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
Thom accepted the sweater from Dolan delicately, adding it to a small satchel he'd picked up from the disarray and closing the small package.
"No, this isn't how Shadow keeps his house. It must have been the Marshal and his men after the arrest. Looking for clues, as we are, I expect. I doubt we'll find anything more."
With a pensive look on his slightly gaunt face, Thom steps back out into the daylight to catch most of Sam's findings and conclusions. His frown only deepens at the additional evidence of Tabaxi involvement.
"The Tabaxi have a sizable community in the city, so it might be difficult to narrow down. If it is some one with a specific grudge against Shadow, he may know more. But we are all the way out here. If you believe the neighbor might know something, we should ask now. We can at least let them know that Treasure is safe. How you decide to....fish for more information is certainly not my business."
Thom looks up at Orilo's subtle transformation, knowing how his kinsmen might feel about such an act, but trusting the Goliath to know his own mind and range.
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
Dolan smirks at Orilo's sudden transformation. "Cute, but in my experience they'll see right through you if don't really mean it. And besides, I don't see what reason this fellow would have to lie; he's no Tabaxi... We'll start off nice and easy with good manners and on our best behavior, but, if he seems like he's holding back or has anything to hide I'm prepared to make him sorry. If one of you wants to hold me back, so be it." He said the last bit looking down to meet Sam's gaze, and then up into the eyes of the tall Goliath. For a distance onlooker the Goliath may have had the more intimidating presence, but up close Dolan's eyes were full of malice and terror.
And with a blink it was all gone.
"Sometimes we see what we want to see in people, not what's really there. I think it speaks well of Treasure and Shadow that they trust this neighbor, Wilbur, but we ought to make sure. In the end, all is well as long as the ends justify the means right?"
Dolan started off towards Wilbur's property without waiting for a response.
__________________
"No point in being part of history if you're too ignorant to understand it."
Last edited by DonaldJWafer; Aug 9th, 2019 at 11:46 PM.
Only a narrow road stood between Shadow's property and the Mulville Ranch. A solid fence line ran around the perimeter, marking where the property began, but the building were a good quarter-mile from the fence. Several people were out, tending to various chores, and the number of animals was definitely much larger than Shadow's place including cows, sheep, and pigs. The farmhouse itself stood on the top of a small hill but the group didn't make it that far before a couple of Human men broke from their work to intercept the group. Their boots crunched noisy on the semi-frozen ground. One was a dark-haired man about 30 years old with a heavy coat on. The other was a teenager who was trying (and failing) to grow out a beard. He held a hoe in his hands and wore thick leather gloves and a coat to match.
"Good day to you," said the older man. "What brings you our way?"
As the two approach, Dolan says under his breath to the rest of the group, "Let me do the talking."
Just for clarification, are all four of us going to the Mulville Ranch?
also,
What can I tell of the business of this farm; does it seem like they ranch enough cattle to sell or is it a smaller operation where they are probably just selling animal products? Or is that unclear. I'd like to try to attempt to set up a meeting with Wilbur under the guise of a business inquiry if possible. But I'm trying to ascertain what kind of dealings seem most reasonable.
__________________
"No point in being part of history if you're too ignorant to understand it."
Last edited by DonaldJWafer; Aug 11th, 2019 at 03:34 PM.
In his transformed state, Orilo was intimidating enough for Sam, but there's was something in Dolan's face when he spoke that made her hold her breath, lest she set him off. Some men -- fairly rare, always men, in Sam's experience -- had a twisted love of violence hidden inside them. We're not talkin' drunken fist-fights, here -- heck, Sam enjoyed a good punch-up now and again when the mood was right. Something deeper, angrier, harder to sate. Jack Cade out at the ranch, when he caught ol' Jasper dealing off the bottom ... shudder ... well in Dolan's eyes, Sam saw the same thing she'd seen in Jack's eyes as he'd slowly and methodically broken each of Jasper's fingers.
Sam let's out a nervous laugh as the look disappears form Dolan's face as fast as it had been there. "Between the two of you, think we got most folk scared. Without me havin' to say much. But maybe we let Thom and Orilo put on their best manners, first -- maybe Shadow and Treasure have the wrong measure of this Wilbur, but maybe they're right...."
At Thom's comments about the sizeable Tabaxi community, Sam looks thoughtful for a moment. She knew plenty of Tabaxi herself, they were a common sight in the reaches. "If I had to bet, it weren't a local Tabaxi at all -- Shadow kept to hisself mostly, it seemed, but maybe something from his past finally caught up with him? Anyway, Marshal jumpin' straight on to the first Tabaxi they see, that's what got Shadow in this mess to begin with ... don't wanna fall in the same trap ourselves."
* * * * *
As they approach the Mulville ranch and Dolan whispers that he wants to do the talking, Sam's exasperated. "Couldn't a planned this before we walked over?!" she hisses under her breath. She'd seen fast-talkers, smooth-operators before, and Dolan didn't strike her as the type, so she was half annoyed at the lack of planning mucking up the questioning (Dolan was largely out of town, but wouldn't he realize there's a decent chance they'd recognize her or Thom?), half relishing watching whatever plans he has up his sleeve fall apart.
In any case, she heeds Dolan's request, and stands expectantly awaiting his show.
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Eventually: DMing an Eberron 5e game...
Thom gives Dolan a short nod when he expresses his desire to take the lead on speaking with the farmer. Vaguely uncomfortable with lying to anyone, let alone Shadow's neighbors and fellow members of the Falls community, Thom hangs back and tries to keep a straight face, not letting this distress show. He didn't necessarily know the right way to handle a murder investigation, so he was willing to allow this to play out. He adjusted the small satchel he now carried over his shoulder, and glanced over at the horizon, checking the time of day.
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
“Good day to you sir.”. Dolan addresses the older man but gives the boy a courtesy nod. ”My friends and I are in search of honest work. Some good folk in town pointed us this way with word of good work on the farms here. My daughter here, (Dolan puts his hand on Sam’s shoulder) is a fine cook and great with needle and thread. The big guy and myself are strong and capable of any field work you can throw at us. The gentleman behind me,” he says as he sticks his thumb out pointing behind him at Thom, ”he may not look like much, but he’s great with animals, I’ve seen him successful deliver breeches calf twins a few years back... anyway we’d love to talk with the proprietor at this fine ranch if he’s around. I appreciate your time.” Dolan finishes with a nice wide smile, which was charming enough even with the missing teeth.
Dice deception:
D20+3
(10)+3
Total = 13
__________________
"No point in being part of history if you're too ignorant to understand it."
Last edited by DonaldJWafer; Aug 19th, 2019 at 09:38 PM.
The man shrugged at Dolan's questions about finding work. "Well, this is really just a family operation. We don't do much hiring until the harvest in the fall, so I don't think we can help you out there," he said with a slight shake of his head. "Who was it that you were talking to about us? I think I need to set them straight on their reckoning of the state of our place."
"It wasn't so much your farm in particular but that we should make our rounds to these ranches and see if anyone needs any help, and you all were the next on our list. You see, we just came from over that way" Dolan gestures behind him towards Shadow's property. "Say, by the way, do you know the gentleman who lives there? We went over and nobody seemed to be home, but the door was open and the place was a mess... maybe you should send someone over to check on the place, if he were my neighbor, I'd be worried."
deception roll of 12 via dice thread
__________________
"No point in being part of history if you're too ignorant to understand it."
Last edited by DonaldJWafer; Aug 21st, 2019 at 07:29 PM.
Thom stands quietly, immediately uncomfortable with the deception but trying his best not to give away the bluff. He wasn't exactly sure how an animal wrangler was supposed to stand, so after trying out crossed arms, he just folded his hands comfortably behind his back and tried to look...farm-y.
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
Sorcery Points (SP): 2 / 2 Inspiration
Last edited by Quick Ben; Aug 22nd, 2019 at 10:41 AM.