Alrrick was still having trouble seeing clearly in the murky water. He could just barely make out the form of Borkin beside him, but saw nothing else to indicate where the child would be. He tried to remember what his father had said about hunting when you couldn't see, but his mind was too filled with the intense burn of anger his rage gave him to think clearly. He swam lower, hoping to find the child at least, if it had sunk to the bottom, that was.
His hands barely touched the soft sludge of the water's bottom when he felt a sense of urgency fill his heart. He watched as what appeared at first to be a stone pillar began to writhe and cause the ground around him to shake. He looked to the side and saw a gaping maw full of razor sharp teeth appear before his dwarven compatriot and himself. Instinctually, the young tribesman punched the side of the beast.
Brunhilda Naldred Rogue(2)/Wizard(1)
HP: 20| AC 14 | Spell Save DC: 13| Spell Attack: +5| Status: Normal Hit Dice 1 (d6) 2 (d8)| Spell Slots: Level 1 (2/2)|
Hilde watched the circulating ripples from the black maw of the icy water begin to still. What trouble have they found in there? She confided her worry while telepathically speaking with Feather of the White Hunters Moon. The visions that she received from Feather confirmed a few things to Hilde. There's something down there. She knew that nearly a half minute had passed since they first took the plunge into the frigid depths. That's too long to be of their own deciding. Grandmother Hilde had witnessed many a bathing ritual in these cold north lands. Most resulted in a chilly dip and then a quick swaddling in fur and wool.
She recalled the distressed figure whom she had first seen struggling to breathe within the icy hole. Could it have been? Her brow furrowed with worry as Hilde fretted to herself. If it was, then i led them into that hole. Her wrinkled cheeks dropped as did her expression of mirth. Grab the ropes i said, but was i far too hasty? Ahh, i need to be more careful! Hilde reflected sincerely upon the chain of events that had led to Alrrick and Borkin's submergence into the chilly pool.
And now look where they are, at the bottom of an icy hole rescuing an illusion!
The burden of her conscience un bearable, Hilde growled in defiance and said, " How foolish i was to compel my companions into the clutches of a guising predator."
She tutted scornfully as she stood up from the cart and dropped her woolen blanket upon the bench seat.
She bent her knees and rather limberly vaulted off of the cart and landed upon the snowy dirt path. Should it be what i suspect, Great Gran Hedvig would never let me forget such a mistake. Ohh how she used to rap my knuckles with that spoon! I bet i'd never hear the end of it..
"Hrothulf, Vitalie! i'm coming over to you, I believe it's a trap!" Hilde called out loudly across the distance as she ran quickly through the snow to cover the distance between them.
The alabaster hunter of the night watched the hole with building anticipation. Like a hunter realizing the moment of calm within the vortex of action and chaos. Snowflake felt that something was amiss, the wise owl could tell that humanoids often detested cold baths in the frigid waters. Of the three who had jumped in, one was shaking himself dry like a wet dog, and the other two remained hidden under the foreboding surface of the eerie, rippling black mirror. Snowflake considered with the mind of a hunter and saw this as a very successful tactic. Which, had lured several good sized prey into an unfamiliar domain, where they would make an easy meal.
Feather heard Hilde's worried narration of emotional movement. The owls instinctive response was to affirm the possibility of this 'drowning person' being no more than the illusive lure of an advanced killer. Although naked of any comforting consolation, Snowflake did present the angle of dire circumstance through the heart of a real predator. This perspective was calculated and unwavering in dedication to the craft. Although, the white Owl shared a spiritual connection with Hilde and cared deeply in that bond.
Snowflake cried alarmingly, his screech was one of helpless desperation, that he could do nothing to aid those whose pain caused Brunhilda's heart to hurt.
What the...teeth! Bones! Thought Borkin frantically. We've been tricked, there's nobody in distress here...except, you know us!
He considered breaking for the surface, before Alrrick swam past and clobbered the beast! I'm not leaving a mate to bloody face this thing by 'imself, but how can I be of any use here?
Then he saw the canister, and the skeleton seemingly beckoning him to take it.
Internally shrugging, he figures What the hell!
Swimming over to the boney figure he attempts to take the canister, whatever it was, and hoped it would be of some use!
Action: Grab/accept the canister from the skeleton
Move: Swim towards the skeleton
Initiative: 12
Constitution Check: 28
Last edited by triedtherest; Dec 4th, 2020 at 07:03 PM.
"Oh, then, um, should I get out there? Or maybe..." Hrothulf heard Vitalie call before her voice faded into the windswept expanse of the frozen lake. In the distance, he thought he heard another voice calling. Grandam Hilde? Her owl seemed upset, but he didn't know what to make of that.
He held up a hand as he called back, "I'm not sure, yet. He willed the ghostly hand below the surface of the ice, probing to find its underside.
"You should be safe! It's twice as thick as I'd worry about!"Just what in the blazes is going on here?
Action: Investigation = 15
Move: None
Initiative: 11
Last edited by Bumblemeister; Dec 6th, 2020 at 08:48 PM.
Reason: Re-read Aoem, added response to Snowflake
Brunhilda rushed across snow and over a hill to stand near Vitalie and Hrothulf, though she had to steer clear of the magical bonfire Vitalie had created.
Meanwhile, Snowflake continued to watch the hole in the ice as Hrothulf probed the icy surface of the pond with his spectral hand.
It is Vitalie's turn.
Last edited by Discipulus; Dec 7th, 2020 at 09:30 AM.
The brief sighting across the pond could have been explained away as a trick of the light; however, as fueled as she was on stories of adventure, the flame-gifted sorceress couldn't help but think that things were only going to get worse.
Having received Hrothulf's reassurance, Vitalie quickly went to lay the blanket in her hands down onto the bedroll just as snow-padded footsteps signaled Hildegarde's arrival. "Ah, grandmother Hilde. Something doesn’t feel right, so I'm gonna head out there," she said by way of both greeting and goodbye before setting off.
Vitalie placed a tentative boot onto the ice and was relieved to find the slippery surface didn’t immediately melt under her feet. Several more tentative steps forward without incident and Vitalie began to wonder if maybe she didn't constantly radiate as much heat as her father often jokingly complained. Or perhaps she had somehow managed to reign in enough of her anxiety to stifle said heat. At the very least, Vitalie was glad to find she wasn't running hot enough to ruin the layer of ice separating her from the water that had so willingly swallowed Alrrick and Bjorn.
Her slipping and sliding eventually brought Vitalie to Hrothulf's side. One hand clung to the dripping wet skald to steady herself as the other Ready Produce Flame. Technically means it hasn't been cast yet so Hrothulf must endure the cold for longer. Vitalie herself is a little warm at least lit up in a gentle blaze and moved to begin warming him up. "How are they?" she asked, staring into the break in the ice and the empty blackness; the inability to see beneath only exacerbating her concern.
Her restless gaze then rose to the base of the hill as she prepared herself for any complications. "I saw something on the other side," she continued, her tone cautious and warning. "Something small. It disappeared just as I caught a glimpse."
Move: Move to Hrothulf Action: Ready Produce Flame Bonus Action: - Reaction: Throw Produce Flame at first hostile within 30ft. Nat 20 to hit. 2+8(crit)=10 fire dmg Conditions: Mage Armor, Concentrating on Readied spell Notes/Rolls: I believe readying a spell drops concentration on the Which I forgot to note for concentration in the action block. Sorry bonfire back onshore.
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.Guild Merchant Background | At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.Ignite | Starting at 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier
Once you use this feature, you can't use it again until you finish a long rest.Mantle of Flame | At 2nd level, you tap into a deep wellspring of magic within yourself. The wellspring is represented by sorcerer points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Spell Slot Level
Sorcery Point Cost
1
2
2
3
3
5
4
6
5
7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.Font of Magic | At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.Metamagic