. Lucky I wasn’t injured! Through the smoke, I saw a cloaked man take something from the body of a dead gnome, then start limping away. He was badly burned and casting glances over his shoulder, like he was afraid someone might be following him. By the time I came out, he was gone.”
Jezrynne Hornraven, a Waterdavian lady who was visiting Book Wyrm’s Treasure, claims she saw the perpetrator:
“I tell you, it was not a man. More like a puppet shaped like a man. A puppet without strings. It was on the rooftop. It hurled something into the crowd below that caused the explosion, then ran off over the rooftops.”
Martem Trec, a twelve-year-old boy, had only confused impressions of what occurred, but reveals something of interest:
“Right after the explosion, I ducked behind a rain barrel. Then I heard a ‘plop’ and found this in the barrel.”
He produces a golden necklace, to which are attached two bright red beads. It seems he intends to keep it.
Other witnesses claim that the two armed men, as well as the cloaked man that Fala saw leave the scene, were following the dead gnome, who seemed to be heading toward the Manor. The three had just caught up with the gnome when the blast went off, killing all involved - except the one survivor who fled after taking something from the gnome’s body.
At this point, the party notice that a griffon cavalry rider is circling in the air above, and hear the approaching clash of armed men moving at speed, by their cries a detachment of the City Watch. The party may await the arrival of the law, or betake themselves inside, or head out elsewhere. It is to be noted that avoiding questioning could get them in trouble.
This post has potentially manipulated dice roll results.
Ian and the others will hold off until the City Watch arrives to discuss with them their findings. Prior to that Ian and Irma will talk with the boy to help him relinquish the necklace as it’s considered evidence as well. Ian says to Martem Trec, “That necklace is evidence, and the Watch will not take kindly to its being withheld from them. You can observe, but I will hand it over to them for you.”
Persuasion: 28
If he doesn’t hand it up then, Ian will resort to intimidation and say
”Since you won’t give it up if your own volition, Martem, I will have to report you.”
Intimidate: 25
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Akai is level 3! He now has a total of 3 sorcery points, and he has gained the "Empower Spell" and Quicken Spell" Metamagic. He has switched out Burning Hands for Charm Person, and he has learned Dragon's Breath. He has also gained 8 max hp.
Falshen has levelled up! It appears someone in House Margaster has been slipping magic lessons in with his business duties as Falshen now has the archetype Arcane Trickster - he has learned 3 cantrips and 3 first-level spells. Additionally, he can use the cantrip Mage Hand to engage in special thief-like activities! He has gained 4 hp
Gregor has levelled up! His scribe work has payed dividends beyond the financial and he has made several significant magical discoveries that he believes will benefit him and his allies. He has developed a spell of Invisibility and Alter Self. He has gained 5 HP.
Edit (It's actually 6 hp)
Ian has leveled up and gained another 8 hp! He is now a expert of persuasion (ooc: +9) and deception (ooc: +9) having taken the Lore route thanks to his many business dealings. In addition, he has gained proficiency in performance, acrobatics, and investigation. Sadly, due to the mysterious forces of nature that command his magic, he has forgotten Sleep. But in its stead he has learned Heat Metal, so beware armored users! Not trusting his winning smile alone, Ian has also picked up Suggestion, so in times where persuasion or deception need a little more oomph, Ian can magically encourage others to fall in line with our plans.
Irma Gerd is now a level 3 Paladin, he has chosen Oath of Devotion he is now bound to the lofty ideals of a white knight (honesty, courage, compassion, honor, duty).
With the Oath he has gained the spells:
Sanctuary (protects creatures/beings from attacks or harmful spells. Aggressor must make a Wisdom Throw, upon failing save the attack/spell must change target or loses the move. If the protected creature/being attacks/casts a spell the protection ends. Lasts 1 min, does not protect from area effect damage - explosion/fireball).
Protection from Evil and Good (until spell ends, creature/being blessed is protected from: aberrations, celestials, elementals, fey, fiends, and undead. These foes will have a disadvantage on attack rolls. Protected creature/being can't be charmed/frightened/possessed. If the protected creature/being was charmed/frightened/possessed prior to being protected, they will have an advantage on saving rolls).
These two spells are considered "Oath Spells" and will not count towards the Daily Spell Limit and are always prepared to be cast
Irma has gained the following abilities:
Divine Smite: will use up a spell slot to add radiant damage to physical damage. Extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Sacred Weapon - As an action you can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, you add +3 to attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.
Turn the Unholy - As an action, you can censure fiends and undead. Each fiend or undead that can see or hear you within 30 ft. must make a WIS saving throw (DC 13). On failure, it is turned for 1 minute or until it takes damage.
Divine Health: immune to all diseases
Day 17 - Seventeenth of Eleint
The day is entirely occupied by laying the groundwork for the licensing and refurbishment of Trollskull Manor. Much of this work involves meetings with guild representatives. Repairs to the walls and the roof require the approval and oversight of the Carpenters’, Roofers’, and Plaisterers’ Guild. The Cellarers’ and Plumbers’ Guild is best equipped to handle the refurbishing of the basement and plumbing. Clean bedsheets are provided by the Launderers’ Guild. The streets around the establishment are kept up by the Dungsweepers’ Guild and the Loyal Order of Street Laborers. Meat must come from the Guild of Butchers; ale and wine from the Vintners’, Distillers’, and Brewers’ Guild; and bread and pastries from the Bakers’ Guild.
By the end of the day, and after a dizzying flurry of paperwork, our five friends find themselves in possession of all the necessary licenses and contracts to run their very own watering hole - once renovations and restocking are complete, of course. Renaer Neverember will own a 10% share in the business, and they owe the Temple of Waukeen 480 gp, to be repaid within a year. Provided all goes smoothly, the work on the Manor can be completed, and they can be open for business, by the first of Marpenoth.
Day 18 - Eighteenth of Eleint
The next morning, shortly after sunrise, the Manor is rocked by the roar of an explosion! Out in the street, you hear anguished screams and cries of shock and fear. A thick cloud of acrid smoke billows outward from the blast, which seems to have occurred right outside your door.
What do you do?
Grabbing his gear, Falshen will hurry out to investigate, one hand on the hilt of his rapier, ready to draw steel.
Akai accompanies him, ready to bring fire and fury upon anyone causing trouble on his doorstep.
Ian readies himself for action and joins the others.
Gregor casts Mage Armor on himself before rushing out to join the others.
Irma puts on his armor and runs out with his shield and hammer ready.
In the center of Trollskull Alley, not a hundred yards from your door, a smoking circle of wreckage lies strewn with rubble and charred corpses - almost a dozen dead, at a glance. Most residents and passers-by who escaped the blast are still running, though some have stopped to turn and gaze in shock at the burning debris. No buildings were caught in the blast, and it doesn’t look like there’s any danger of the fire spreading. The cause is not immediately apparent, nor is there any sign of further detonations impending.
If there are bystanders apparent, Falshen will call to them, "Did anyone see what happened?!"If not (or if none reply), he looks about for any sign of who or what caused this.
A handful of witnesses have lingered on the scene. In the next few minutes, each character may:
Each character may decide how he is approaching the situation, and roll skill checks he believes to be applicable. Characters may also team up to make assisted skill checks with advantage.
Falshen will investigate the area - with Irma's assistance- for clues as to what happened. Investigation check with advantage: 26
Ian, with the assistance of Akai, will call out to witnesses in the area to come forward and explain what happened. With his voice booming to carry throughout the street he says,
”Neighbors! Owners! Passersby! Come ‘ere and explain what has happened! Give witness to this tragedy for the sake of those who were lost!”
Persuasion: 25
Irma while helping Falshen investigates, looks for signs of magic. He will also act to help any wounded person and heal them with Lay on Hands.
Arcana Check: 20
Gregor will question witnesses
Investigation: 26
Falshen and Irma, investigating the area, make the following discoveries:
Based on Irma’s Arcana check, and looking at the radius and lingering effects of the blast, the paladin determines that the explosion was the result of a Fireball spell, hurled at relatively close range.
There are eleven dead:
Searching the bodies reveals two things of note:
Ian, Akai, and Gregor, quickly questioning everybody who is still on the scene, receive the following information:
Fala, the owner of Corellon’s Crown, says:
“I was watering plants in the greenhouse on the second floor of my shop when the blast blew out some of the windows. Lucky I wasn’t injured! Through the smoke, I saw a cloaked man take something from the body of a dead gnome, then start limping away. He was badly burned and casting glances over his shoulder, like he was afraid someone might be following him. By the time I came out, he was gone.”
Jezrynne Hornraven, a Waterdavian lady who was visiting Book Wyrm’s Treasure, claims she saw the perpetrator:
“I tell you, it was not a man. More like a puppet shaped like a man. A puppet without strings. It was on the rooftop. It hurled something into the crowd below that caused the explosion, then ran off over the rooftops.”
Martem Trec, a twelve-year-old boy, had only confused impressions of what occurred, but reveals something of interest:
“Right after the explosion, I ducked behind a rain barrel. Then I heard a ‘plop’ and found this in the barrel.”
He produces a golden necklace, to which are attached two bright red beads. It seems he intends to keep it.
Other witnesses claim that the two armed men, as well as the cloaked man that Fala saw leave the scene, were following the dead gnome, who seemed to be heading toward the Manor. The three had just caught up with the gnome when the blast went off, killing all involved - except the one survivor who fled after taking something from the gnome’s body.
At this point, the party notice that a griffon cavalry rider is circling in the air above, and hear the approaching clash of armed men moving at speed, by their cries a detachment of the City Watch. The party may await the arrival of the law, or betake themselves inside, or head out elsewhere. It is to be noted that avoiding questioning could get them in trouble.
Ian and the others will hold off until the City Watch arrives to discuss with them their findings. Prior to that Ian and Irma will talk with the boy to help him relinquish the necklace as it’s considered evidence as well. Ian says to Martem Trec, “That necklace is evidence, and the Watch will not take kindly to its being withheld from them. You can observe, but I will hand it over to them for you.”
Persuasion: 28
If he doesn’t hand it up then, Ian will resort to intimidation and say
”Since you won’t give it up if your own volition, Martem, I will have to report you.”
Intimidate: 25