Hlin implies that Laisren is champion-ish. He blushes and kicks the dirt, with an oh-gorsh wobble of his head, and perhaps with a slight smile. He mutters, "I'm not champion. The prophecy says so. Well. Not of my home, at least..." he blushes more deeply, but has to stop and think about what it might mean, to champion causes beyond Family and Home. Fainweyn always spoke of travels beyond....
Baly interrupts this reverie with some suspicious talk of taking things that don't belong to him. Laisren can't help but give the adventurer a glimpse of his stink-eye (which can be very stinky, indeed!) but he also brings up some good points.
"Well. I mean, the real problem, the thing that made Malve'en Malve'en... it's that she had a true love, here in Vildenai. Tomas. But she could never go to him. She lost him forever. So I figure, there's two things we might be able to do. One would be to stop the raiders who come, and raze the town. If we could do that, the Tomas here might be able to live to find the Liri here." Laisren looks over to Tomas' store and smithy and grimaces. "I don't like that he's already got his slit throat. But maybe, maybe.... maybe that's just Malve'en's memory of him? She can't get rid of that vision, even in this world before his throat went, y'know...
"The other option I can see is that we somehow make it to the manor, find this place's Liri, and bring her back here. She was supposed to sneak away. I guess something stopped her? If we could get her back here, she could meet Thomas. See him alive. See him in love, the big dummy. Maybe the raiders would stop the raid, with her here? Or she could help us, to stop them when they come? If they ever come, in this place. Which I guess they might never do, the way things are? Here.
"Either way, if we can get to the manor, that's the place where we stop killers, or we whisk away lovers. It's the place we've got to go, yeah?
Laisren's stat block (full sheet link) HP: 32/32 | Armor Class:With a very high probability in combat of also having an additional 1d8 added on.14 | Saves: Str +5 ; Dex +2; Con +4; Int -1; Wis +0; Chr +1 Senses: Passive Perception 12 (+2); Passive investigation 9 (-1) | Move: 30' | Conditions: (None)
Default melee:+6 to hit, 1d10+4 piercing (1d10+6 while Raging)The Family pichfork | Default ranged attack:+5 to hit, 1d6+3 slashing, 20/60 rangeHandaxe Expendables: . . . As a bonus action, activate Rage. +2 damage to STR-based melee attacks. Resistance to nonmagical BPS damage. Advantage on STR checks and saves. Ends if I don't either attack or take damage. Cannot cast spells.Rage 3/3 LR | Make a ranged spell attack against the target (+3, with CHA as casting stat). On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw (DC 11). On a failed save, it is also poisoned until the end of your next turn. Acquired via Magic Initiate (Sorceror)Ray of Sickness 1/1 LR | Hit dice 3/3 LR | Inspiration: Yes Passive: . . . When I enter a Rage, I can use my tail both offensively and defensively. As a reaction when hit by a creature I can see within 10', I can add 1d8 to my AC. I can also use the attack action to attack with my tail with 10' reach, +5 to hit, and 1d8+3 damage.Form of the Beast: Tail Ie, my cantrips acquired through Magic Initiate (Sorceror)Tail Utility: A creature within 10' must succeed on a Constitution saving throw (DC 11) or take 1d12 poison damage.Poison Spray | Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.Blade Ward
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"I don’t think the orc will ever arrive," Hlin continues the conversation. "They might be eternally imminent and never present in the village."
"It seems like time is coiled around central actors, in this case Malveen. So, I agree, let’s go there. And if it isn’t obvious what to do when we arrive then we just do what champions and renegade lovers have always done, we stick our pitchforks where they might not belong, but are certainly welcomed."
If no one objects, he takes to the manor road, calling back, "Nukky and A’ru, are you coming? I hope so because it has long been a matter of debate whether kobolds or mardas have the more bawdy travelling songs, and this gives us the opportunity to find out!"
Level 2: Messenger, Cloud of Daggers, Cure Wounds (upcast), Hold Person, Nathair's Mischief
Vine Spells: Entangle 3/3
Inspiration: No
Spell Slots:
Four Level 1: {} {} {} {}
Two Level 2: {} {}
Spell Save DC: Wis 12 Spell Attack Bonus: 4
Saves: STR: +2 DEX: +4 CON: 0 INT: -1 WIS: +2 CHA: +4
Bardic Inspiration: {} {}
Attack modifier: +4 melee / +4 ranged
Weapons: Longsword, daggers and short bow
Special Abilities: Bardic Inspiration, Jack of All Trades, Song of Rest, Cutting Words, Charge, Hooves, Equine Build
Rolls:
ETA--these are old rolls; didn't want to erase them after posting and get red on post
Requested perception:
Dice *
Roll:
1d20+6
(9)+6
Total = 15
Persuasion readied action:
Dice *
Roll:
1d20+6
(9)+6
Total = 15
Saving throws:
Move: remains in Tomas' shop
Action: begins forging arrowheads; shouts out to group outside of shop
Reaction:
Condition:
Concentrating:
OOC info:
A'ru trots up on Sneech. "Nothin' doin at the riverside." He gazes piercingly at Laisren, then Hlin. "I think yez're on to something. Can't get unstuck unless we unstick the story. I don't care to live my days here. Whole place sets my teeth on edge." He points down the road. "Let's go to Malveen's house, if this place'll let us."
He pats Sneech, and turns his snout toward Baly. [b]"Goin' to take the lead again, Eldest?. He shrugs. "I'll follow yez if yeh do."
Nukky takes one last look at the still waters before turning. "Nukky coming!" The world felt so unnatural to Nukky that it was starting to bother the normally carefree Kobold. However, there was naught they could do at the moment. The only way forward, Nukky felt, was to go to the Malveen household themselves.
Special Abilities: Bonus action of Dash, Disengage, or HideCunning Action 60’Darkvision One skill or tool prof extra a day after short or long restWhispers of the Dead: Arcana Skill After successful sneak attack, apply to any other target within 30' of one hit, Roll half # of sneak attack dice and target takes necrotic dmg as wails surround them Wails from the Grave have advantage on saving throws against being charmed, and magic can’t put to sleep.Fey Ancestry Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years o f practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance +1d6 to attack if ADV. If another enemy of target is 5' of it, no ADV neededSneak Attack Spells:
Cantrip: Toll the dead
Spell Save DC: 12 | Spell Attack Bonus: +3