Belkas is sitting on the edge of the bed, leaning over his pack as he finishes packing his pack. The last thing he grabs is the makeshift sack of mangled orc parts. He carefully packs them on top, trying to separate them with some leather from the rest of his gear.
He leans back and stretches out his old back before grabbing the pack off the floor. As he stands he finally acknowledges the devil in the room. "Dis, If I though you would answer the questions I seek now, we could have that conversation. However, the thing I seek, I fear is the one thing you're not willing to bargain for. I'm getting old. and, I feel even older. I want off this ride. I want to be free of your influence. That was my goal from the beginning, and now I have the inner strength to push back.
With his pack set, but nowhere to go for now, Belkas lays back on the bed. He may as well entertain the devil for a while. He's bored anyway. There's been so much action on this trip. Sitting around waiting feels so... trivial. "So tell me devil, how can i be rid of you without losing my life, my abilities, or my soul. What is it that you desire?" This should be interesting.
Spells:Attack: +6 Damage: +4 when applicableSpell Attack, 14Spell Save DC, 1st: 4 | 2nd: 3Spell Slots Known: Cantrips: Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO force damage.
The spell creates m ore than one beam w hen you reach
higher levels: two beam s at 5th level, three beam s at
11th level, and four beam s at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.Eldritch Blast, Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a
creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the
grave. On a hit, the target takes 1d8 necrotic damage,
and it can’t regain hit points until the start o f your next
turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on
attack rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reachChill Touch, Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dism iss it as an action. The hand vanishes if it is
ever m ore than 30 feet away from you or if you cast
this spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry
m ore than 10 pounds. Mage Hand, Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).Fire Bolt, Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within
range that lasts for the duration. The illusion also ends if
you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a
whisper to a scream . It can be your voice, someone
else’s voice, a lion’s roar, a beating of drums, or any
other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete
sounds at different times before the spell ends.
If you create an im age of an object—such as a chair,
muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image can’t create sound, light,
smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, because
things can pass through it.
If a creature uses its action to exam ine the sound or
image, the creature can determine that it is an illusion
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to
the creature.Minor Illusion, Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see
within range and project a puff of noxious gas from your
palm. The creature must succeed on a Constitution
saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12). Poison Spray, 1st Level: 1st-level conjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You invoke the pow er o f Hadar, the Dark Hunger.
Tendrils of dark energy erupt from you and batter all
creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed
save, a target takes 2d6 necrotic damage and can’t take
reactions until its next turn. On a successful save, the
creature takes half damage, but suffers no other effect.
A t Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.Arms of Hadar, 1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet of you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
2d10 fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damageHellish Rebuke, 1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word com m and to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the com m and on its next turn.
The spell has no effect if the target is undead, if it
doesn’t understand your language, or if your com m and
is directly harmful to it.
S om e typical com m ands and their effects follow. You
might issue a com m and other than one described here.
If you do so, the DM determines how the target behaves.
If the target can’t follow your com m and, the spell ends.
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop. The target drops whatever it is holding and then
ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
A t Higher Levels. W hen you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them. Command, 1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within
range. Until the spell ends, you deal an extra 1d6
necrotic damage to the target whenever you hit it with
an attack. Also, choose one ability w hen you cast the
spell. The target has disadvantage on ability checks
made with the chosen ability.
If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn
o f yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. W hen you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. W hen you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours. Hex, 1st-level evocation
Casting Time: 1 action
Range: S elf (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire ignites any flammable objects in the area that
aren’t being worn or carried.
At Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.Burning Hands, , 1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic
within 30 feet of you. If you sense magic in this way, you
can use your action to see a faint aura around any visible
creature or object in the area that bears magic, and you
learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of com m on metal, a thin sheet
of lead, or 3 feet of wood or dirtDetect Magic, 1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within
range. It must make a W isdom saving throw, and does
so with advantage if you or your com panions are fighting
it. If it fails the saving throw, it is charm ed by you until
the spell ends or until you or your com panions do
anything harmful to it. The charm ed creature regards
you as a friendly acquaintance. W hen the spell ends, the
creature knows it w as charm ed by you.
A t Higher Levels. W hen you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them. Charm Person
Characteristics: You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.Draconic, As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.Draconic Resilience, Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.Dragon Scales, 60 FeetDarkvision, AV on ST vs charm, cannot be put to sleepFey Ancestry, When you attempt to recall lore, you know exactly where to find it.Researcher, When you kill enemy, gain temp hp cha+Warlock LevelDark Ones Blessing, add Cha mod to EBAgonizing Blast, EB push 10 FeetRepelling Blast, Use sorc points for a bonus spell slot or vice versa: 1=2 2=3 3=5 4=6 5=7Flexible Casting , Common, Elvish, Dwarvish, Abyssal, Infernal, Draconic Languages, simple weaponsWeapon Proficiency, Light ArmorArmor Proficiency,
Inventory: , Platinum = 0
Gold = 9
Silver = 0
Copper = 0 Gold, Backpack, Common Clothing - 1 setClothes, Crowbar, Hammer, 10Piton, 9Torch,10Food Rations, 50 FeetHemp Rope, Black Ink, Quill, 10 FeetString, Tinderbox, Waterskin, Small Knife, Letter from an dead colleague posing a question, Arcane FocusWand, Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don't cost you extra movement , and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.))Gloves of climbing and Swimming
__________________
Everyone has a plan, until they get punched in the face. ~Mike Tyson
Last edited by Spizzow; Dec 19th, 2019 at 09:32 AM.
The words from the pompous eladrin rekindles the fire in Moonbrook. The rage that burns in her eyes as he talks about her deceased husband is all the warning Laucian receives before she moves. While he is close enough to touch her bow, her left hand darts out in an attempt to grab his flowing golden locks while her dagger appears in her right as if by magic. The blade of the weapon comes up toward his throat, but she holds back - barely - from driving it into his flesh.
"If you ever, ever, speak about him again, the last thing you will see is my blade plunging into your skull. Do you understand?"
Her last words seem gruffer and hoarser than her voice normally sounds. At any other time, it would have surprised her, but her rage keeps any look of surprise from her face.
Still, there is something different in her eyes; a feral look that has never been there before. Her pupils narrow into vertical slits and her canines, barred as she snarls at Laucian, grow slightly longer and sharper. It is Nix's bark from behind her that pulls her back and she lowers her blade.
Haaliryl kept the vampire's satchel with her at all times, much like everything else she owned. She hadn't yet decided what to do with it, but she knew she needed Moonbrook to read those letters.
She watched the battlefield like she often does, when she noticed the raven-clad person standing near her. Equally intrigued and reluctant, she stood there for a moment before her curiosity got the better of her.
She approached this person and, after a moment of silence, asked.
"Who are you?"
If the person turned, she would discreetly try and look at the face under the hood.
__________________ "CARPE DM: SIEZE THE DUNGEON MASTER."
Dantas didn't even feel the slap across his face. Cal's words had left him numb. There was a spark of rage when his brother accused him of ignoring Zakar's orders. "You think this is what I wanted," he cried back. "I would have saved him if I could have Cal! We were too late..."
The anger trickled out after that as Callinas landed blow after cogent blow on his youngest brother's brow. By the time the guillotine hit, cutting him off from the family that he had run away from only months before, he was seeing the whole thing as a neutral observer. It felt like the banishment was happening to someone else, except for the twisting knot in his stomach that threatened to turn him inside out.
Dantas' jaw tensed as he sucked in his lips, trying to hold back tears. "Goodbye Cal," he whispered as the door slammed.
He sat there, at the edge of someone else's bed. It felt like he was sitting at the edge of the world, about to slip off the edge and with nothing to hold onto. Long after the sound of Cal's footsteps had disappeared, Dantas found his voice. It was hard, brittle. "Uncle?"
Chuckling, the image of the Arch-Devil seems incredibly amused by Belkas’ challenge, "My, the bollucks you’ve grown in just a few short weeks rather than the decades we’ve shared. How amusing. Belkas, I have never lied to you, for it is simply not in my nature. So, some points of clarification: Your goal from the beginning was hubris. You wished to prove you could acquire power that was not meant for you without the sacrifice or cost it may entail. It’s… well, foolish would be an understatement, to think you could succeed where countless others failed. I can show you my ledger so nmeday."
Standing up from his seated position as Belkas lay down, Dispater began walking within the room, his hooved feet leaving scorched marks upon the ground which seemed to dissipate after a few moments had passed. "Now then, as to your pointed question, I have many desires. Not least of which is to see our pact fulfilled to its fullest. Part of that is giving you exactly what you seek. I always fulfill my bargains Belkas, you should know that about me by now. See, if you don’t want to lose your life, abilities, or soul… and I should make an aside that I find it amusing you place them in such an order, quite telling. But back to the point, if you wish to preserve said qualities, you must maintain the pact unless it is mutually absolved… which for the reasons you listed before, cannot be done unless you wish to forfeit abilities or soul. However, if I were in your position as a morally flexible mortal, I would seek out the aid of a powerful being. You’ve got a dragon watching you now, and they are quite powerful, mortal, beings. But to contend with an Arch-Devil such as myself? My… you would need some… divine intervention I would say. And that’s not to break the pact, you understand. No, that would be to tip the scales, slightly, in your favor. I think it would be amusing to watch you try and seek that parlay. By all means, you should try it for it never guarantees anything, and I’ll still be here to provide my colorful commentary on the proceedings."
The apparition, or whatever it is chuckles to himself while stroking his goatee, thinking about the possibility of Belkas seeking out divine aid.
A knocking broke up the discussion, heavy at the door, and a gruff dwarven voice on the other side spoke up, "Oiy, Master Falzaren, ‘tis Kalad, Agnes, and a special guest. Might we spare a moment o’ yer time? Apologies ta whoever yer talkin’ to in there."
A vicious laugh peels within the room as Dispater laughs at Belkas’ tendencies towards sounding insane, but with a reprieve which seemed generous from the Arch-Devil, he waved towards the door for Belkas to answer.
Opening the door, Master Kalad appeared to be quite recovered from his exhaustion at the hand of the dwarven brew they’d all been subject to, and Agnes seemed little the worse for wear, but a solemn look upon her face which tugged at Belkas’ heart a little to see her somewhat crest fallen. Over the past month they’d grown closer than he can recall being with anyone else.
The special guest to enter was the beautifully androgynous Eladrin Argellin, the… advisor of sorts to Bahamut’s temple, the Radiance, in Overlook. Nodding his head, he was the last to enter and closed the door behind himself. "Master Falzaren, it is a wonderful pleasure to see you again."
Kalad was looking around the room, confused, [say]Could have sworn I heard you talkin’ ta someone in here. Strange how the sound distorts within these walls, ain’t it? Anyway, we’ve come to ask ya something. It was Agnes who brought it up first, an after discussion’ matters it only seemed to make the most sense to us.[say]
At which point Agnes steps forward with a tension that’s most formal, "Belkas Falzaren, I have come to formally invite you to join the Knights of the Platinum Order. I will sponsor your membership to join as a squire and have the initial rank waived given your recent exploits and association, and have you awarded a rank of Knight within our Order, with Master Argellin serving as your advisor in regards to your duties and responsibilities for such a task. It would honor me if you would accept, as… I must leave the Sakura Company for the time being. The Order has an important mission for me now that Kalad has been returned and, promoted. I suppose I have been promoted as well, thus the sudden departure."
Agnes was rambling at this point, causing a sly smile from Kalad and Argellin, and an eye-roll from Dispater.
Hallal took some time before he spoke after the scene played out before his eyes. All the while, his hand cradled his jaw in thought, his dark brows and eyes furrowed in thought. "That seemed particularly harsh and paranoid, even for Cal. I’m sorry you were the target of it, and that I seem to be largely a catalyst to the alchemical mixture. I’m sorry Dantas."
Standing from his seat, Hallal Rocannon walks to the door, taking the key he’d shown Dantas earlier, and slid it into the hobgoblin dragonchess piece. Turning around at the doorway, he looks down at his nephew with a stern gaze, "There are still ways of serving Sayre, and the Elsir Vale, without being in or direct service to Sayre. If you wish to explore this option, I think you may finally have what it takes, which I could not. Fate may have given us a unique opportunity here to affect meaningful change to this land. Rest today, and meet me tomorrow in Overlook with your companions at the Bank before traveling to the Council. We will have much to discuss."
Bowing slightly to Dantas, he then stepped from his nephew’s room, and left the young man, the young exiled Rocannon, to his misery.
Laucian doesn’t move when Anastianna grabs his hair or places a dagger to his throat. Closing his eyes, he smiles calmly towards you, "You’ve begun the process… but you have much to discover. I’ll leave. We’ll speak again after your return to Overlook for a period, and then I foresee you will travel to the feet of Giants… how very interesting. Please keep in mind, initiate of the Oakstaff… Out Master does not need vengeance. He requires balance. The hate you experience for a love you’ve lost… perhaps you will experience love for a hate you’ve lost in kind… or perhaps that bow will find itself a new master, in a similar way as it passed to you. Choices are yours… but there are necessities that must be met."
Stepping away slowly, without turning around, Laucian bows slightly and then turns to walk away when he’s at least 15 feet away. At his receding form, Nix let’s out a final growl and licks the tips of Anastianna’s fingers… the ones grilling the knife hilt tightly.
Glancing up at his comrade and partner, the odd Blink Hound tilts his head as he looks up at Moonbrook, eyes looking far more intelligent than any animal the elf had seen in the forests she’s traversed.
Padding around behind her, Nix nudges at the Oakstaff now strapped to her back, and with his nose knocks it off onto the ground. Just as she’s about to protest, she looks down at the weapon and is surprised to notice something peculiar…
It had, changed. Subtly, but changed all the same. It still resembled the oak tree motif, the distinct curl of leaves around the bowshaft, the organic looking striations of rough oak bark where leaf designs did not cover the shaft, but there appeared to be a few blooming flower motifs that didn’t exist there before. Specifically they appeared to be roses, at least that was your guess based on the thorns that seemed to protrude from stems below the reliefs.
Grasping the bow, your fingers felt something that your familiarity with the weapon also hadn’t noticed previously: along the front, top-half curve of the bow was another motif that had not existed previously, you were sure of it. Forked lightning seemed to pierce down towards the arrow-notch, gliding past leaf, bark, and rose motifs, and finally focusing the branching forks directly at the point where the arrow would meet the bow.
Something else seemed to have changed, or at least was different than what Anastrianna had noticed before: it smelled like her home, of the forest she ran through as a child.
Now turning to look at the approaching spectral figure, Haaliryl can barely make out any feature from within the hooded cloak, for this feminine figure doesn’t seem to react at all to Haaliryl’s presence.
Just as the assassin was about to say something again, the figure spoke, and the words could be heard clearly by Haaliryl, even though the cold mountain wind whipped through the fortress’ battlements, and the receding sounds of combat below created an omnipresent backdrop of violence and harm. "We spoke just days before… mind you it was through a trinket silver raven. This is a little more… ominous I suppose. It’s not often I stop to take a moment and oversee work that so directly filters into my portfolio. Many souls to be sorted here, many battles lost this day, many won. But in this instance, it is the losers that must pass through my judgement and be sent off to their respective divine realms. Gruumsh will be happy with the number of brave warriors this day. A few for Pelor, Torm, and of course many of your followers I believe."
Confused at this figure’s statement, suddenly from behind Haaliryl a massive form lumbers past her, silent as air, and glances down from the battlements. He is one of the largest dwarves she’s ever seen, at least she believes he is a dwarf. Outfitted with a horned helmet, thick braided beard and hair, eyes as green as jade, and a warhammer held in one hand while a battleaxe bigger than most men rested sheathed on his back, "Fine deaths protecting their homeland. I shall make sure their families have what blessings I can spare for their sacrifice."
His attention then shifts over to Haaliryl, nodding his head towards her. "So, this is Blossom’s legacy? Slightly disappointing I think…" The cloaked figure flicks the dwarf’s ear with barely a perceptible movement, and the much larger figure groaned and rubbed at the back or his head, "Apologies, I meant no disrespect to you specifically, it’s just that a human was more familiar than a wood-elf-"
Without knowing exactly where it came from, a roundhouse kick slammed into the side of the immense dwarf’s skull, knocking the dwarf back a few paces. Turning finally to consider Haaliryl, the only glimpse of the ethereal creature’s face was what appeared to be a smooth, porcelain white mask. "Haaliryl, you asked who I am. Well, we were both benefactors of Blossom, and hoped she would carry out our wills. However, with her passing she seemed to have passed that responsibility onto you. You gained something recently, something that seems to aid in controlling that… outburst. Perhaps that’s another piece of the puzzle. Regardless, we have come to congratulate you on what you’ve accomplished thus far with your comrades, and offer you a boon: you may ask us any question you like, and if it is within our power, we shall grant it. Perhaps there is someone passed on you wish to speak with? A creation you’d like help with? You have done good work thus far, and a reward seemed… appropriate."
Alright folks. Getting back into the swing of things here… just in time for the holidays. I’d like to do a post after all of your next one that sort of… wraps up the chapter. It may railroad things a bit, so if anyone has a problem with that, let me know ASAP and on discord so I can see it, otherwise I’ll be looking to do a roughly 3 month time jump between the end of this chapter and the beginning of the next. So… start thinking about what you’d like to do… but you’ll have some options pretty soon.
INITIATIVE ORDER Group 1
Haaliryl (22)
Belkas (20)
Kalad: (17)
Enemy (17)
Name / AC / HP
Orc Sniffer 1
14
9/13
Orc Sniffer 2
14
7/13
Orc Eye of Gruumsh 1
16
41/45
Orc Fury 1
13
67/67
Orc Eye of Gruumsh 2
16
45/45
Orc Campaigner
**DEAD**
Orc Soldier 1
**DEAD**
Orc Soldier 2
**DEAD**
Orc Soldier 3
**DEAD**
Tusk
**DEAD**
Myrissa
**DEAD**
Orc Sniffer 3
**DEAD**
Group 2
Dantas (12)
Moonbrook & Nix (12)
Agnes (7)
Maximus (4)
Click on image to go to the map.
Stairs: Difficult Terrain
Metal Pipes: If you are within 5 feet of the pipes, you suffer 1d10 fire damage.
Catwalk: They are steel grates, you can see through the grates to the level below, but you are unable to fire a ranged attack through the grate.
Belkas stands and hugs Agnes deeply. He hugs her for a long, probably inappropriate amount of time.
"Agnes, I'm going to miss you deeply. I understand that your mission is more important, but that doesn't make me any less sad."
He steps back and clasps her on both shoulders.
"You have taught me so much, showed me so much within myself. I thank you for everything. You have given me faith, and a possibility which I never thought would be possible. Of course I will take up your mantle. I would be honored to continue down this path, may it lead us together or farther apart, I will always be grateful to you."
Spells:Attack: +6 Damage: +4 when applicableSpell Attack, 14Spell Save DC, 1st: 4 | 2nd: 3Spell Slots Known: Cantrips: Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO force damage.
The spell creates m ore than one beam w hen you reach
higher levels: two beam s at 5th level, three beam s at
11th level, and four beam s at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.Eldritch Blast, Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a
creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the
grave. On a hit, the target takes 1d8 necrotic damage,
and it can’t regain hit points until the start o f your next
turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on
attack rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reachChill Touch, Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dism iss it as an action. The hand vanishes if it is
ever m ore than 30 feet away from you or if you cast
this spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry
m ore than 10 pounds. Mage Hand, Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).Fire Bolt, Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within
range that lasts for the duration. The illusion also ends if
you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a
whisper to a scream . It can be your voice, someone
else’s voice, a lion’s roar, a beating of drums, or any
other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete
sounds at different times before the spell ends.
If you create an im age of an object—such as a chair,
muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image can’t create sound, light,
smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, because
things can pass through it.
If a creature uses its action to exam ine the sound or
image, the creature can determine that it is an illusion
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to
the creature.Minor Illusion, Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see
within range and project a puff of noxious gas from your
palm. The creature must succeed on a Constitution
saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12). Poison Spray, 1st Level: 1st-level conjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You invoke the pow er o f Hadar, the Dark Hunger.
Tendrils of dark energy erupt from you and batter all
creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed
save, a target takes 2d6 necrotic damage and can’t take
reactions until its next turn. On a successful save, the
creature takes half damage, but suffers no other effect.
A t Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.Arms of Hadar, 1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet of you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
2d10 fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damageHellish Rebuke, 1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word com m and to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the com m and on its next turn.
The spell has no effect if the target is undead, if it
doesn’t understand your language, or if your com m and
is directly harmful to it.
S om e typical com m ands and their effects follow. You
might issue a com m and other than one described here.
If you do so, the DM determines how the target behaves.
If the target can’t follow your com m and, the spell ends.
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop. The target drops whatever it is holding and then
ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
A t Higher Levels. W hen you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them. Command, 1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within
range. Until the spell ends, you deal an extra 1d6
necrotic damage to the target whenever you hit it with
an attack. Also, choose one ability w hen you cast the
spell. The target has disadvantage on ability checks
made with the chosen ability.
If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn
o f yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. W hen you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. W hen you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours. Hex, 1st-level evocation
Casting Time: 1 action
Range: S elf (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire ignites any flammable objects in the area that
aren’t being worn or carried.
At Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.Burning Hands, , 1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic
within 30 feet of you. If you sense magic in this way, you
can use your action to see a faint aura around any visible
creature or object in the area that bears magic, and you
learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of com m on metal, a thin sheet
of lead, or 3 feet of wood or dirtDetect Magic, 1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within
range. It must make a W isdom saving throw, and does
so with advantage if you or your com panions are fighting
it. If it fails the saving throw, it is charm ed by you until
the spell ends or until you or your com panions do
anything harmful to it. The charm ed creature regards
you as a friendly acquaintance. W hen the spell ends, the
creature knows it w as charm ed by you.
A t Higher Levels. W hen you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them. Charm Person
Characteristics: You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.Draconic, As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.Draconic Resilience, Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.Dragon Scales, 60 FeetDarkvision, AV on ST vs charm, cannot be put to sleepFey Ancestry, When you attempt to recall lore, you know exactly where to find it.Researcher, When you kill enemy, gain temp hp cha+Warlock LevelDark Ones Blessing, add Cha mod to EBAgonizing Blast, EB push 10 FeetRepelling Blast, Use sorc points for a bonus spell slot or vice versa: 1=2 2=3 3=5 4=6 5=7Flexible Casting , Common, Elvish, Dwarvish, Abyssal, Infernal, Draconic Languages, simple weaponsWeapon Proficiency, Light ArmorArmor Proficiency,
Inventory: , Platinum = 0
Gold = 9
Silver = 0
Copper = 0 Gold, Backpack, Common Clothing - 1 setClothes, Crowbar, Hammer, 10Piton, 9Torch,10Food Rations, 50 FeetHemp Rope, Black Ink, Quill, 10 FeetString, Tinderbox, Waterskin, Small Knife, Letter from an dead colleague posing a question, Arcane FocusWand, Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don't cost you extra movement , and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.))Gloves of climbing and Swimming
__________________
Everyone has a plan, until they get punched in the face. ~Mike Tyson
"For now, we ask that you continue following your instincts. They’ve led you well so far. We should also clarify that we are more… ancillary benefactors to your cause. There was a link shared between you and sweet Blossom which is having a rippling effect that we are… curious to find out about. Regardless, your path has been aligning most splendidly with our goals. Try not to fret too much about what comes or doesn’t. I have a sense for these things."
The cloaked woman tilts her head, very much like a bird, and considers Haaliryl’s request. Glancing towards the hulking dwarf, the being shrugs and let’s out a chuckle, "’Tis yer domain, not mine. What harm could a visit have, eh?"
With a quick nod, Haaliryl watches as the lithe, female figure of the cloaked woman seems to grow, and swell, still mostly transparent, but grows before Haaliryl until she towers about 12 feet tall, and with her visage a smooth porcelain mask, Haaliryl could almost feel a motherly smile, as black-gloved hands reach into the air, and seemingly grab onto the end of a golden string that did not exist previously. With great care, she brings that string to within her cloak, and slowly lifts the edge to reveal a figure, transparent as well, standing with his glassy eyes focused on the horizon as though he could not see.
It had been years, decades really, but the face of Arranis Galanodel was instantly recognizable to Haaliryl. The glassy eyed look seemed to focus somewhat, and his gaze fell onto Haaliryl with a look of love, compassion, and fatherly pride taking over, "Valanthe? My little Valley? Oh what a woman you’ve become. I’ve waited so long to see you."
Perhaps it is shock that this moment is happening, perhaps it is something else, but Haaliryl can only stay still, her eyes watering uncontrollably as the image of her father steps forward and embraces her, feeling as solid as the last day she saw him… the last day he was alive… the day she…
Pain ripped at her heart at the memory, instinctively pulling back from her deceased father, but held tightly in place by his strong arms, what she remembered were strong arms. "Please don’t Valley. It’s ok, please don’t. I know what happened. It was a mistake. After it happened… the trinity spoke to me. Me of all people! They said it shouldn’t have happened that way. I shouldn’t have left as I did, and certainly not at your hands. There’s a poison in the Fellowship they said… something you were to root out and dispose of… something you were destined to do."
The tattoo on Haaliryl’s back began to feel warm… tingle even. Her father continued to hold her tight but pulled back to glance down at her, and with a hand pulled the cowl from her nose and mouth to fully view her face. "You look so much like your mother… and braver than either of us. I know you’ve met your aunt, that’s good. You need family to get through what you’re facing. You need good friends to deal with it all. It’s too big to do it alone, even though that feels like the Trinity has set that up for you."
Arranis glances back at the billowing black cloak, and Haaliryl notices the gold thread attached to her father, and it is pulling tightly, tugging on him. "My time is short little Valley… trust in yourself. Great powers want to use you in their struggles, but stay true to who you are, what you feel is right. I am so proud of you… so proud of the woman you are deep within. I know you feel guilt for… what happened to me. But you have something within you that can save many lives. You are an instrument of balance, it’s something beyond my understanding, and I do not pretend to know fully what is going on… but know I am proud of you. So very proud. I love you always sweet Valanthe… and Haaliryl is a very good, strong name you’ve chosen. Give my love to your mother. I’ll see you all again…"
With the last words, the tugging became too much, and Arranis was pulled back into the black cloak of the… being. Waving with tears in his eyes and a smile on his face, he disappeared into the blackness of the cloak, and faded from sight, along with the towering cloaked being, and the giant dwarf. All were gone, leaving Haaliryl upon the battlements, alone once more.
Agnes smiles warmly at Belkas, and then Kalad coughed awkwardly, "We still need to check in with the Council; give a report an’ everything. But this bit of business with the Order we figured we’d get outta the way now."
Argellin smiled, his white blonde hair, pale skin, and silver-blue eyes kept a close watch on Belkas the entire time. Clapping his hands and rubbing them together with barely held enthusiasm, he nodded to the warlock, "Very well. The first thing we must do is… make some room for that soul of yours. Tell me Belks, how do you feel about daggers?"
Dispater looks over at Argellin with interest, "Oh… attempting a pact transference eh? Most interesting. Yes, that could work. Mighty dangerously but possible for sure…"
The Next Day
Currently
Date
6th of Marpenoth, the Leaffall, 1493 DR
Time
4:38 PM
Location
Overlook
Region
Overlook, Stonehome Mountains
Weather
Morning, 39 F/ 4 C
"Overlook has been saved! Three days of fighting after the hero’s of Bordrin’s Watch, Sakura Company, emerged from the Nexus, we have fully defeated Tusk’s horde! Broken against the defender's might, and the stone of our ancestors."
Elder Earthhelm was addressing the gathered crowd within the Council Chambers of Overlook, paying particular attention to Sakura Company’s contributions who had arrived just a few minutes previously. The events of the day had been… immense, even before their arrival to the chambers.
"
We have shown that we have a right to be here. Our shackles were removed so that we may have the freedom to make the choices which grant us prosperity. But our duty for such freedom is to guard against those who would seek to chain others.
"
Two-Fang, secured in irons, is led to the jail within Overlook and overseen by Arius, the former half-orc member of Sakura Company who offered to safe guard their prisoner. In addition to Two-Fang, there are a number of orc captives, including a curious, lithe half-orc with a decorative mask, a vicious wound on his abdomen which makes it hard to believe he could be alive, let alone walking.
"
To dominate others.
"
Haaliryl meets up with her contact, Tivadar, and hands over the skull of Myrissa. With a wrinkling of his nose, he passes a heavy satchel to Haaliryl’s hands, and within she counts the 500 platinum pieces received for the job. The next job described by Tivadar will likely take some time, especially given the threat level. The target: The Emissary. The price? 1000 platinum pieces.
"
To terrorize others.
"
Belkas is in the crooked tower of Rufus Crumley, handing his requested troll parts to the elder former colleague. He looks… disgusted by what he receives. There’s some yelling, some head shaking, all within the safe confines of the protective barriers Rufus once more placed upon himself and Belkas.
Closely considering the butchered offerings, Rufus sneers and shakes his head. Not quite satisfied with the state of the alchemical components. Belkas pleads, Dispater grinning wickedly next to Belkas. Something seemed to tug at Rufus, and with some eye-rolling he consults a tome and scribbles a few things upon a sheet. Stepping through to a “transfer” bubble, he places a sheet of parchment with what appears to be a ritual of some kind: to limit the amount of power from a pact that can be pushed through, to keep it contained within an item, a weapon of some kind, to act as the focus.
"
We stand at the border of the wilderness beyond, and gladly serve as a bulwark so that those within the Elsir Vale enjoy a life lived fully to the best of their abilities
"
Anastrianna finds a moment of peace within a garden of Elftown, and considers the bow which seemingly changed its appearance within moments back at Bordrin’s Watch. Nix has been chasing some squirrels playfully along that time. She barely notices as Nix comes forward and plops himself down upon the warm grass next to her, and growls out playfully, rubbing his back in the grass. Moonbrook chuckles and responds back with sounds that seem almost like whimsical music, bird chirps, leaf rustles, and bark creaks.
She’s taken aback, Nix stops rolling and looks up at Moonbrook. Nix woofs gently, questioningly, and after a long moment, Anastrianna nods.
Things were changing.
"It is thanks to Sakura Company, and all those who aided with their blades, skills, and unique abilities, that we can feel secure once more tonight, and forever more."
"But not all could be here with us to join in the celebration. We see the legendary group of the Farstriders have been decimated in this endeavor, with only a single survivor, again thanks to Sakura Company."
The lone survivor of the Farstriders, the sorcerer Jen, is nursed to better health within a tavern of the city with her former apprentice tending to her, along with an elven woman who stands guard by the room’s window. The rest of the Freeriders are enjoying a drink and a tale in the taproom below, regaling those who’d listen of their recent battles with orcs at the Watch.
Overhearing this conversation is a fiery-haired man, muscles taut but demeanor calm as he listens to the tales of not just these adventurers, but the ones called Sakura Company as well.
"Not least of the losses is the heir of the Duchy of Sayre to the East. Great allies to Overlook, this devastating sacrifice will never be forgotten, and we shall endeavor to suppose Sayre in any trial they may face in their future. In honor of their lost son, the Eastern most gate of Overlook, permitting the Dwarf Road to pass through the steadfast walls of our city, shall forever be known as Zakar’s Gate."
Dantas is joined by the rest of Sakura Company at the Overlook bank where he visited earlier. Manxif Garrick, the gnomish assistant bank manager, greeted Dantas enthusiastically, politely offering condolences for his loss in the family and directed him to a private chamber where Hallal was already waiting. Manxif requested both keys from Dantas and Hallal. Producing them, the gnome quickly ran off with a couple of dwarven bodyguards.
Hallal waited patiently, quietly, while Dantas was eager at what may come of the box. What was in there, what had his father and uncle hidden away so long who that his uncle couldn’t make use of until now? Was it a weapon? A powerful spell scroll?
After a fair bit of waiting, Manxif returned with the lock box in hand, nothing large or imposing. It was a square iron box, a foot to each side, and perhaps half a foot tall, with an impression underneath the box, an odd symbol which looked to be a horned bird of some kind, with wings made of, vines? Webbing?
Placing it on the table, Manxif excused himself to step out of the room and allow the group to view the contents in private. Hallal then stood and approached Dantas. He pointed to Stormbringer, Dantas sword, specifically the pommel. Examining the bottom of the pommel, something Dantas can’t recall ever doing, he could now see a motif of this… bird creature more clearly. The design was, small, immaculate, and richly detailed. What looked like webbing on the lockbox was in fact artistic renditions of lightning wings, the horns adorned a head of a creature with an open beak, and two small, but rich blue sapphires made the creatures eyes seen to glow.
As an added measure of protection, Hallal reveals that even if both sets of keys were retrieved, the sword was the key to opening the box fully. Dantas inserted the pommel of the sword into the lockbox, and twisted the handle gently. With a click, the box popped open and revealed the contents within. After a moment, everyone had a chance to view the contents, and Belkas was perhaps the first to say what they were all thinking, "You’ve got to be f***ing kidding me…"
Hallal just smiled knowingly.
Back in the chamber, Earthhelm was continuing his speech, and Elder Karlin looked over with a grin to Kalad, nodding with a wink. The Paladin of Bahamut looked embarrassed by the gesture, and coughed, then looked to Dantas and nodded as well. A plan was put into motion, and the group was about to make some interesting plans.
"But for a more celebratory tone, payments to adventurers and guild members is to be paid out by their sponsors, so we shall not tally what work people have done here. But there has been a particular reward for the Heroes of Bordrin’s Watch that the Council has agreed is commensurate with the risk involved to themselves. Sakura Company, please stand!"
The group stands from their position, and turns to the council seater at the table. Elder Regdus Ironfell looks particularly foul towards your group; no doubt upset by whatever Elder Karlin Fireforge arranged for you.
"It is this council’s determination that you have in your possession the deed to land outside of Brindol that you lay claim to. This land is technically under the purview of Overlook, and thus falls under our political consideration. However, I understand it holds some hereditary value to the first family of Sayre, which creates a unique complication for us."
Cal was nowhere to be seen within the Council chambers. Dantas learned he had left shortly after their conversation, eager to return home and report of the news in person to his family. There would be a great time of mourning in the Duchy.
"It is thusly how you will be rewarded: Dantas Rocannon shall be recognized by this Council as a Baron, independent of both Overlook and Sayre, but with close ties to both. While you do not answer to our authority, we certainly consider you a close ally and will treat you as such, and expect as much from yourself. The lands in 6 mile radius of Rivenroar Castle fall within your purview. May you be a just noble upon your lands, the barony of Rivenroar. All hail the new Baron of Rivenroar Castle!"
There is a cheer in the council chambers, as the heroes of Sakura Company are granted land, and one among them a title of nobility recognized by those in the Elsir Vale.
Meanwhile, Bran and Rowan were investigating a lead on some Lost One activity near the mage college. Apparently a lycanthrope tried to attack a mage studying at the university, and was incinerated on the spot. No one could find any sign of the mage, other than the greasy black stain on the ground where the Lost One once existed.
Checking through the records to see if there was anything of note, Bran came across something implausible, but apparently true, as Rowan spoke to the senile tiefling librarian.
Zextole, a classmate of his from long ago, had been at the library… in the rare books section. What was he doing in Overlook? Was he the one who the Lost Ones confronted? Did he kill the lycanthrope? What was the connection here? There was a thick web here, and Sakura Company seemed to be tangled thickly in it.
It took days for the darkling to escape the Nexus tunnels. Long days of slinking through shadows, avoiding dwarven patrols, and finally escaping to the barren wastes. All this with many second degree burns, at best, across his body.
Eventually he ascended the mountains, descended a lightly patrolled region, and trudged its way through the fields surrounding Overlook until he arrived at his destination.
Pounding a series of knocks on an oak door, after a few moments it slides open just enough to permit the creature within.
Sitting upon a chair in a room with only a bullseye lantern to cast any light, a deep but oddly soft voice spoke from the darkness. "What happened to Tusk Modra, and where is Myrissa?"
The darkling, Modra, looked fearful of the speaker, and despite his clear pain, he recoiled instinctively fell the figure. "Zar- I mean, Emizzary. They came from nowhere, these adventurers. I zent zomeone to prevent the machine from activating in the boiler room, but that’s where these arse-holes came from! They musta znuck through the Vents! The damn bastards. We zet a trap for the original forces. Nearly killed them all too, including taking that Zayre Heir hostage! I went ahead with Tusk to try and find out way to central controls. Ze damn place was a gods be damned maze!"
"What HAPPENED!" A growl could be heard in the voice, and the darkling recoiled, realizing he was rambling. "They came in, they made it to panel, and they got damn thing to work. That must be what happened. I only saw end. Tusk took light arrow to eye, and Myrissa was… she was taken out!"
From out of the shadows, a pale elf with pock-marked features leers at the darkling, "The key, where is Myrissa’s key?" The voice is soft again, but the barest hint of an edge to it…
The darkling gulps. "They have it. They took pouch. The key is with adventurers… Sakura Company." There is a beat, and then a sigh from the pale elf.
"Well then… I guess we’ll just have to get it back. Do we know where they are?" Another voice from the darkness speaks, it sounds almost like an animal talking, "They’re traveling to Rivenroar Castle, apparently they own it now."
The pale elf looks sharply in the voices direction, "Rivenroar… where the Red Hand was stationed? Wait… this isn’t THAT group, is it?" The room grows silent, tension building. The darkling looks terrified, and no one else speaks.
The elf looks towards his feet, and lets out a chuckle. Tension diffuses, "Well… that suits us just fine I guess. Maybe we can salvage things before they get-"
"There’s one more thing…" A different voice from the darkness this time, and the pale elf looks towards it now, awaiting a response. "Word on the street is that an assassination writ has gone out for your head Emissary… 1000 platinum pieces. From Modra."
The darkling’s eyes go wide, and he turns to look at the pale elf, "Nyet, nyet nyet nyet Emissary. How could I afford that. How could I do that?!? I barely made it here alive! Zis is wrong! NYET!!!"
The pale elf nods, smiling at Modra the darkling, "I know Modra… it couldn’t be you. It’s a message to me… it’s been delivered." Stepping more fully into the light, the pale elf stands tall, muscular, powerful, and seems to swell in size. There is sound of tearing, and popping. On a far wall where the bullseye is pointed, the shadow cast by the pale elf, the Emissary, grows in size, and the shape changes. The elven head becomes more boxy, fangs and sharp teeth grow from the mouth, and a yell of pain turns into an animalistic roar.
The darkling begins to scream; but before his shadow form on the wall can limp from the shadow chair, a tentacle seems to lash out from what used to be the Emissary’s original body, and wraps tightly around the creatures neck. With the voice being choke from the darkling, there is a pop, and Modra’s body falls limp from the tentacle. The shadow flings another tentacle towards the lantern; blocking it out with a shatter of glass.
"He’s coming after me. I try to bring him profit, an impossible task, and this is what he does?! Frag him! I have to crush Sakura Company if we have ANY chance of survival. Get EVERYONE we know! Whatever Lost Ones we can send out! Find the remnants of the Red Hand! Find whatever orcs are trapped on this side! Get word to the ettercaps! Call in every favor, EVERY. SINGLE. ONE!!! I want their heads on my table. Not a single one lives! No, wait. Bring me their leader. Bring me the head of this Dantas Rocannon! If he wants to make a fool of the Emissary, then let him be the first example! This is NOT the end of me. Now, GO!!!"
Thats the end of chapter 2 folks! Time for us to discuss some things in OOC! Let’s get to it!
INITIATIVE ORDER Group 1
Haaliryl (22)
Belkas (20)
Kalad: (17)
Enemy (17)
Name / AC / HP
Orc Sniffer 1
14
9/13
Orc Sniffer 2
14
7/13
Orc Eye of Gruumsh 1
16
41/45
Orc Fury 1
13
67/67
Orc Eye of Gruumsh 2
16
45/45
Orc Campaigner
**DEAD**
Orc Soldier 1
**DEAD**
Orc Soldier 2
**DEAD**
Orc Soldier 3
**DEAD**
Tusk
**DEAD**
Myrissa
**DEAD**
Orc Sniffer 3
**DEAD**
Group 2
Dantas (12)
Moonbrook & Nix (12)
Agnes (7)
Maximus (4)
Click on image to go to the map.
Stairs: Difficult Terrain
Metal Pipes: If you are within 5 feet of the pipes, you suffer 1d10 fire damage.
Catwalk: They are steel grates, you can see through the grates to the level below, but you are unable to fire a ranged attack through the grate.
As soon as she heard her child name, Haaliryl froze. She felt a heavy burden on her chest as she realized it was her father's voice. Tears started swelling in her eyes, and she stared at him, motionless and speechless.
When he embraced her, she hesitated, tears now running down her face, before she embraced him back and held him as tight as she could.
She didn't understand everything he said, but for now it was comfort enough that he was there. His words are what she needed right now, more than anything.
She hugged him tighter and tighter as he was being pulled away, before she eventually couldn't anymore.
And as all of them disappeared, Haaliryl was left alone.
Again.
She fell to her knees, sobbing.
"Don't go..."
__________________ "CARPE DM: SIEZE THE DUNGEON MASTER."