Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; Oct 23rd, 2022 at 02:40 PM.
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
"Well, those are excellent ideas," confirms Bill. "Personally, I would like to start in the former abbot's room. Given the nature of the other attacks, I wouldn't think us in danger here, but then again, there's no rush, so no need to separate. Or is there?" Bill asks. "When will the next election be? I hope that it can wait until the investigation is complete." Bill nods thoughtfully. "I'll say that I'm awfully curious about what those three on watch have to say about the assassination hiring as well."
Just to get a little rulesy...We're not great on Perception, Insight, or interpersonal skills. Rhaegalt looks like the interrogator. There's a big incentive to stick together so all can use Qijon's Guidance.
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Girgadan is the first to reply to the Prioress. "Is it possible that you can find out what the poison was the Abbot ate or drank. Might help to know how easy it is to get, local, exotic, magical. Money can be just as good a trail as blood.""Infirmarer Hathrin believes it was rat poison, and he's most distraught over that as he's the one who brews it. We make very free use of rat poison throughout the Abbey as we keep stores of food for ourselves and the village to sustain us all through the winter, as well as stocks of long-keeping rations in case of siege. We also make considerable use of parchment and vellum for our records, both of which rats will eat and use as nests. We keep ready for any battles that may come to our gates, but we battle the rats every day. If you have questions of coin, seek Steward Crotho. He handles our finances. I'm not aware of any secret passages within the wall."
Rhaegalt noticed the odor getting a bit thick in the closed room, though not as much he would have expected. A bit of fresh air wafted in from somewhere, along with the kitchen scents from the level below. "What did the Abbot's typical day look like? Was there any change to his routine in the days prior to his poisoning? Did Aerlin have a regular attendant, or anyone else who saw him as a mentor?" The Prioress nodded. "We have a small chapel on the battlements where he held morning and evening services for those not occupied with other duties. Between services, he oversaw the Abbey as he saw fit, sometimes conducting practice for battle, sometimes meeting with other officiants." At the paladin's next question, her grief again shows. "Aerlin's rooms are just across from mine, and his body lies there now. Feel free to examine his quarters, and mine. Either Hathrin or I have been with him since he fell ill. You should know that Aerlin and I have shared our quarters and beds for many years. It is no secret. As the senior of the novices, Olin most often attended on Aerlin and myself. Mott attends Crotho and Demmyrin, Pijjar serves Ektrae and Frelk, Nedri serves Glavin and Hathrin, Quroth sees to Ithak and Jurmi's needs, and Rachik aids Kthrak and Lodd."
Quijon asked after the layout of the Abbey and duty schedules. "Chamberlain Jurmi has sketches of all levels. Every guard station will have a logbook. As soon as I saw you approach, I had Lodd carry word that all are to answer your questions and give you access to all places. There are few truly private places within the Abbey, but feel free to make use of the chapel on the battlements or any empty room you find if you need to confer."
Bill was the last to speak up. Barretti turned to him. "As I'm acting in Aerlin's stead, I mean to hold off the vote until whoever struck him down is found. Please, avail yourself of the freedom of the Abbey. Olin, take these folk where ever they wish to go."
Olin leads the party out of Barretti's quarters and across the narrow hall, where he knocks on the opposite door and enters without waiting for a reply. The Abbot's chambers are almost a twin of Barretti's, though much more disordered. The desk has been pushed aside and cleared of scrolls, its top now covered with empty flasks and sachets of herbs. Where Barretti's cot was narrow, the Abbot's is wide enough for two to sleep on, but the Abbot's cot now has an open wooden coffin laid on it, a simple wooden box holding the body of an older half-elf dressed in the gray robes of the Abbey, hair streaked with white and cheeks sunken in, arms folded across his chest. A black-haired elven monk sits next to the coffin, his head leaning over, and shakes himself out of trance as the party enters. He looks as fatigued as the Prioress. Olin says "Infirmarer, there are folk here to see the Abbot's quarters."
If I missed any questions, let me know and I'll fill in the answers in OOC Everyone is up!
The Half-Orc follows Olin into the Abbots chambers and has a quick glance at the Abbot's body Not sure how the pain was but it looks better than an axe to the face. He bows his head a little and mutters a quick litany he's heard in battle before.
Still suspicious about this entire place he starts checking the room, he circles the room with his palms opened to determine if there are any odd drafts or any scrapes on the floor.
"Infirmer is this room where the Abbot was eating?"
Initiative: Movement: Follow Olin Action: Check for secret doors, odd drafts etc. (Perception: 16) Bonus Action: Reaction: Notes:
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Olin leads the group the short distance across the hall to the Abbot's room, and quickly introduces the Infirmarer. The messy and scattered papers details the rushed attempt at making the bedroom a medical room. Rhaegalt approaches the desk covered with flasks and lifts a few under his nose, wafting any scents to see if he can identify the contents. "Hathrin, was it? Barretti tells us it was likely rat poison that did Aerlin in, and that you are the one who makes it," the Half-Elf says as he sets the last flask down. "But that would be too obvious. No one would be foolish enough to use something they are known for as a murder weapon."
Crossing the room to where Hathrin sits, the Paladin puts a hand softly on the monk's shoulder before continuing. "This seems to me that someone is trying to frame you - and rather poorly at that. And judging from your position, you'd be more inclined to save a life than take one. Can you think of anyone, or a group, that would want to silence both you and Aerlin? Persuasion check with Guidance, 20 totalAny help you can provide us may also help prove your innocence."
Initiative: Movement: Action: Persuasion check with Guidance on Hathrin, 20 total Bonus Action: Reaction: Free Interaction:
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
“Mm,” Bill adds to Rhaegalt’s line of inquiry, “but I suppose a clever killer might make himself look too obvious. Do you happen to be a ‘maintainer,’ Infirmarer Hathrin? Who else has access to the poison?” he continues.
“We should consider,” Bill adds, consistently negligent of discretion, “that this could be a completely personal thing. Brother Olin, do you think someone might have their eye on Baretti? – in a romantic way, I mean.”
“And Olin,” Bill asks, “I must have forgotten – when during the day was Aerlin found sick?”
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Deamiss, who was remain silent since some time observing the answer and idea patiently of every one, decide to broke this mood of observer.
" It's always difficult to know who frame who. Some are good at it, other against it. Deamiss like to see how kitchen work and talk to those who work in it , what they think of all that. but first lets see the cellar ... did you have a place to put those who like to be keep away for anyreason .. or maybe someone can have hide someone who knows something their in the forgetten place ... Mmm talking about that, did you have a map of all building around ... maybe we will be able to spot place that it could be a fine place for secret passage"
HP: 24/24 (+1d6+6 while Shift )| AC 16 base(+2 w/Shield) (+1 While shift)| PP 11| Spell slots: lvl1 : 2 | Hit Die: 1d12+1d6 STR 16(+3) (+5) DEX 15(+2) CON 19(+4) (+6) INT 13(+1) WIS 9(-1) CHA 9 (-1)
Cantrips: Message Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Mage Hand Casting Time: 1 Action Range: 30' 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 dismiss it as an action. The hand vanishes if it is ever more 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 more than 10 pounds. Mage Hand | Lightning lure Casting Time: 1 Action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Lightning lure
Spells Memories: Absorb Elements Casting Time: 1 Reaction Range: Self Components: S Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements*| Shield Casting Time: 1 Reaction Range: Self Components: V,S Duration: 1 Round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Shield*Spell Not Memories :Magic Missiles Casting Time: 1 Action Range: 120' Components: V,S Duration: Instant
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missiles Spells Know with Ritual tags: Detect Magic 'Ritual' Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 10 Min / Conc
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 common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Magic 'Ritual' | Find Familiar 'Ritual' Casting Time: 1 hour Range: 10' Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Find Familiar 'Ritual' | Identify 'Ritual' Casting Time: 1 minute Range: Touch Components: V,S,M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Skills | Wind instrument PanFluteMusical instrument Proficiencies | You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Shifting | Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Shifting Feature for BeastHide | On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on all Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Rage | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Unarmored Defense |Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turnReckless Attack | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Danger Sense |
Fluffy 'Familiar'
Spider,Tiny beast, unaligned, Armor Class 12, Hit Points 1 (1d4-1), Speed 20 ft., climb 20 ft.
STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 1 (-5) WIS 10 (0) CHA 2 (-4)
Skills: Stealth +4 , darkvision 30 ft.
Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
_____________________ Actions _____________________
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
The elven Infirmarer Hathrin looks startled as the party crowds in, full of questions. Girgadan scans the room and the floor, finding no scrapes or unusual marks, but he Perception 16notes small gaps in the mortar of the masonry and a distinct scent of fresh candle wax. A few small dishes are placed on the floor along the walls which appear to be full of grain, possibly winter wheat or barley. "Infirmer is this room where the Abbot was eating?""I, er, hello. You must be the guests. I suppose so, at least some of the time. The Abbot..." He turns and gives the body a mournful look. "...he was never one for leisure. He took his meals at his desk when he was working, and just as often ate on the battlements or in the kitchen."
Rhaegalt uncorks flasks from the desks to get their scents while Hathrin is talking with Girgadan. Two are full of simple water, two more are empty except for traces of a reddish liquid and carry the sweet scent of healing potions. Another is full of lamp oil, the next is a small bottle turns out to be ink that reeks of rust, vinegar, and oak gall. He uncaps a stoneware jug; a small flame ignites and dances over the neck of the jug. "Ah, do be careful. That's alchemist's fire. Yes, I am Hathrin, and I serve as Infirmarer to the Abbey and the village. I do believe it was rat poison that did the Abbot in, and I should know as I make quite a lot of the stuff. We have quite a lot of rats.""This seems to me that someone is trying to frame you - and rather poorly at that. And judging from your position, you'd be more inclined to save a life than take one. Can you think of anyone, or a group, that would want to silence both you and Aerlin? Any help you can provide us may also help prove your innocence." The infirmarer listens to the paladin and nods. "Healing is my first and foremost calling. I have never opposed the Abbot in his conviction that our place is here. Many did and do oppose him though, and few reveal what they think. Herbs do not keep long; recently, I have provided rat poison to the Abbot himself, to Prioress Barretti, to Demmyrin and Ektrae who both need it regularly as they must defend our stores of food, and to Chamberlain Jurmi, to Sacrist Kthrak, and to Roundsman Lodd. I do not dispense it to novices, but certainly any officiant might pass it on once I've given it to them." He waves a hand at the small dishes along the walls. "A bit of grain for the rats to eat, a sprinkling of the right herb, a bit of honey to cover the taste. Making rat bait is easy."
Bill follows on to Rhaegalt's questions. "Do you happen to be a ‘maintainer,’ Infirmarer Hathrin?" Hathrin gives Olin a sideways look before answering. "You know of our disputes of conscience, then. As it happens, I believe our duty lies north of the Abbey. In my heart, I am an Expansionist. I doubt Torm means for me to live for hundreds of years to come in a crumbling rockpile when threats are nearby. But I defer to Torm's chosen as to the current course of action. Elves live long and I am young, Torm will show us his will in my time."
Bill's next question catches both monks off-guard. "We should consider that this could be a completely personal thing. Brother Olin, do you think someone might have their eye on Baretti? – in a romantic way, I mean.""Well, you're farther down the hall, but...""I don't think..." Both monks trade a glance and shake their heads. Brother Olin turns to Bill. "I can't see anyone thinking they had a chance there." Hathrin nods firmly in agreement. "Prioress Barretti will kill whoever crossed Aerlin."
Deamiss breaks the silence after the monks speak. "It's always difficult to know who frame who. Some are good at it, other against it. Deamiss like to see how kitchen work and talk to those who work in it , what they think of all that. but first lets see the cellar ... did you have a place to put those who like to be keep away for anyreason .. or maybe someone can have hide someone who knows something their in the forgetten place ... Mmm talking about that, did you have a map of all building around ... maybe we will be able to spot place that it could be a fine place for secret passage" Hathrin shrugs. "There are empty rooms, no truly hidden places as far as I know. Chamberlain Jurmi keeps all the floor plans, but the Abbot likely had copies." The infirmarer rummages through shelves and desks, flipping through notebooks and unrolling scrolls, and finally turns up a piece of parchment. "Ah. This is the current level at least." As he hands it to Deamiss, Girgadan Perception 16 working overtime notices a faint scribble on the back of the map.
If I missed any questions, let me know and I'll fill in the answers in OOC Everyone is up!
It's up to you all if you want to NPC Qijon or let him fade out. You can right-click on the map to see it full-sized, but that may not work on all devices. Let me know if it isn't readable for you and I can post a higher-res version.
Girgadan picks on something that suggest he might have made a social error but as no one has reached for a weapon or slapped his face its probably nothing.
He cant help but smile at Bills' questions An unexpected interest in the mating habits of these monks but its useful in that it does seem to rule out love as a reason for the Abbots death, well bottom of the pile.
"So we are back to the factions as the best lead then" and he scratches at his chin as the map is brought out, catching the scribble on the back Interesting. Judging by the map the walls are too narrow for any kind of passage and between floors would be an obvious trap door. He looks at the windows to see if they're big enough for someone to climb in and out of but based on past experience some kind of magic would overcome all the limitations that the Barbarian would have with trying to assassinate or poison the Abbott.
"So the poison is widely available and the food would pass through several floors and past numerous doors to get here." Given the large pool of access this presents Girgadan goes on to ask "Does the Abbot eat at the same time and place on a regular schedule or does it vary wildly and would only be know to a smaller group?" and then he moves over to have a closer look at the map.
If we can by without Qijon's skill set then I am fine with him fading out
Initiative: Movement: Action:
Check the map
Ask about Abbot's eating routine Bonus Action: Reaction: Notes:
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
While Girgadin continues talks with Hathrin, Bill ducks out - literally, given the modest threshold. "I think I'll head to the guard station," he announces. "All are welcome."
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Jumping back slightly as the flames flare up around the rim of the jug, Rhaegalt quickly recaps it. As the group listens to Hathrin answer their questions, Rhaegalt has a growing suspicion that they will most likely hear the same general story from whoever they ask. Perhaps we need to follow the clue we found before even arriving here. Before the Half-Elf can speak the thoughts, Bill voices the same idea before briskly heading out the room.
Half-listening to the monk's reply to Girgadan's last question, Rhaegalt heads to the door and says, "Thank you for your time, Hathrin, I too think it would be prudent to pay a visit to the guards, to inquire about our surprise guests on the road." He gives a slight bow before following after the Orog.