"I NEED TO PEE!" Kettlesteam shrieks in a child’s voice as she attempts to flee the scene, magically disguised as a halfling who looks like he’s had a tough life. "Don’t you dare," Finuthin hisses, as he grabs hold of one of her arms, twisting it ever so slightly to make sure she stays put. "I promised to keep you close and close you will stay. Remember, if we want to succeed here we’ll need to stick together," he tells the kenku, not unkindly.
The bounty hunter ignores the confused halfling lass. She’s not his concern right now. With a forced grin on his face, he leads Kettlesteam away from the crowd at the entrance, trying to catch the eye of the red-headed Violette as he does. "As I said, my friend here needs a word," he hisses at Kettlesteam, a false smile still plastered on his face. No need to draw the attention of the staff here.
"Lux, will you have a word with the conductor here about what we need to know?" he asks the metallic man as he passes him. It’s a conversation he would like to have participated in, but as Kettlesteam might take off at any moment he doesn’t dare let her go. Unlike others of her kin, this one is a flight risk.
Movement: Action: Bonus Action: Reaction: Current effects:
Abilities:High-Elf: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision, High-Elf: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | Sage: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.Researcher | Fighter: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind | Wizard: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.Arcane Recovery | Wizard: You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list. Cantrip Formulas | Bladesinger: You can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose. While your Bladesong is active, you gain the following benefits:
1) You gain a bonus to your AC equal to your Intelligence modifier.
2) Your walking speed increases by 10 feet.
3) You have advantage on Dexterity (Acrobatics) checks.
4) You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.Bladesong
Relevant Equipment:Moon-Touched Rapier: +6 to hit, 1d8+4/+6 piercing damageStarfang, Dagger: +6 to hit, 1d4+4/+6 piercing damage, range 20/60Dagger, Studded Leather Armor: AC 12 Studded Leather Armor
The elf secured the fleeing figure with an impressive maneuver, cleaner and quieter than Violette had ever done it certainly. The bandit queen caught his gaze and took the cue, sidling in next to the pair, her hand seeming to swim through the air as she found the kenku's real shoulder, where she placed a quieting grip.
"Shhh. Now, let's get one thing straight. We're on the same side, you and I, same side as our friends here. We want to find our way into the next place, whatever realm it is that you mean to go to. And I think I've found us a means to get closer to that, but-" The grip tightens ever so slightly. "It's going to require you to return what you have taken. The voice don't belong to you and you will return it to the lad here so him and his fair maiden can tell us the code to pass through the portal. You want to go too, don'tcha? Then give the voice back and come with us, as a friend. Or force me to take it, and I'll leave you here
Level 4 Hexblood College of Swords Bard HP:23/23 | AC: 16 | Speed: 30 Ft. | PP: 14 | Senses: Darkvision (60 Ft.) | | HD: 4/4 d8 | Inspiration: [ ] Status: Speak with Animals (10 min.) Concentration: Feats:You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Gunner, As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:
Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.Eerie Token [X], You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).Hex Magic* Skills: Acrobatics (+6), Animal Handling (+4), Intimidation (+8), Perception (+4), Performance (+6), Sleight of Hand (+8), Stealth (+6) Tools: Playing Cards, Vehicles (Land) Languages: Common, Sylvan Combat Equipment: KnightfallPistol of Showmanship. When you reduce a Small or larger creature to 0 hit points or score a critical hit against a target with an attack using this weapon, you can create a harmless sensory effect or illusion such as that from the "prestidigitation" cantrip. The effect can appear on the target of the attack or in the area immediately surrounding it.
Abilities:You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration [ ] [ ] [ ] [ ] | Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.Jack of All Trades | Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Song of Rest | If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.Magical Inspiration | At 3rd level, choose two of your skill proficiencies (Intimidation, Sleight of Hand). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise | When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style: Two-Weapon Fighting | At 3rd level, you learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.Blade Flourish | Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:
Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn’t benefiting from Expertise.
Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the bard spell list.
Due to the scene caused by Ween the duo were able to easily spirit the Kenku Warlock away from prying eyes. Luxportian could surely handle the almost sobbing halfling who accosted him for answers. Kettlesteam gave hints at trying to fight the firm grasps of the Bandit Queen and Bounty Hunter combo, yet each slight movement equated to a firmer grip on her arm. The disciple of Zybilna was forced to relent.
"Who told you I took- oh, wait. I did didn't I?" The kenku spoke in the now-obviously stolen voice. Her admittance called to mind in the elf upon their first meet, she declared then when he inquired how she could speak freely; how she stole the voice. Said voice now needed to return to its owner, Candlefoot.
"Fine! FINE! Its in my right pocket. Untwirl the twine and... the curse will be undone..." the Kenku deflated as she gave instructions. Finuthin would be able to easily find the object in question. A corn-husk doll with a barbed twine wrapped around its neck. The barbs were sharp to the touch, yet not enough to break the skin. With a slight twist the twine would come undone and what sounded like a raspy inhale came from the doll before falling silent.
Kettlesteam was silent as well awaiting whatever the two had in store. "Can we go back?" a young female child's escaped the beak of Kettlesteam. "I'm ready to call it!" another woman's voice, older than the previous but not elderly.
Kettlesteam doesn't really have much of a choice for giving it back. Even though you rolled poorly it would be enough to get her to obey. The cursed doll becomes a mundane object once the curse is undone and she can no longer speak in Candlefoot's voice freely. She is back to mimicking overheard voices and sounds.
Candlefoot will immediately get his voice back, but likely doesn't know it has returned.
If the party wishes to take this route to get in to Prismeer, let me know. I can wrap things up and get you guys on your way
Ween was acting irrationally and Luxportian was at something of a loss, but she had asked for an explanation and so he determined to give one.
"The Hall of Illusions, it would seem, is not all illusion. There is a magical mirror which can create a portal to another realm."
He glanced in annoyance at Finuthin and the disguised Kettlesteam as the latter shrieked like a child and interrupted his chain of thought.
"Your, uhm, fiancé? Can we call him that given that, well," he indicated the ring, "well he appears to have left his magical fairy-wing protection behind and has been abducted and taken to a realm called Prismeer…"
For some reason the explanation didn't seem to be making Ween feel any better. If more information wasn't what her mind needed to improve its emotional state, why had she asked for it? It was very vexing.
"Lux," he turned at this unprecedented and altogether uncalled for shortening of his name to see Finuthin leading Kettlesteam towards Violette, "will you have a word with the conductor here about what we need to know?"
Luxportian's mouth opened but nothing came out. He looked back at the crying halfling woman and then around at the small crowd of worried onlookers who had begun to gather, whispering worriedly to each other. Things were definitely starting to get out of hand.
"The important thing," he said firmly to Ween, "is that we are going to get him back to you. I give you my word that I will not rest until you are both reunited."
He stood to his full impressive height and addressed the onlookers.
"I have no reason at all to think that any of you are in danger," he stated having already ascertained that they were all wearing their fairy wings. "Please, disperse and enjoy the fair. I can recommend the Almiraj Ring Toss, it is not as chaotic as it first appears." And with that resounding recommendation he turned his back on them with one hand on the shoulder of Ween so that she would know not to stray off just yet, but briefly turned back as one more thing occurred to him.
Can don armor you are proficient with. Armor (other than shield) is incorporated into body over 1 hour and to doff must spend 1 hour, either can be done while resting.
While living armor can't be removed against your will
Integrated Protection | Feature: If you don't know something you often know where you can get the information.Researcher | Feat:
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
Keen Mind | Can create a number of Tiny objects up to Int modifier which do the following (one effect per device);
sheds bright light for 5 feet, dim light 5 feet more
when tapped, emits short recorded message (up to 6 seconds)
continuously emits odor or sound, perceivable for 10 feet.
can display static picture, up to 25 words, or mixture.
Magical Tinkering | Can augment mundane items with magical effects. At 2nd level you know 4 infusions, 6 at 6th, 8 at 10th, 10 at 14th, 12 at 18th. Can replace known infusions when levelling. Can infuse 2 items at 2nd level, 3 at 6th, 4 at 10th, 5 at 14th, 6 at 12th. One infusion per item.Infuse item | Can use tinker's tools for 1 hour (can be during rest) to create any other type of artisan's tools. Can only have one of this type of tool at a time.Right Tool for the Job |
heavy armor no longer has Strength requirement
can use armor as spellcasting focus (negates 'Tools Required' feature above)
armor attaches to you (same as Warforged feature)
Can doff or don as an Action (conflicts with Warforged feature)
Arcane Armor | Can choose from Guardian or Infiltrator, can swap on short or long rest, special weapon uses Int for attack and damage.
Guardian: Thunder Guantlets (melee weapon, 1d8+Int thunder damage). Defensive Field (bonus action to gain temp HPs equal to Artificer level, can use <proficiency level> times per long rest).
Infiltrator: Lightning Launcher (ranged weapon, (90/300), 1d6+Int lightning damage). Walking speed +5 feet. Dampening Field (Advantage on Stealth checks).
Can change on long rest. Choose Int + Artificer levels (rounded down) spells.Prepared Spells | Must have the spell prepared.Ritual Casting | Can augment mundane items with magical effects. At 2nd level you know 4 infusions, 6 at 6th, 8 at 10th, 10 at 14th, 12 at 18th. Can replace known infusions when levelling. Can infuse 2 items at 2nd level, 3 at 6th, 4 at 10th, 5 at 14th, 6 at 12th. One infusion per item.Infuse Item Infusions Known:While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.Enhanced Arcane Focus | A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.Enhanced Defence | This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.Enhanced Weapon | The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.Mind Sharpener Cantrips: Booming Blade | Mage Hand | Mending 1st level: Absorb Elements | Cure Wounds | Faerie Fire | Magic Missile* | Sanctuary | Snare | Tasha's Caustic Brew | Thunderwave*
__________________
Current status: Caught up and ready to roll.
There was a desperate sort of hope within the eyes of the halfling as the artificer gave his word on locating and rescuing Rubin. Ween had little knowledge of what had happened beyond what was relayed to them. Due to losing his wings upon entering the tent Rubin was spirited away to this "Prismeer," a realm beyond the one they stood within. The halfling couldn't help but feel the guilt upon their shoulders as it was they who laughed at Rubin when he got on bended knee and presented a ring. It didn't matter if Ween was under the sway of a cruelly-timed magical spell.
The halfling gazed up at the mighty figure of Luxportian with tears still within their eyes. "Please." came the, now, raspy voice of Ween pleading for the aeromaton to rescue the lost halfling. Though where to begin? In Prismeer was the obvious question, getting there took priority. Yet, first was the crowd of onlookers.
In this fanciful carnival with walking trees, singing plants, carolers upon stilts, and massive dragonflies zipping overhead; the most lucrative thing was always drama. The instinct of humanoids to stop and stare at possible conflict was almost hardcoded into their genes. Here, in front of the Hall of Illusions, was not only a proposal gone south but a possible kidnapping. The Armorer moved to try and disperse the growing crowd, and was partially successful as a few did mosey on away. Whether it was loss of interest or from Luxportian's words was unclear. What was clear, however, was the shared confusion that wore upon everyone's face when the tall metal man declared his love for unicorns.
"Huh?!""Unicorns?!" "Did it say Unicorns?""I'm sure of it" "I knew it!A Unicorn kidnapped someone! I told you they were evil!""It said it loved unicorns, not one took someone!""But how do you know that's what the metal thing meant?! It said the Ring Toss - They might be in on it!!!"
While Luxportian was fielding issues that stood beyond his scope of programming, the Bounty Hunter-Bandit Queen combo were confronting the Warlock of Zybilna, Kettlesteam the Kenku. All through the night she had been enjoying the use of a voice that was not her own, yet not a mimicry either. The voice of the dull-colored Candlefoot, and it was time for it to be returned. For Violette had spoken with the mermaid Palasha and discovered that the two possibly knew the phrase to grant them entry into Prismeer. The only catch, the voice of Candlefoot needed to be returned to him so that he could finish his proposal to the songstress.
Through a bit of pressure the duo succeeded in getting Kettlesteam to relent and give up the voice she had come to enjoy. A corn-husk doll was extracted from her robe. A barbed piece of twine tied around its neck with two twists. Upon releasing it an audible exhale was heard from the doll and the Kenku's 'voice' returned to simple mimicry returned.
The crowd was in the throes of speculation and wonder caused by the abrupt declaration of love for a mythical beast when the Wizard and Bard returned to the scene escorting the Warlock. Approaching the quiet witchlight hand, the situation was explained and the man informed that his voice should have returned.
"Re-" The dull colored man paused. His eyes went wide with surprise at hearing his own voice. "I- I can talk again!" It was odd for those who spoke to Kettlesteam to hear the voice she was taking for a joyride come from the original owner. "Thank you! I- I need to go see Palasha!!"
Powerful notes of the Calliope did not seem to house as much power as they once did, though one's spirit still seemed to rise when the music wormed into their mind. Round and round the line of individuals dance, pranced, and skipped. Each participant in the line that circled and twirled about the heart of the fair laughing and holding the hand of another who followed in much the same fashion. At the heart of it all was Ernest, the monkey/operator of the Calliope chittering as he churched the crank that forced the steam to escape the whistles. Marigold, the goblin disguised as a ladybug continued to teeter about begging for buttons and suggesting folks join the dancing line.
The trio followed after Candlefoot while pulling Kettlesteam along. It was here in the heart of the Carnival they found Barnabus and Bliss. The two captured in the twisting and turning line of dancing individuals that grew and diminished in bodies by the minute. How they were caught up in the line was anyone's guess and it wasn't until the perceptive Monk spotted the rest of the group that the duo was finally able to break free and join their companions.
The party was lead to the dock where Violette spoke to Palasha not even an hour prior. Palasha was still in the middle of a song when they arrived, and there on the dock the dull colors of Candlefoot's attire OODM: The man has mood ring clothing, apparentlyturned vibrant and lively from the heartfelt tune. When it was done and over the songstress noticed the gathering and made her way over.
The reunion was pleasant and the proposal touching as the passive witchhand pledged his life and heart to the mermaid whose song brought color into his soul. The scene was enough to bring a smile to anyone's face, if they could that was. With that the newly betrothed couple were reminded of their agreement and the phrase they overheard from the owners was relayed to this group who had brought them together once more.
The phrase was almost disgustingly simple, yet held a certain level of ambiguity that seemed to awaken a longing within those who were incomplete.
"Hither, thither, here and there;
wander yonder, show me where!"
The six of them stood before the mirror tucked far back in the Hall of Illusions. The mirrors cast reflections of days gone by and yet to come in each of those who glanced at their surface. If not for the dutiful Barnabus, Bliss would have been lost to the maze many times over.
The ornate mirror stood tall and its surface cloudy as if shrouded in a fog. The words were uttered aloud.
The metal-cast hourglass that stood atop of the mirror rotated forward, flipping the direction of the falling sand within. No longer was it cast in metal but composed of glass, wood, and housing falling purple sand. Roots punched through the soil overtaking the metal that housed the mirror, coiling and twisting - consuming everything but the mirror itself. The air became cool yet humid. The rim of the mirror illuminated a soft blue light as the mist within swirled blotting out one's reflection entirely until everything was bathed in a blue light.
"Go." a little boys voice emerged from the beak of Kettlesteam. "I can't." A little girl said before returning to a different lad's voice "Its the rules."
The portal to Prismeer stood steadfast and waiting those who would venture in. Their time at the carnival was over. "Find-" the voice cut off and with a click of the beak. The Warlock was thinking, the word she wished to say not in her repertoire. "Ride!" three more clicks and a shake of her head. That wasn't it either. "Corn." an old man "Will lead the way!" an androgynous-sounding young voice.
They were getting no where, without the stolen voice Kettlesteam could not say what she wished to say. Nor did she seem to house knowledge of writing. They would simply need to heed what she said and guess the meaning.
One-by-one the party carefully stepped through the portal that stood before them.
Violette, the unsmiling gunslinger.
Finuthin, the bladesinger void of contentment.
Luxportian, the wonderless man of metal.
Barnabus, the forgetful hero.
and finally-
Bliss watched as one by one of her companions walked through the shrouded mirror as if simply entering a door. Beyond lay the Feywild. A place where a piece of her lay waiting. A place where a part of her past lay lurking. It was exciting. It was terrifying. The sand fell gently within the hourglass up on the mirror. "We shall do our best to find the meaning you wished to relay to us." the golden eyes of the Witch met the amber eyes of the Warlock. "Take care not to get in trouble." Bliss placed a hand on Kettlesteam's head as if patting a pet before departing for the day.
Stepping to the mirror and reaching out Bliss could feel the portal tugging at her outstretched limb. Before her red skin could meet the bluish surface there was a sinister chuckle. The witch halted her advance as the portal shifted hues from blue to murky green. The reflection shifted for but a moment revealing a bare tall woman bound to a tree. Her magenta-colored eyes opened and she smiled at the tiefling. Before Bliss could even think to react, spare roots that held the mirror aloft shot out and coiled around the Tiefling and Kenku. "Welllllccommeee!!!" the woman hissed and the duo were pulled in.
Feys are Wild, Chapter 1 - END
What an interesting detour we have taken in this chapter!
I would like to thank all five of you for providing such interesting PCs! As we move on to the next chapter lets chat real quick in Discord and discuss if we wish to change anything. We can use it under the guise of 'the Feywild is wild~'
Even though there was no combat this chapter you all have been wonderful and patient so I'd like for you to level yourselves up to Level 5!
Once we chat and figure a path forward I'll open Ch.2