Morgan
After a bit more reluctance, the water genasi finally resolved herself that she was acting silly by standing on the sidelines like this, and then she also sat down at the table and took a few bites of food. We are among warriors that respect strength... And I am strong... It was a boon to her that she had judged the room correctly and when she wordlessly accompanied the discussion from her place at the table, she got away with not saying even a word while mostly Gil and Storm kept the Jarl's attention on them. Of course Morgan also wanted to know more about the shipwreck and these grudges against the Order of the Gauntlet piqued her interest as well, but somehow her heart after that conversation with Schon had become heavy and right now it was just more comfortable to keep her voice to herself. In the end it seemed like Bern wished to lead the party to the wreck, the possibility of meeting more sahuagin seemingly being outweighed by the young man's thankfulness to the pack. Experiences like this will make him stronger... I will be there to protect him.
Reversely, when Storm began displaying his ire and appeared to be about to lose the goodwill of the Jarl and his people, Morgan was immensely relieved when Gil rose to the occasion and declared the pack to be on its way. The primordial woman recognize that leaving the sea behind for the moment had evidently brought back the dragonborn's daring, yet it just as evidently had made him lose nothing of his temper. Looking at Storm's hulking frame of bronze scales and muscle, Morgan realized once more that he was very different to any of the adventurers that she had worked with so far. And even the sentient armour Shield had been more predictable in a way. His pride makes him roar at others, but if others roar back he takes it as a slight... I would counsel him, but would he listen...? She had tried to counsel Captain Schon and she had rejected her in the end. Somehow Morgan could tell that Strom would most likely respond to her in a similar way. It's good that we are leaving now... I would like it to be more peaceful...
Alas, Umberlee's cleric knew that visiting the wreck was unlikely to become a peaceful affair. But in the end engaging in battle with weapon and magic appeared to Morgan more desirable than another battle of words. Because words only mattered if the others wished to listen, and in the primordial woman's life she had repeatedly failed to make herself heard. I will turn to listen... Whenever an opportunity arrives... But as openly welcomed they had been in the Jarl's hall, the moment that he had displayed his impatience paired with a lack of much information, Morgan had thought listening to him might not be preferred to others she might find to ask. And so as the pack left the hall behind and began making their way through Fishbark, the genasi cleric noticed an elder male of the village who she spotted as he was cleaning his fisher boat. "A moment... please..." Morgan had been quiet and leaving Gil to lead them for a bit, but when she went out of the path that Bern had been leading them on, she carefully approached the human man as she was worried to upset him by interrupting his work. Maybe the elders know better...
"Hello... fisher..." Morgan's blank expression wasn't able to translate her worry that this man might be predisposed against her since she slightly resembled the sharkfolk that had plagued this island for a long time. Yet at least her soft-spoken voice wasn't very imposing when she addressed the elder. "May we... have a word...? We are adventurers, arrived by ship... We have rescued Bern at sea, and now we hope to help... the village..." With her deep-green eyes Morgan was scanning the fisher, searching for his comprehension and maybe even approval for their duty. The pack had come to scout an iron shipwreck that had fallen from the sky and fatefully bludgeoned two people, but as curious as that was, the primordial woman mainly wished to ask about the sahuagin and what history the people of Grumbulund kept about their dealings. If he is in the mood... to allow me to listen...
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Stat Block Morgan | Ranger / Cleric (Life Domain) | Level 3
HP: 30 /30| HD: 2/2d10 1/1d8 | AC: 18 /16 | Prof Bonus: +2 | PP: 15 | INI: +2 | Speed: 30 ft
Attributes & Saves: Str 14 (+2), Dex 14 (+2), Con 17 (+3), Int 10 (+0), Wis 16 (+3) , Cha 7 (-2)
Skill proficiencies: Athletics (+6), Insight (+5), Medicine (+5), Perception (+5), Survival (+5)
Other proficiencies: Common, Primordial, Sylvan, Gnomish, Druidic Languages | All armor, shields Armor Proficiencies | Simple weapons, martial weapons Weapon Proficiencies | Chimes (instrument) Tool Proficiencies
Racial abilities: Acid Resistance | Swim speed: 30 ft | You can breathe air and water Amphibious | You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. Call to the Wave 1/1
Class abilities: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Disciple of Life | This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Favored Foe 2/2 | You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. Fighting Style (Druidic Warrior)
Feats & Background: Recall all maps and geography, find fresh water and food for 5 other people per day Outlander
Equipment: Coral amulet (holy symbol) | Shillelagh: Attack bonus (+5), magical bludgeoning damage (1d8+3) Seashell staff (druidic focus) | Attack bonus (+4), bludgeoning damage (1d8+2), Versatile (d10) Warhammer |Javelin: Attack bonus (+4), piercing damage (1d6+2), Thrown (30/120) Harpoon | Nacre shield | Instrument of Illusions: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. Holographic chime | Healing kit (10/10) | Goodberry (given to crew 5/12)
Spell stats: Spell DC (13) | Spell Attackbonus (+5)
Spell slots: Level 1: 1/3
Spells: Guidance
Light
Sacred Flame
Shape Water
Shillelagh
Thorn Whip
Cantrips | Absorb Elements
Bless
Cure Wounds
Detect Magic
Goodberry
Healing Word
Purify Food and Drink
Sanctuary
Level 1