Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. 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 when 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 of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. 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.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. 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.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. 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.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
At Sam could feel her grip on her anger slipping. She'd already dropped the pretense that they were working with the Marshal when she'd talked about justice getting trampled, and a part of her is gathering to rush at him as Orilo and Thom, that calming presence, turned to follow. Dolan was already gone, Wilbur had an ax in his hand ... a deep breath and she turns and follows them out, but if she can't hurt him physical, words will have to do, and she gives a parting shot over her shoulder. "Hope you look Treasure in the eye when you explain why her dad's dead."
Sam stomps away with the group angrily, letting out a steam with a stream of cursing. Thom's meek suggestion that they talk to the Marshal has her round her ire and swearing at her companion for a moment before she catches herself and deflates sheepishly. "I -- sorry.
Didn't deserve that. Maybe they'd listen to you, all respectable like. But folk like me... heck, I'm yelling at a preacher, maybe they're right not to listen. We could try it..."
But calming slightly, Sam's brain functions again. "Weren't a total waste, though, coming out here -- were Tabaxi prints goin' to the grave. If it weren't Shadow, just gotta find the one that did it. Can't be more than, what a thousand of 'em here in the Falls?" A bitter laugh "Just gotta go ask 'em all if they did it. " Sam takes a deep breath, draws back from the edge of hysteria. "But it can't hurt to ask the locals about Shadow? See if any out of town cats have shown up? Orilo? You were all on about Goliaths bein' good at all this stuff -- what now? Time to put up..."
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Eventually: DMing an Eberron 5e game...
Thom lets Sam vent her frustration, taking the response calmly. This wasn't the first time he'd been yelled at out of frustration that had little to do with him and more to do with the mercurial workings of the gods.
Sam's more coherent point is a good one though, and Thom finds himself nodding thoughtfully as she makes her point to Orilo. Feeling a brief swell of hope, Thom jumps in before his Goliath friend can respond.
"Perhaps another reason to return to the Marshal's. We didn't know during our previous conversation that any Tabaxi were involved. Maybe with that information Shadow could give us some guidance. Or, failing that, he may at least know who we can speak to in that community. There have been a few come through the church, but I don't have anyone I could approach about something like this."
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. 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 when 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 of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. 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.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. 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.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. 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.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
As the group paused to consider their next move, the as-of-yet-unnamed son of Wilbur that the group men when they first came onto the property came walking down the lane with a bee under his bonnet, so to speak. He marched right up towards Sam. "What in the heavens is wrong with you? My dad's up there crying his eyes out after your comment about Treasure not having a dad. What's wrong with you? You putting all that blame on him! Girl, somebody should tan your hide and teach you some manners!" While not being physically threatening in action, his words are clearly anger to the point of practically spitting them out.
Thom turned at the sound of the angry words, momentarily shocked by the young man's outburst. Between Sam and this hot-headed boy, tensions were running high and an escalation would serve no one in good stead. Quickly stepping forward to draw the young man's attention, Thom addressed him in a calm, even voice even though his dark eyes held the boy's gaze with a low intensity.
"I think everyone is taking what has happened to Shadow and his family hard. There is no need to make things worse. We all want to see this settled and the family reunited, don't we? You can tell your father we apologize for any undue stress. We will continue our efforts to see that they don't remain apart for long."
Carefully not making any aggressive moves of his own, Thom
Dice Persuasion:
1d20+5
(1)+5
Total = 6
did his best to calm the boy. This sort of distraction would only make it harder to help Shadow and Treasure.
"We can see your father takes Vaarentaa's words about caring for one's neighbor seriously. If any of you think of anything that would help, you can leave a message for us at the Falls Community Church in town."
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. 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 when 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 of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. 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.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. 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.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. 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.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
At first, it seemed that Thom was talking to Sam - at least in the He's Wilbur's son but he has a teenage son of his own. He's somewhere around 40 years old.middle-aged rancher's opinion. When it became clear that Thom had been talking about him the whole time, the rancher scowled. He took a half-step closer to the preacher and said, "I don't care what you do; just stay away from me and my family. We didn't have nothing to do with this."
Dolan had already made it to the main road, a few minutes before the others. When the ground finally reassembled, they began to discuss what to do from that point since their leads had seemed to dry up like a shallow creek in the hot summertime sun. It was then that the group - Sam first and then the others - noted a group of 4 people riding their way on horseback. They were coming down the east road. The first 2 were strongly-built Human men dressed in studded leather armor under their dusters. The third man was a Tabaxi, lean and long with light brown fur striped with darker brown markings. The final rider, lagging behind slightly, was a beautiful red-headed woman in tanned leather from head to toe. She wore a blue cape about her shoulders and a crossbow rested on her lap. The Tabaxi was also carrying a ready crossbow, which he had held in one hand over his shoulder.
The group pulled their steeds to a stop when they were roughly 30 feet from the adventurers and one of the men in the lead called out, "what's all this?"
The woman in the back spoke immediately after, adding, "why are you messing with my friends, the Mulvilles?" The Tabaxi and the woman both moved their crossbows into a more ready position, though not pointing them at anybody just yet.
Last edited by girlplay; Oct 2nd, 2019 at 10:06 PM.
Thom glanced at his companions quickly before his eyes returned to the crossbows. Stepping forward with his hands spread non-threateningly, Thom figured he should try the whole talking thing at least once more if it meant no one would be short.
"No messing, I assure you," Thom began, looking up at the woman on the horse, but doing his best to include the whole group in his statement, his preacher's voice serving him well, even outdoors, "we are just looking into the recent arrest of our friend Shadow and wanted to see if Mr. Mulville knew anything that might help the man and his daughter."
Motioning down the road away from the farm, Thom continued, "We were just on our way, so
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. 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 when 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 of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. 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.Message, Action: 30'. 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. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. 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.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. 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.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
Orilo raises his eyebrows at the oncoming party. Truly, he focuses on the woman. Clearly in charge of the goons, but dressed to kill. Looks like she'd be fun at parties.
Backpedaling a step, Orilo loosens his rapier surreptitiously. "Psst! Sam! Do you recognize this woman? She seems to be in charge, and you seem the sort to know the local, ah, toughs?" Orilo trails off lamely.
Reaction triggers (automated, sorted by priority. "0" is reserved for when there's something specific I want to do.):
0.
1. Attack of opportunity against first opponent to trigger. 1d20+5 attack, 1d8+3 piercing damage (rapier).
AC: 11
Speed: 30 ft.
To Hit: +5
Initiative: +0
Passive perception: 10
Proficiency bonus: +2
STR: 17 (+3)