Wilholm, cleverly having adopted a cautious approach in case of more blights, heads through the brush in the general direction Szass went. He soon is able to trace a blood trail backwards.
Unfortunately, the trail ends at the bough of an old, withered tree. Strange markings have been etched into the white bark. Wilholm notes that the wood of this tree looks very like the creatures that just attacked them. He also spots a familiar wrapped package. Opening it up, it contains a set of cooking utensils he recognizes as bellowing to their missing Gnoll companion.
From here, however, Wilholm is at a loss. The trail simply stops - as if Szass was swallowed up by the ground itself or the strangely marked tree. He can find no holes in either to indicate how Szass might have vanished...
As soon as the final blight is down, Malea immediately turns her blades on the hobgoblin. She's clearly not convinced by his tale despite his politeness. She is aghast that Tammin would lower his weapons so readily; she certainly won't, even if the creature towers over her, has arms practically as big around as her whole waist, and carries a sword nearly as long as she is.
She narrows her golden eyes and addresses the newcomer, trying hard to mask the surprise and fear in her voice. "I've heard plenty about your kind, and you're no friend of ours. Why would you aid us, and why do you seek Gateway? More importantly, why should we not cut you down where you stand?"
Favored Enemy: Orcs and Goblinoids, adv in WIS check to track, INT check to recall info. Favored Terrain: Forest, INT or WIS checks, prof bonus doubled, doesn't slow down, cannot become lost, alert to danger, stealth at normal pace when alone, forge for twice as much food, tracking creatures learn exact number size and how long ago they passed. Outlander: Flute, find food and water for 6 each day Keen Mind feat: INT +1, always know north, know hours to sunrise/sunset, accurately recall items seen or heard in last month
Lawful: Endanger yourself to combat an unnatural threat
Good: Help an animal or spirit of the wild
Will has created a bond with someone who was also travelling to Visarala via ship from Antigo. They found out early on that they could help each other as they arrive in the new world.
Willholm grabs the utensils and covers them with the cloth like they are finely detailed dishware. He gently carries them back over to the attack zone to explain what he happened upon. As he turns he sees Tammin looking his way and he shrugs his shoulders. "Vanished without a trace. Only her utsensils were left. No armor, no weapons. There was a tree, much like the ones we fought, but no sign of Szass. I think she may have turned into one of the darned things... the blights I mean. Have you ever heard of such a thing happening?" It was obvious that Will was hurt by the disappearance of his friend, the one who had befriended him on the ship ride over to Visarala. Let's go tell the others and see if they know what may have happened.
Will continued towards the attack zone and happened upon Malea responding to an unseen creature, "I've heard plenty about your kind, and you're no friend of ours. Why would you aid us, and why do you seek Gateway? More importantly, why should we not cut you down where you stand?" The creatures response seemed honest and direct, "I am sure you all have heard about my kind, as we are very active in Visarala. But you need not worry about me, as you can see I am alone. The hobgoblin you worry about is never alone, always in a unit. Though my business in Gateway is not your concern, I will share it, if it will spare you, or your friends, making a rash decision. I have left my home, my way of life, so I have chosen to go where I can use my skill. I plan to be a sell sword. I have heard that in Gateway there companies, regiments, and adventurers always looking for a strong sword and shield, regardless of the race that wields them, and I have both. So unless you need a soldier, I will be on my way." Halfway through the response from the stranger, Will walked close enough to see a tall, seemingly young, hobgoblin. Something in the words he spoke made Will think of Dulug, the love of his life. Will came to Visarala to possibly find her once again and he thought about adventurers new to Visarala who may wish her ill will.
Will responded by shouting, "Ogaagukaan draaraagaan a makhec keklaan druuc dar daan agaan draarekaal duun druun! Del'daan daan khraal huukhaalec, an daan lhon kuun a draar dhec, muul druun daan muul o dech khruur dalaan arthakarlaan or an ar dher okhuugokekhec? Dar shac or oklaagec shac o huugerthaan duun or or don?"
"Everyone deserves a happy life doing what they are destined to do! While we need protection, as we just lost a dear friend, how do we know you will not take advantage of us at first opportunity? What offering can you provide to earn our trust?"
Omen reloads her crossbow in the time it takes the rest of her group to dispatch the bushes around her. Despite that danger being gone, she swings her attention - and weapon - towards the new arrival. She holds him in her sights while he is confronted, ready to let loose another bolt as soon as soon as things go south. Slowly, she approaches, listening in on the conversation.
As they talk, Omen slowly lowers her weapon. Quickly and quietly, she stores the bolt back in it's case, and hooks the crossbow back to it's holster on her thigh. She approaches the hobgoblin, known now as Anrek, with a strong look in her eye. She stops a few feet away from him, staring deep into his eyes. After only a second, she nods before turning to Tammin. The holy symbol around her neck casts a dull, gray light that illuminates the underside of her face. Omen takes one of his leather-clad hands in her own. She reaches up, holding his face in her free hand. Mumbling quietly in a slew of sounds and nonsense words as she strokes Tammin's face, he feels a calming sensation, almost like the carefree peace of flying as his wounds grow warm, replacing the pain with a comfort not unlike waking up well rested. Releasing him from her grip, her gentle and caring posture is once again tense and ready for motion. She turns to Anrek, already having made up her mind. She knows not of these "hobgoblins" that Anrek speaks of. She only knows the quality of one's character, and this one, she decides, is one that she can trust. She points to herself, and a gnollish voice says simply, "Omen."
Current Effects / Concentration Smells of jasmine.
Languages Common | Primordial (Auran Dialect) | Dwarvish | Celestial
Visible Equipment+2 Armor Class | DON 1 action | DOFF 1 Action | Currently doffed - on backpack Shield | Attack Bonus +5 | Damage 1d8+3 Piercing | Currently sheathed - right hip Rapier | Attack Bonus +5 | Damage 1d4+3 Piercing | Range 20/60 | Currently sheathed - right hip Dagger | Attack Bonus +5 | Damage 1d8+3 Piercing | Range 80/320 | Currently holstered on her right thigh Light Crossbow| 19 bolts inside | Currently hanging from left hip Bolt Case | Crammed to the brim with what looks to be torches and a cloak sticking out of the top. A worn bedroll is strapped to the bottom and 40 feet of dirty hempen rope tied to the side. Stray bits of rope are looped and tied around it to help support its heavier-than-recommended load, and a whistle is tied to the left shoulder strap. Backpack | A sack that is barely closed is tied to the end of a sturdy-looking walking stick that is laying on the ground, neglected. Hobo's Sack | Armor Class: 11+Dexterity Modifier | DON One minute | DOFF One minute | Currently worn. Leather Armor
Spell Slots1/2First Level | Spell Attack Bonus +5 | Spell Save Difficulty Class 13
Cantrips Mending | Spare the Dying | Used whenever one of my allies attempts an ability check, and they add 1d4 to the roll.Guidance | Necromancy Cantrip Time 1 Action Range 60 feet Components Verbal, Somatic Duration Instantaneous Description You point at one creature you can see within range, and the sound of dolorous bells fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).Toll the Dead
Alignment Goals Bring about changes deemed fit by my gods, and proselytize for the Beast Gods. CN
BondsOmen doesn't approve of the actions she takes - stealing and the like - but thinks she understands where she is coming from.Malea | Those who bring joy to others are good people, even if they may seem a bit eccentric.Tammin
Action: Cast "Cure Wounds" on Tammin, healing 5 hit points.
Anrek is surprised by the vastly different reactions to him, all by different race. It is clear to him that this is a group that is sorely in need of a leader, someone to speak for all of them and the rest get in line. They have different messages for him. The kenku seems the most friendly, actually introduced herself to him, he responds with a simple, and short response, bowing slightly he pats his chest and says, "Anrek."
While keeping an eye, and not turning his back to the strange looking metallic creature and the somewhat elven looking woman with their weapons drawn on him, he looks at the male human who is shouting that they have need of a soldier, but need assurances of his loyalty. He is genuinely confused by this requests but tries to piece it together, "Are you speaking for your group? As I have said I intend to be a sell sword, if you want me to accompany you I would expect a full share of whatever fee you have agreed to and a full share of any treasure gained. As for assurances, my loyalty is bought and I value my word, I will not break it. But," he turns back to the women that still have their weapons drawn, "I am not sure you do speak for your party."
He crosses his arms and tilts his head, "I have seen many of you fight already, and while undisciplined, it is formidable. If you want a soldier to join you, you only have to ask, my devotion to Tyr requires me to fulfill any of my commitments, but I would need some assurances that it won't be me with a short sword in my back." He waits for a reply, and hopes that he will either be in an adventure, or on his way soon.
Racial Abilities: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.Savin' Face - 1/1 | Dark Vision 60 ft | Martial Training
Paladin Abilities: Divine Sense 3/3| Lay on Hands: 5HP available
Malea holds still for several seconds after Anrek finishes speaking, allowing the silence to stretch on. She thinks hard about all the things she's heard of hobgoblins, wishing she'd paid more attention during her education. Warmongers, she does remember, soldiers from childhood, brutal and vicious, but also honor-bound. Even if this creature's ethics are wholly other than her own, he likely follows a strict code and probably is not lying to them.
She looks at Tammin and Omen, both of whom seem to be willing to give the hobgoblin a chance. She looks at Grey Lady and Willholm, both of whom seem as wary and protective as she. She worries about the missing Szass, wondering where she's run off to, and thinks that—based on what she knows of the gnoll—she would give him a chance, too. So they'd be evenly split. Half extending a hand in welcome and half extending a sword in defense.
She was wary, but had agreed to join forces with a tabaxi, a kenku, a gnoll—three creatures the empire had always taught her were dangerous or, at best, tolerable, yet they seemed so far to be worthy of her trust. She was in Visarala now, where the old rules of the Empire didn't necessarily fit. Perhaps this hobgoblin would surprise her, as well.
Finally she lowers her swords, though she does not sheathe them yet. "I wish you no ill will, so long as no ill comes to us by your will or otherwise. Give me a reason, and yes, you will find my sword in your back. But help us, protect us, fight alongside us, and you will find my sword in your enemy." She glances back at Willholm and Grey Lady and nods, wondering if they'll agree with her. "You may join us. Fulfill your duty and you will be compensated fairly. But we will be watching."
The half-elf steps away from Anrek and addresses the rest of the group. "What do we do about Szass? I am no tracker, and I know not how we would find her if her trail has disappeared. And yet…" She leaves this thought unfinished. How could they leave their companion behind?
Bonus Action: Move Action: Standard Action: Reaction:
Abilities Rogue: Deal an extra 1d6 damage with a finesse or ranged weapon if you have advantage on the attack roll or another enemy of the target is within 5ft of the targetSneak Attack (1x per turn)
Relevant Equipment: +5 to hit, 1d6+3 piercing for first attack, 1d6 for second when dual-wielding; finesse, lightShortsword (x2) | +5 to hit, 1d4+3 piercing, range 20/60; finesse, light, thrownDagger (x2) | AC 11Leather Armor | Add proficiency bonus to any ability checks made to disarm traps or open locksThieves' Tools
Active Effects: Half-Elf: I can see in dim light within range as though it were bright, and can see in darkness within range as though it were dim light in grayscaleDarkvision 60ft (continual) Half-Elf: I have advantage on saving throws against charmed and magic can't put me to sleepFey Ancestry (continual) Courtier: I can gain access to records and the inner workings of any noble court or government, and I know whom to go to for favors and what the current intrigues in the group areCourt Functionary (continual)
Languages
Common | Elvish | Dwarvish | Gnomish | Orc | A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes 4x longer to convey such a message than it does to speak the same idea plainly. You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant
Alignment Goals Chaotic: refute social conventions or the authority of others Good: steal on behalf of, or give a stolen item to, someone who needs it more
Bonds Personal: I am in search of a place, or a group of people, I can call home and feel like I belong. Social: Tammin is probably everyone's best friend. I'll need to prove to him I can handle myself and earn his friendship and respect. Social: There must be more to Omen's motivations than she lets on. (After all, she's a kenku!) I'll need to keep my eye on her.
When the hobgoblin speaks, introducing himself again as a mercenary named Anrek, the group is tense and silent a moment before Malea lowers her swords and speaks. Grey had to admit that having another trained warrior along would do them some good, especially if it meant the bulk of the frontline fighting wouldn't fall to her. So she nodded once to the hulking paladin and gave a flourish of her bladed tonfa before sliding it home into its scabbard on her lower back.
The gnoll's disappearance troubled her. It would've been one thing for the twig blights to kill her, but it was an entirely different context for her to disappear with no discernable trail. Following Willholm's direction, she quickly finds the bloody trail that leads to the bone-white tree and it's strange markings.
"Is it possible that the tree absorbed her in some way?" As the words left her mouth, she frowned inwardly before quickly adding, "I know very little about magic."
Favored Enemy: Orcs and Goblinoids, adv in WIS check to track, INT check to recall info. Favored Terrain: Forest, INT or WIS checks, prof bonus doubled, doesn't slow down, cannot become lost, alert to danger, stealth at normal pace when alone, forge for twice as much food, tracking creatures learn exact number size and how long ago they passed. Outlander: Flute, find food and water for 6 each day Keen Mind feat: INT +1, always know north, know hours to sunrise/sunset, accurately recall items seen or heard in last month
Lawful: Endanger yourself to combat an unnatural threat
Good: Help an animal or spirit of the wild
Will has created a bond with someone who was also travelling to Visarala via ship from Antigo. They found out early on that they could help each other as they arrive in the new world.
Will nods and smiles at Anrek. His use of the goblin tongue only hoped to verify if the man was a threat or if he was peaceful by letting him know that the group of adventurers would be willing to listen and understand him. As Anrek formed an intelligent response Will was put at ease a slight bit. The ranger turns to his allies and tells them exactly what he had spoken to the hobgoblin, this time in common for all to hear.
Will didn't imagine he was the leader of the group of adventurers for a minute as his interests were mostly to conduct surveys of the area. However, Anrek posed a good question... who was their leader? All of them brought their own talents to the group and could lead in one way or another. He and Malea seem to be the most accepted of their group when they encounter others on the trails or more populated areas but that doesn't mean they are leaders per se. Omen and Tammin have proved to be strong members of the group also although they maybe prefer to be on the fringes when talking with others. Grey Lady has just joined them but already she provides an even tempered calculated approach to interactions. Could that be leadership in a way? Will is pulled back into the present by Malea's response. It appears that she has considered the hobgoblin's inquiry and has accepted his statements as true. Will nods towards Anrek once again, letting Malea's words linger on everyone's mind. He has decided to accept the man's words as truthful until he shows otherwise.
Will walks back to the tree at the end of the bloody trail and sketches the scene on some parchment. Not necessarily the blood and discarded trig blights but the landscape and general area and its' markings. In response to Grey Lady's more direct analysis Will adds, "I fear we may not know what has happened but maybe we can find those who are more familiar with the forest to provide some answers. The trail ends at this tree... maybe it is a... phylactery of sorts." Will thinks for a moment and then continues, "At the next town we can inquire. I know for certain exactly where this area lies. Let's search for any clues we may have missed but then we must continue on."
Reaction: Free Action: Movement: Action: Draw markings of tree for future investigation Bonus Action:
Anrek nods to each of the members of this party. "I will accompany you and fight by your side. Are we going to pursue your lost companion? Before we continue I will need to be filled in on what your current mission is."
Anrek feels a swell of adrenaline fill his body. He was not expecting to be adventuring so quickly. He knew this would be to his benefit, if he was successful with this party from Gateway, it would make his entrance to Gateway much easier. He was worried about the reception he would receive. But if he fulfilled his commitment he could have five people that could vouch for him. Anrek waits to see what the party wants to do. He hopes that they follow Will's suggestion and check in on this Szass in the next town and get moving on the current mission, whatever that is.
Racial Abilities: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.Savin' Face - 1/1 | Dark Vision 60 ft | Martial Training
Paladin Abilities: Divine Sense 3/3| Lay on Hands: 5HP available
Although Tammin is curious about this Anrek-fellow, he is far more curious to see what might have happened to Szass. He holds up his hand to the hobgoblin. ”Please excuse me for a moment, I’m going to check on one of our companions,” he says. He then looks at the others, the automaton and Malea in particular. ”Don’t do anything I would regret, will you?”, he says, hoping they don’t do anything stupid like attack the massive brute.
The tabaxi follows Willholm to the tree and examines the eating utensils left there. ”I don’t think a tree can swallow a person,” he says with a dubious look on his face. ”Sadly, I think it’s more likely that our friend simply decided this wasn’t something she wanted to do and took off. People often do irrational things, you know,” he continues, patting the ranger on his back in what he hopes is a comforting manner. ”She knows where we’re headed, if she wants to catch up,” he says, already thinking about how he can make a story out of a gnoll getting eaten by a tree. It might not be what happened, but the truth should never be allowed to spoil a good story.
Tammin then makes his way back to the others, his mannerism relaxed, as if he isn’t really threatened by the hobgoblin in their midst. In his experience, people are generally nice, and this one had tried to help them. So until he does something nasty, Tammin is comfortable with him around. A little more comfortable than he had been with Szass, truth be told. Not that he would tell the others that.
Just then Omen walks to him and grabs his face, stroking the fur gently. Although he is getting used to curious people in taverns who want to touch his fur, this feels both uncomfortably intimate, and awkward due to the timing. He is about to say something when he feels the dull pain from the small wounds caused by the bush-critters go away as Omen touches him and croaks something. Only then does he realize that the priest was casting a spell to mend his wounds. He nods at her gratefully. ”You have my thanks, Omen,” he says, smiling without showing his teeth. People tend to be uncomfortable with his large, sharp teeth for some reason. Probably jealousy. ”This feels much better.
Anrek seems to want to have everything in order, and from what Tammin can recall about hobgoblins they tend to have social structure that most people would associate with a military-like structure, so it makes sense for him to want to know who’s in charge.
”I do belief Willholm speaks for the rest of us,” he says, eying Grey Lady and Malea. ”And as he said, a companion of ours seems to have left, however they might have done that, so we have a position to fill. If it’s riches, adventure and horrible beasts to slay you are after, look no further. And don’t worry about my sword ending up in your back,” he says, his eyes stone cold. And he knows they are, because he has practiced that look in the mirror for a while now. ”If I stab you, it will be to your front, and you will be armed,” he continues. Unable to maintain the look any longer he winks at the hobgoblin. ”But I don’t think it will come to that,” he says with a huge grin that exposes his sharp teeth. He normally doesn’t like showing his teeth when smiling, but this seems like a good time to make an exception.
Movement: Action: Bonus Action: Reaction: Current effects: None
Stats: Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 10 (0), Wis 10 (0), Cha 16 (+3)
Saving Throws: Str -1, Dex +5, Con +1, Int 0, Wis 0, Cha +5
Ongoing Effects: None
Abilities: HD: 1/1 (D8) | Bardic Inspiration 2/3
Languages: Common, Elvish
Abilities:Tabaxi: When moving on character's turn in combat can double speed until end of turn. Can't use again until character has moved 0 feet in one of his turns.Feline Agility, Tabaxi: Give climbing speed 20'. Are natural weapons dealing slashing damage of 1d4+strength modifier.Cat’s Claws, Background: Can always find a place to perform to receive free lodging and food of modest or comfortable standard as long as character performs each night. Locals generally like character when recognized if he has performed in the town.By Popular Demand, Bard: Use a bonus action to inspire a character within 60'. Gains an inspiration die (1d6) that can be rolled as part of an ability check, attack roll or saving throw. Can decide to use inspiration after rolling but before DM confirms if action succeeded or not. Must be used within 10 minutes. Can be used a number of times equal to Charisma modifier, reset after long rest.Bardic Inspiration.
Relevant Equipment:+5 to hit, 1d8+3 piercing damageRapier, +5 to hit, 1d4+3 piercing damage, range 20/60Dagger (2x), AC 11 Leather Armor.
Spells Known:Minor Illusion Cantrip (illusion) Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute Description: 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 image 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 examine 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 | Vicious Mockery Cantrip (enchantment) Casting Time: 1 action Range: 60’ Components: V Duration: Instantaneous Description: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Vicious Mockery | Dissonant Whispers 1st level spell (enchantment) Casting Time: 1 action Range: 60’ Components: V Duration: Instantaneous Description: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Dissonant Whispers | Faerie Fire 1st level spell (evocation) Casting Time: 1 action Range: 60’ Components: V Duration: Concentration, up to 1 minute Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Faerie Fire | Healing Word 1st level spell (evocation) Casting Time: 1 bonus action Range: 60’ Components: V Duration: Instantaneous Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word | Sleep 1st-level abjuration Casting Time:Sleep1st-level (enchantment) Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals or a cricket) Duration: 1 minute Description: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep
Bonds:She seems to lack confidence in herself, but I can show her she is as good as any of us. It’s a classic story trope, the shy wallflower blossoming into a beautiful heroine. Or, black, feathered heroine, in this case.Omen/Chanter | This one could be the big, strong hero of any good story if only he wasn’t a half-orc. Poor guy Martyn | This Gnoll is more skittish than a tub full of Tabaxi cubs during bath time. Not somebody I can rely on.Szass | He might lack panache, but Wilhom’s heart is in the right place. I can rely on him when it counts Wilholm | She looks much too young to be doing what she’s doing so I need to keep an eye out for her without patronizing her.Malea.
__________________ People say I'm evil and twisted, but I really have the heart of a young boy. In a jar, on my desk.
Anrek noted how concerned these people were with their lost companion. Of course he did not care at all about a lost companion, and he wanted to get thing moving in a profitable direction. He turns to his companions and says let me take a look, I can sense the presence of otherworldly beings, if this tree is a spirit of sorts I will be able to tell.
As he walks to the tree his aura becomes visible, it sparkles with a radiant energy that everyone can see, a faint magical glow that surrounds him. His eyes begin to glow with a divine sense and he looks all around the tree. It is now clear that Anrek is no ordinary warrior, but one that have been divinely chosen by the God he has called Tyr. Anrek looks to see if the tree is undead, celestial or fiendish, he also scans the area for hidden enemies that may have taken their companion. As he does this he says, "It is likely that our Tabaxi companion is correct, your friend Szass might have just left. But even if we find evidence, we should stay the course. I assume you all have been hired for a task, and that should be the priority. While we look maybe someone can fill me in on what we are doing, and tell me your names, as only Omen has introduced herself. If I am going to fight and bleed with you, I would like to know whom I fight with."
Move: Action: Divine Sense Bonus Action: Reaction: Intention:
Racial Abilities: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.Savin' Face - 1/1 | Dark Vision 60 ft | Martial Training
Paladin Abilities: Divine Sense 2/3| Lay on Hands: 5HP available
Turning his divine abilities on the tree yields a curious result for Anrek.
Nothing in the immediate area radiates strongly with unusual energy. However, there is an extremely faint presence of undeath around the withered tree. The remains of the plant itself are not undead - but it seems as though powerful negative energy was very recently channeled through it - enough that a small amount of residue from it still lingers.