As they docked, Cyprian had decidedly removed himself from his emotions, though remained critical of them as an outside observer. He had to set a tone for himself and the impending situation ahead, and nervousness would not do. Nor would doubt. As Ames verbally jabbed at them in the harsh gesture of the smuggling type, Cyprian remained neutral. Spireling Shelley being displeased was completely understandable and warranted. She had a business to run, and this would be a massive set back. Reacting defensively or with hesitation would be detrimental to everyone’s welfare.
The revelation of Confire’s daughter provoked an instinctive response for action but he reined himself back a second later. He was not going to interfere where he was not needed or wanted. Instead, he watched Confire take off after Ames had explained the situation. Luckily, it appeared his daughter wasn't harmed, only shaken.
His daughter’s name was Meela, wasn’t it?
Cyprian frowned. The threat of loved ones’ safety was a powerful force, and he could only imagine what kind of fallout would reign when someone like Confire got started. He could almost picture it all too well.
With the cargo inside, Cyprian sat and leaned back on a pile of stacked crates as they awaited Shelley’s return. The cellar muffled the outside sounds. The wet, mildew odor far overpowered the sweeter smells of whatever stores sat unopened. The overall ambiance gave him a sensation of being buried alive. He crossed his arms and allowed himself to drift inward, almost meditative. He needed to recenter. His mind had been far too occupied on the building anxieties, and his behavior had bordered on childish and neglectful. Clearly, he had been swept up in his own emotions, and the feelings of others and it caused damaging errors on his part. He had been reactive rather than proactive. That needed to change.
Cyprian’s eyes snapped open at the sound of thundering footsteps approaching. He stood up, alert and ready. The door flung open only for a young boy to come bounding in. His hair stuck to the sweat on his forehead as he heaved information out in breathless gasps. Ames hardly needed to say a word before Cyprian was out the door and Double dash and movement of 90ft.sprinting toward the Bridge, taking the fasted backways he knew.
He hoped this fight would not be a reenactment of Saltend Wharf. That entire predicament had been a close call, and it was still fresh on the mind.
Level 3 Rogue Human (Variant) Cyprian Thoros HP: 25/25 | AC: 15 | Speed: 30ft | PP: 13 | Initiative: +8 Status: Feats:You can't be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.Alert Background FeatureYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Ear to the Ground Abilities:Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.AssassinateOnce per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.Sneak attack (2d6) | At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise | Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.Cunning Action
Bellamy wasn't much looking forward to their return to Stilben. The journey into the swamp and to Rurik and his thugs hadn't been a safe one, but it had been exciting. Doc had at first taken on the assignment as way to curry favor with Shelley and secure a firmer place in the Clasp's good graces, but now - she didn't want to admit it, but the obstacles they'd encountered and overcome had made her feel good...and powerful. Even the scuffle with Rurik, though her feelings about that were much less clean.
Perhaps that explains why when the message of trouble came, she was on her feet and running as well. The Watch might be looking for them or so might many of her (erstwhile?) patients, so Doc formed an image in her mind as she ran and harness imbued in the hood she wore. Instantly her grin skin and small tusks were replaced with brown skin and full lips. The face she wore looked similar to hers if she were born fully human, the jaw and scowl are the same, as are the glowering eyes. Mother Lucinda if she saw her might marvel at how much she looked like her mother.
Her weapons, shield and armor are all disguised by the illusion as well, appearing instead as a simple, yellow shirt with sturdy trousers. She can still feel the weight of her gear though and imagines that any close quarters search would reveal the charade very quickly, as her fight with Tayanna did. Still, the hood would prove quite useful.
Level 3 Half-Orc Bellamy Hannan HP: 24/24 | AC: 16 | Speed: 30ft | PP: 12 | HD: 3/3 d8+2 Status: Concentration: Feats:When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance, When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks, When you use a spell of 1st lvl or higher to inflict damage on any creature with blood, deal an additional 2 + the spell's level necrotic damage. Bloodletting Focus Skills: History (+4), Insight (+4), Intimidation (+1), Medicine (+4), Religion (+4) Languages: Common, Elvish, Orc, Combat Equipment: Warhammer (+4 - 1d8+2), Scale Mail, Bloodstained Iron Buckler
Abilities
Str
Dex
Con
Int
Wis
Cha
Score:
14
10
14
14
15
8
Modifier:
+2
0
+2
+2
+2
-1
Saves:
+2
0
+2
+2
+4
+1
Channel Divinity- (SR) 1/1
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.Turn Undead
Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.Blood Puppet
Lungs burning, Confire burst into the house of his ex-wife and looked around frantically. If anyone had harmed her he would… Well, they would pay dearly. He burst into the parlour and was greeted by Meela rushing into his arms. He lifted her up and held her close, not really aware of what she was saying, just glad that she was okay.
"Shhh, honey. It’s okay. It’s okay. I won’t let anything bad happen," he murmured, trying to quiet her sobbing. And then Meela was pulling away, too soon, far too soon, but she wanted him to meet a young girl, must be one of her friends. "Uh, what? This is who saved you?" he asked as the story came out. So who had been trying to take her, some of the plush toys?
He didn’t have time to question any further before Flora was in the room and screaming at him. His temper rose to meet her, as she, once again, tried to blame him for everything! And then she was crying into his chest, and his anger melted away like it had never been there. He tentatively tried to hug her back, not quite believing it could be happening. What’s going on, Confire? Will this happen again? Who are these people? How do they know about Meela? she asked, and he shook his head, letting her think that he meant that this wouldn’t happen again, but actually just shaking his head because he had no idea who had done this, or why. But he would find out. He could hear the voices in his crystal screaming in outrage, and his soul was screaming back in perfect harmony. He would use every bit of his new power to see that whoever was responsible for this suffered.
He held Flora by the shoulder and looked into her eyes, letting her see the unholy anger burning inside him. "I promise you, they will pay." And then he looked down at Meela and some small part of him recoiled from the anger, is this a side of you that she should see? it asked, but was quickly drowned out. Now he just had to find the culprits.
And it seemed that fate was on his side, as Pol came barrelling into the room with exactly the news he had been hoping to hear. He was out the door and running down the street as fast as his legs would take him, but was surprised to find the blue girl was running on ahead of him. He gritted his teeth and tried to run faster, to get past her, to get to the bridge before anyone else so that he could take care of the problem without any witnesses, but she kept pace easily.
"Just…" he panted, and tried to gesture that she should stay behind him, but gave up and concentrated on running.
Ron just glowers at Ames when he chews them out for bringing the goods back to Stilben. He knows better than to try to get all defensive and argue with him. Besides, he thinks, comforting himself, he did his job. Not his problem if they got set up.
The thug helps carry the twice-smuggled goods into the damp cellar. He briefly wonders who would want to snatch Confire’s kid, but then puts it out of his head. Too many creeps who want a kid for something. When he was an urchin on the street there were always stories about slavery rings snatching children, and even one story about a prominent wizard who was supposed to kill children and use the bodies to power evil magic. Ron doesn’t really care about Confire’s kid though, and apparently the attempted snatch failed so at most it’s a lesson learned for the brat.
“Shelley is looking for the snatchers herself?” Ron asks, to confirm what Ames already said. That’s bad. Really bad. If she’s out there hunting the creeps who tried to take Confire’s kid, to make a point about him being protected by the Clasp, him coming back with the goods is even worse. She’s out there working to keep his family safe while he fails her. Ron isn’t smart, not by a long shot, but he’s got the kind of low cunning that has allowed him to survive in this town, on his own, since he was five years old. And he has every intention to continue surviving.
Like Ames, Ron is quick to react when someone runs down the steps into the cellar. He’s on his feet, Ronda in his hand, and taking a step towards the stairs when he realizes it’s just Cuyle. Between pants he manages to tell them that Shelley needs more people to deal with the snatchers, and Ron doesn’t hesitate. Once he knows where he’s going he hefts Ronda and runs up the stairs. As Ames calls after him, telling him to smash a skull for him, he half-turns and grins at the man. ”You know I will,” he says with the confidence in his own abilities the others have come accustomed to. He then does a double take when he sees that Bellamy now looks different. This is very confusing and he really wishes people would stop doing that, but this is hardly the time for that conversation. He just makes a mental note not to hammer the strange-looking Doc.
When they get out on the street, Cyprian heads in the direction of the bridge, but Ron grabs his arm, stopping him. ”That’s not the best way, there are always guards patrolling this time of night. I know the quickest way,” he says, taking the lead. Ron is using the City Secrets background ability to travel twice as fast to the bridge.The route he selects goes through alleys and on two occasions through people’s houses. Ron doesn’t even offer apologies to the family of six who are eating dinner in their single-room lean-too when he barges through an open window, runs past the table and through the front door. Shelley needs them, and she needs them now.
Movement: Running towards the bridge in half the time it would normally take thanks to the Urchin: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets background ability. Action: I rolled a Stealth check for Ron to see if he can avoid any Imperial entanglements guards on the way to the bridge. Sadly, I rolled a 1 for a 5 total. I did roll a second die, in case he gets an advantage for some of the others helping, if that is the case the result is a more respectable 16. Bonus Action: Reaction: Attack of Opportunity against opponents even if they disengage, as well as against opponents within 5’ that attack targets other than Ronald. The speed of any creature hit by an Attack of Opportunity is reduced to 0 for the rest of that turn. Current effects: None
Stats: Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 8 (-1), Wis 10 (0), Cha 8 (-1)
Saving Throws: Str +5, Dex +2, Con +5, Int -1, Wis 0, Cha -1
Ongoing Effects:
Abilities: HD 3/3 (D12) | Rage 1/2
Languages: Common, Goblin
Abilities:Barbarian: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.Rage, Barbarian: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense, Barbarian: You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack, Barbarian: You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense, Feat: You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the
following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.Sentinel, Barbarian Path: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.Totem Warrior - Bear, Urchin: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets,
Relevant Equipment:Heavy Warhammer (Maul): +5 to hit, 2d6+3 bludgeoning damageRonda, Handaxe: +5 to hit, 1d6+3 slashing damage, range 20/60Handaxe (x2), Dagger: +5 to hit, 1d4+3 piercing damage, range 20/60Dagger.
__________________ People say I'm evil and twisted, but I really have the heart of a young boy. In a jar, on my desk.
Ada carefully unloads cargo from the boats, trying to keep her cool. It's fine Ada, just let Cyprian do the talking. She focuses on the task at hand to distract from the potential unraveling of the situation as Ames examines their boats.
In the smoke-filled cellar, Ada is glad she hasn't unloaded any gear or weapons as the runner explains the situation. Snatchers..? It's as if the Dawnfather himself has placed this in front of me. Perhaps my faith wasn't misplaced that there is some measure of honor amongst thieves and smugglers.. She leaps to her feet, ignited by the task at hand and a drive to protect her companions that had followed her to the Hells and back. "Blades and a little sunlight to purge this filth.." she mutters as she straps on her shield and produces her brass lamp.
Ada is in the back of the pack and catches Ron's reroute. She follows as fast as her legs allow, Stealth check, 14trying to stick to the shadows as best she can.
Movement: Follow Ron! Action: Dash Reaction: Be prepared to cast Warding Flare (impose Disadvantage) if an enemy attacks Ada within 30 ft.
Ada Proudwind, Human Cleric Lvl. 3 - HP: 21/21 AC: 17 (15 w/o shield) HD: 3/3d8 Inspiration: [ ] Initiative: +2, Speed: 30ft, Senses: Passive Perception 15 Saving Throws: Str +0, Dex +2, Con +1, Int -1, Wis +5, Cha +4 Abilities: Str 10, Dex 14, Con 12, Int 8, Wis 16, Cha 14 Weapons: Mace +2 (1d6 B) , Dagger +4 (1d4+2 P, Rng: 20'/60', Ammo: 2/2), Light Crossbow +4 (1d8+2 P, Rng: 80'/320', Ammo: 19/20)
Spell Slots: Level 1: 4 / 4 Level 2: 2 / 2
__________________ Posting Status:
Taking an extended break to focus on family. PM if you need to get a hold of me!
Ron sets a hard pace on the run to the slums! For a big man, he can move, and he knows these alleys better than most anybody in Stilben. He’s fast, but he’s not quiet, breaking out the boards of a fence to bypass an entire block of the old city. He keeps an eye out for the Waterwatch, but he doesn’t see any of the policemen in their usual spots.
The rest of his group has trouble keeping up with the big barbarian, but the trail of broken boards, overturned tables and bewildered looks on the faces of common folk who have been shoved aside points the way toward Pauper’s Bridge.
From the merchant quarter, Confire similarly struggles to keep up with Alys. The girl is less destructive than Ron, vaulting low fences in stride and leaping over the stone walls that mark the property lines of the wealthy. Confire is barely able to keep the monk in sight as she rushes across town toward the slums. There are Waterwatch here, but they seem distracted, often seen moving in groups in the distance down the wide boulevards. The route Alys chooses avoids the open plazas and main thoroughfares, so the pair passes quickly and unseen from the area and disappears into the shadows of the old city.
Nearing Pauper’s Bridge, Ron slows down and looks for Shelley. What he sees is Confire and a girl running in from the market street to his right. Cyprian, Talia, Ada and Doc catch up as Ron gestures over toward Confire and the girl. In the light of the street lamps she looks almost blue. Her strikingly white hair ripples like whitecaps breaking on the shore.
Confire sees Ron and the others. He brings Alys over to join them. After a questioning look at the dark-skinned illusion that is Bellamy, he scans the slum shacks on this side of the bridge with his keen vision.
From an alley on the far side of the street, a dark, hooded figure emerges and runs silently toward them. Throwing back her hood, Addison Shelley nods seriously at the group. Placing a hand on Confire’s shoulder, she says, "Have you been to see Meela? She’s well." Noticing Bellamy’s unfamiliar face, she asks, "Who’s this?" After a brief explanation, Shelley nods. "I see we have much to discuss when this is over. For now, I’m glad you’re back. There’s ugly work to be done." Pointing back across the street she lays out the situation. "Just through these alleys is the bridge. We’ve traced the bastards here, whoever they are. I’ve seen three of them standing outside, but our informants say that more occupy all of the rooms on the bridge. I have a few of Spireling Ch’sarr’s Blades positioned on the far side of the bridge, waiting. Now that you’re here, I’m going to join them. Give me two minutes to get around to the other side. Split up and take positions between those houses, there...there...and there." She points to the narrow spaces across the street. "When you’re ready, hit them hard from this side. Hopefully that will flush the devils out of their den onto the other side, where we’ll be waiting to cut them down." Shelley looks to each of you, a grim seriousness in her determined features. "Be careful. It’s tight quarters in there; a real rat’s nest. Watch your backs and keep moving. I’ll see you on the other side." After a brief pause, Shelley pulls her hood up and sets off down the street. She is joined by one of her Shadows who had been secreted behind a shack, and the pair disappear into an alley further down the street.
Okay, the shacks and slums that aren’t blacked out are the abandoned houses, drug dens, seedy flophouses, and urchin hideouts that you’d expect to find in a slum. They might be empty or have assorted non-combatants in them if you choose to enter one for some reason. The robed figures are the enemy. The blacked out areas are the rooms and shacks on the bridge that the enemy occupy. You can see where the doors are. All of the doors are closed. Kicking or breaking down a door requires a bonus action and a DC 10 Strength check.
The enemies are currently unaware of you. If you want to keep it that way, beat their passive perception of 10 with a Stealth check. They have an AC of 13. We’ll roll Initiative once they become aware of you, but for now you can act in any order.
Don’t forget you can move through a friendly creature’s space with no penalty. I just kind of divided you up and placed you based on what seemed reasonable (Ron sticking with “the boss”, Confire and Alys who arrived together, etc.) If you want me to adjust your starting positions let me know quickly before stuff starts happening please
kymrel, let’s both try to roll better this time. I don’t want a repeat of that stage fighting whiff-fest that was Jana and Ron! It was like Rocky III in Saltend Wharf
The waiting is the hardest part, waiting for Shelley to get into position. Confire’s breathing is ragged and his eyes wild. He paces the alleyway like a caged beast.
"Will you stop that?" he snaps at Alys, then feels guilty when he remembers that she had saved his daughter from these people already. He shakes his head to clear it and then offers an uncharacteristic apology. "Sorry. I just want to get moving."
And then he peeks round the corner and sees two robed figures apparently guarding the entrance to the bridge. He starts to fantasise about what he will do to them, imagining them twisting and writhing in pain. But first he wants them scared. He wants to see them cower, to know that they messed with the wrong girl and to truly regret every decision they made in their lives which led up to this point. As the seconds tick by he calls on the power in his crystal and his eyes seem to burst into flames. He doesn’t speak, but he makes it so that when he does, his voice will fill the area. And then he causes the flames in the nearby torches to start burning a thick blood red. He tries to think of something cold to say, some phrase that would light their fear and make them cower before him, but everything just seems so empty. He’ll just have to wing it.
His preparations over, he steps out of the alley and calmly walks towards the guards, eyes literally blazing.
"YOU HAVE CHOSEN THE WRONG SIDE," he intones, his voice causing some of the more shoddily-built shacks to vibrate, "NOW YOU WILL PAY!"
Not the most original thought, but hopefully the special effects will obscure that fact.
He lifts his stump and points it at the nearest figure, causing a blast of power to jet out towards him, but the figure manages to duck out of the way just in time and Confire snarls in frustration.
Move: Action: Cast Eldritch Blast against the nearest robed figure, miss. Ready Action: Bonus action: Reaction: Interaction: Contingencies: Notes: Using three effects from Thaumaturgy here during the preparation. Confire didn’t want them to run away without him getting some licks in, so this wasn’t an Intimidation check, although he does hope they’re intimidated anyway.
Spell Slots remaining: 2/2 Lvl 1
In some ways, Cyprian looked forward to the fight. The inevitable, uncomfortable topic of the Saltend Wharf fiasco was put off, for now.
He peeked around the corner at the placement of the hooded figures. In his mind, he counted the seconds ticking by, waiting for the set time to attack the Spireling had set. He was about to confer with Ron when a thunderous voice boomed though the air. The voice was unmistakable. A flash of crackling, arcane light followed the voice, and the magic streaked across and blasted the side of the building, visibly shaking boards loose.
Cyprian half sighed, half muttered, “Gods…” He had expected this, and was not the least bit surprised. Confire’s overt and dramatic style had benefits, the man just had to discern when and where that style made for the best outcome. As luck would have it, the distraction did lead to an opening for a deadly strike.
Perfect.
He sprung around the corner and darted toward his target. While their back was turned,23 hit, 25 damage he drove blade clean through their gut, and out the other side. The hooded figure didn’t live long enough to make a sound. Only a small, dying breath escaped. Cyprian slid his sword free and let the corpse fall at his feet, ready for the next target.
Move: 20ft to closest hooded dude Action: rapier attack, 23 to hit, 25 damage Bonus Action: Reaction: Interaction: Contingencies: Notes:
Level 3 Rogue Human (Variant) Cyprian Thoros HP: 25/25 | AC: 15 | Speed: 30ft | PP: 13 | Initiative: +8 Status: Feats:You can't be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.Alert Background FeatureYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Ear to the Ground Abilities:Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.AssassinateOnce per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.Sneak attack (2d6) | At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise | Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.Cunning Action
Alys was bouncing again. She'd kept quiet in front of the Spireling, not wanting to risk being sent away before she could make her mark. Then she'd spent some time eyeing the others that Shelley had assembled. The group gathered at Pauper's Bridge was an odd one, not really matching Alys' conception of smugglers. The men and women felt slightly out of sync, much like Confire himself had felt at Meela's home. Hard people, some of them; the bald guy had the look of an enforcer, and the cloaked guy just gave her the creeps. Still, when they'd been assigned their spots, Alys had went along with a grin. She was feeling loose and light, and the familiar motion helped channel the nervous energy she was feeling...and drew a rather harsh rebuke from Confire. She shrugged off the apology, even though it did sting a bit. "'sfar as I'm concerned, this is Shelley's show, then yours. Family is family." Even if her only family was one she'd chosen, even Alys understood that much...though as she said it, her hand did stray to one of the pouches at her waist, and the ring within it.
She wasn't sure Confire even heard the remark. She watched, part awed and part terrified, as he strode out, voice booming, and hurling magic. She was very still, suddenly, and for a moment she froze. Get it together, Alys! She was moving, suddenly, ducking past Confire with a move she'd perfected running the streets. The shortsword she carried for protection felt like a lead weight in the thin sheath strapped to her back. Instead, she went with the familiar, diving into a sliding tackle, feet first. She skidded past instead as the kidnapper jumped out of the way. Alys grinned, though; she was faster. Throwing her weight forward, Alys was back on her feet, and she spun with the momentum and drove her elbow into their side. "Feel like going after kids, huh? Maybe pick on someone more your size!" It didn't sound like much. If anyone asked, she'd have to say she was trying to be ironic.
Move: Up to the closest figure that Confire missed. Action: Attack, miss. Bonus Action:Hit with an unarmed attack, 5 damage. Reaction: If targeted, use Deflect Missiles Interaction: Contingencies: Notes:
Level 3 Water Gensai Alys HP: 27/27 | AC: 14 | Speed: 40ft | PP: 12 | Initiative: +2 | Ki: 3/3 Status: Background FeatureYou can travel twice as quickly through cities when not in combat. City Secrets Abilities:Roll a d4 for unarmed, gain a bonus strike with monk weapons/unarmed attacks as a bonus action.Martial Arts | After attacking, spend 1 ki point to make two unarmed strikes as a bonus action.Flurry of Blows | Spend 1 ki point to Dodge as a bonus action.Patient Defense | Spend 1 ki point to Disengage or Dash as a bonus action.Step of the Wind | As a reaction, dodge or catch a projectile attack, reducing damage by 1d10+DEX+Monk level. If damage is reduced to 0, you can spend a ki point to make a ranged attack as with a monk weapon, 20/60 range.Deflect Missiles | As an action:
Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, a torch, or a small campfire.
Chill or warm up to 1 pound of nonliving material for up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Elemental Attunement | Spend 2 ki points and an action, a creature within 30 feet must make a DEX saving throw. Deal 3d10 damage and pull 25 feet/knock prone, half damage and no movement on success.Water Whip Proficient Skills: Acrobatics +4 | Athletics +1 | Sleight of Hand +4 | Stealth +4 Proficient Tools: Disguise Kit | Thieves' Tools | Flute Languages: Common, Primordial Readied Weapons:Short Sword (to hit: +4, damage: 1d6+2) Dagger (to hit: +4, damage: 1d4+2) Unarmed (to hit: +4, damage 1d4+2) Darts (to hit: +4, damage: 1d4+2, 20/60)
Bellamy hurried through the streets of Stilben, an unfamiliar face that elicited little more than curious glances from locals who would usual have bothered her for some cure or other. I could get used to this, the half-orc thinks, moving somewhat gracelessly for a woman wearing nothing but a simple shirt and pantaloons. Before long she arrived at the bridge, and before she could take in the situation a familiar voice booms over the shady alleyways.
"YOU HAVE CHOSEN THE WRONG SIDE", the voice which could only belong to Confire, only immensely loud, booms through the air, sending the wood of the rickety buildings rattling. Sounds of violence begin to ring through the dark and Bellamy reaches behind her, retrieving her shield- to anyone looking at the illusion she wore, it appeared as though she reached behind her back and pulled the blood-stained shield from air. She runs forward and reaches for her occult magic, her eyes catching sight of the cloaked figure meant to be guarding the door.
Bellamy raises her shield before her and says, "Flow!" Her shield glows baleful red in the darkness and she feels a rush of warmth and sudden clarity as her blood begins to pump. Her cheeks burn with vital heat and this energy swells and proves too much to be contained within her. From the corner of her eye she catches the black robes of Cyprian and the face of a young woman, almost bluish, and with a sigh she releases the vital energy from her, wrapping them both in its heat.
Move: Directly NE of remaining cloaked figure Action: Cast Bless on self, Cyprian and Alys Bonus Action: Reaction: Interaction: Contingencies: Notes:
Level 3 Half-Orc Bellamy Hannan HP: 24/24 | AC: 16 | Speed: 30ft | PP: 12 | HD: 3/3 d8+2 Status: Concentration: Bless Feats:When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance, When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks, When you use a spell of 1st lvl or higher to inflict damage on any creature with blood, deal an additional 2 + the spell's level necrotic damage. Bloodletting Focus Skills: History (+4), Insight (+4), Intimidation (+1), Medicine (+4), Religion (+4) Languages: Common, Elvish, Orc, Combat Equipment: Warhammer (+4 - 1d8+2), Scale Mail, Bloodstained Iron Buckler
Abilities
Str
Dex
Con
Int
Wis
Cha
Score:
14
10
14
14
15
8
Modifier:
+2
0
+2
+2
+2
-1
Saves:
+2
0
+2
+2
+4
+1
Channel Divinity- (SR) 1/1
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.Turn Undead
Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.Blood Puppet
The young woman in the dark-cowled robes gasps in shock at Confire’s sudden display, a flash of fear visible on her smooth face. She steels herself quickly, however, and hisses at his threat. "I chose no side, fool! The Great Mother chose me! And it is you who will suffer!" She ducks to the side to avoid the warlock’s blast of eldritch power and laughs madly at him! The laughter cuts off sharply in a violent grunt when, seemingly from nowhere, Alys’ elbow drives hard into her lungs!
The second cultist, a sneering man with a bad complexion, watches the scene play out through gritted, yellow teeth. Reaching for his curved dagger, he looks like he is about to step toward Confire when the narrow point of a rapier bursts through his stomach. The man looks down, frothy spittle forming at the edges of his mouth, and falls face-forward at Cyprian’s feet onto the splintered boards of Pauper’s Bridge. A pool of blood soaks into the weather-worn wood beneath his still body.
"They are coming! Protect the Speaker!!" The deep voice rings out from the narrow walkway between the shacks of the bridge. The man’s red robes can be seen moving in the lamplight as he shouts and reaches for his own dagger. The sudden sounds of booted feet, drawn weapons and cries of alarm can be heard within the makeshift buildings on both sides of the tired old bridge.
Since the cultists are surprised this round, they can’t take any actions or move. You can all take your turn now. Syne, after the first round of initiative, I just go to each side taking their turn together rather than trying to wait and manage everybody going in their specific initiative order. Technically Ron, Ada, and Talia are taking their first turn at the end of round one and Alys, Cyprian, Confire, and Doc are taking their second turn at the beginning of round two, but don’t worry about that and post in any order to keep it moving along. This makes Initiative important for the first round to see if you get to do anything before the enemies, but not so important after that.
Cyprian and Alys, don’t forget your d4 Bless bonus from Doc when you roll
Last edited by 4eyedBadger; Feb 8th, 2019 at 12:31 PM.