Having finally arrived at their long-awaited first meeting, the tall Dulamah moved through the noble's residence and into the courtyard on high alert. Trying to maintain an outward appearance of stoicism and control her eyes darted to and fro; as if hidden kidnappers would leap out from around an unseen corner or doorway any second.
So naturally she was caught off-guard when Alexadros welcomed their group with magnanimous greetings. Where was the stuffy, egotistical, commanding Dukas that presumed to rule over Synkel in the Empire's name? That dared to call on Iuppter Invictus the conqueror? This man seems almost... tolerable. Mentally shaking off her surprise, Applecore nodded with the barest amount of deference required and took one of the seats offered, setting her bags full of clanking metal and weapons next to her. Don't be fooled! Nobles are experts in projecting carefully cultivated outward appearances... An atmosphere of cooperation just means he wants something from us, and wants it desperately enough to pretend to be our friend.
When it came time for her to speak, the Dulamah kept it extremely short. "Kyai Applecore." She said nothing else, keeping her face unreadable. Dukas had said nothing of value yet. Anyone with half a brain would be able to deduce the shreds of information he just tossed us. The others seem to be asking the obvious questions, for now. Instead, Applecore turned her attention to the dispassionate Ismene. Hmm... Poor girl. She has lived in luxury for her whole life, she is incapable of seeing the danger she's in. Catching Raemka's assessing stares at the two in front of them, Apple approved internally. Perhaps the brute isn't as thick-headed as he looks. Joining in the activity, the Kyai regarded Ismene closely; her clothes, her hairstyle, she tried to get a look at the book being read. Most importantly, Applecore attempted to locate something on her person that seemed important to the girl, something she would go nowhere without. Spectacles, a ring, a bracelet, anything that the Cleric could use later as a focus for Mesiddica's gift of divination if the girl actually did go missing and needed to be found, as Applecore suspected would happen. As confident as she was in her ferocity to uncover the mystery, the simple truth was that until they had more information the girl was in danger regardless of how many eyes watched over her...
Applecore | Re-skinned GoliathDulamah | Size: Medium | Level 3 Knowledge Cleric HP: 27/27 | AC:Not wearing armor or shield currently10 | Speed: 30ft | Hit Dice: 3/3 (d8+2) | Prof. Bonus: +2 Left Hand: Empty || Right Hand: Empty
STR: 14 (+2) | DEX: 10 (+0) | CON: 14 (+2) | INT: 14 (+2) | WIS: 15 (+2/Saving Throw+4) | CHA: 8 (-1/Saving Throw+1) Proficient Skills: Arcana (double proficiency bonus from Blessings of Knowledge class trait+6) | Athletics (+4) | History (double proficiency bonus from Blessings of Knowledge class trait+6) | Insight (+4) | Religion (+4) | Sleight of Hand (+2) | Stealth (rolling with disadvantage when wearing scale mail+2) Languages: Common, Anykhet, Dulamah, Domantine | Other Proficiencies:Light, Medium, ShieldsArmor, Simple Weapons, Disguise Kit, Thieves' Tools Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 3/4 | 2nd Level Spell Slots: 2/2 Cantrips:Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V,M
Duration: 1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Light | Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy | Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell 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 | Domain Spells:2nd Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Self
Components: V,S,M
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
-Weal, for good results
-Woe, for bad results
-Weal and woe, for both good and bad results
-Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.Augury | 1st Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command | 1st Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Touch
Components: V,S,M (a pearl worth 100gp)
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.Identify | 2nd Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 30 feet
Components: V,M
Duration: 1 hour (Concentration)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.Suggestion Prepared Spells:1st Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V,S,M
Duration: 1 minute (Concentration)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless | 1st Level Divination
Casting Time: 1 Action
Range: Self (30 foot radius)
Components: V,S
Duration: 10 minutes (Concentration)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
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 Evil and Good | 1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Inflict Wounds | 2nd Level Divination
Casting Time: 1 Action
Range: Self
Components: V,S,M
Duration: 10 Minutes (Concentration)
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | 2nd Level Enchantment
Casting Time: 1 Action
Range: 60 feet (15 foot radius)
Components: V,S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.Channel Divinity:As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead, Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.Knowledge of the Ages Funds: 12gp, 9sp, 8cp | Weapons:+4 to-hit | 1d6+2 Bludgeoning DamageMace | +4 to-hit | 1d6+2 or 1d8+2 Slashing Damage
Thrown (20/60) | VersatileSpear | Equipment:
14 + Dex AC | Not Currently Worn | Disadvantage on Stealth checks when worn
Applecore's holy vestments were granted to her when she pledged herself to Mesiddica, although she hasn't ever found a need to actually wear them and finds them quite ridiculous.Scale Mail |
+2 AC when wielded
Much like her cleric's armor, the shield of Mesiddica holy warriors has sat unused for many years in Applecore's storage.Shield | Mesiddica's Medallion | Worn around neckHoly Symbol |
Wonderous Item, Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.Lantern of Revealing | WornNice Clothes | Worn on beltSmall Knife | Map of Synkel, bedroll, mess kit, tinderbox, torches (10), rations (10), waterskin, hemp rope (50 feet with grappling hook attached), ink well & pen, paper (5 sheets), holy water (1 vial), potion of healing, caltrops (2 bags), manacles, thieves' tools, pearl worth 100gpMessenger's Bag Racial Traits:STR +2, CON +1Ability Scores | You have proficiency in the Athletics skill.Natural Athlete | You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | reskinned from "Mountain Born"
You’re acclimated to extremely hot and arid climates.Desert Born | Class Traits:You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.Ritual Casting | You can use a holy symbol as a spellcasting focus for your cleric spells.Spellcasting Focus | Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level
Spells Known
1
Command, Identify
3
Augury, Suggestion
Divine Domain: Knowledge | At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.Blessings of Knowledge
And so they were finally taken to meet the lord after much ado, but then again, she'd lived an entire lifetime waiting on such whims. "Funny, how these so-called lords so love their open air courts, as if to remind of their dominance over the very land. To remind themselves as much as anyone else, no doubt. Funny... how many years have I spent in such courtyards?" The countless books read to the children, the constant scurrying in silence... The memories blurred together, like she'd simply always been there. Constant and omnipresent. Immeasurably plain. But only now, when libertas was so near, did it all seem new again.
Dunyazad followed the others but remained standing, preferring to keep her legs stretched. But when she clasped her hands before her - the quintessential pose for a lady's maid to express readiness to receive orders - she realized that perhaps her life as a maid would not be so easy to unlearn. "So this was Ismene. The Lady of House Dukas. She appears... rather aloof. Then again, she lives in this world of airs and pomp and etiquette as much as anyone. And so this sense of the unassuming and the unbothered may just be another show. Perhaps a show for us, as the estate's guests, yes. Hmm. But perhaps as much a show for the servants? Even a show for... her own father...?" Between initial bows and listening to the others speak, Dunyazad makes a Perception roll, looking for any clues or secret tells as to Ismene's behavior and personality. Dunyazad rolled a 24 with a natural 20!Dunyazad studied Ismene from under an absent, wrinkly smile that consumed her entire face. Was there some clue in plain sight? Dirt or a scrape on her feet or shins, a smudge in facepaint or body oils, wear and creases in the book to indicate it was as handled as her muted demeanor should suggest...
When the good doctor called out to Ismene, the diminutive Leutakimah took note. "So physician Haemon recognizes Ismene. Very good, then. So this person is who they say she is," Dunyazad observed to herself shrewdly. She knew more than one Domantine stage tragedy - including that one about rustic Hoplodamus and his temporary suspension of divinity, the turnip farmer, and the convent - that involved a deception to the audience from the first acts, so this was a relief in deed. Perhaps this Haemon had a role to play in the story yet. Though, he seemed particularly tense, talking to Lord Dukas. A physician eager to enter into servitude and a nursemaid eager to leave it behind. Dunyazad chuckled inwardly then, though a moment later, she couldn't recall if it was actually out loud or not. And then there was young Heliae, speaking directly to their point at hand, while Haemon played their game of station and formality. What an interesting group they made. Still, they were asking all the necessary questions.
Only after the others had introduced themselves did Dunyazad speak out. "The esteemed House Balbii, by lead of Lady Porcia Tertia and Lord Sabinus, deliver their pledge and loyalty," She repeated her low bow then, continuing the game of etiquette. "Altrix Dunyazad, Dominus. Here to secure the safety of your daughter, Ismene of House Dukas, may the gods bless her." And another bow. She realized that it might be a real oddity for another House to send an altrix when the call was for hunters and bodyguards, but there was little for her to do to assuage any concerns of Lord Dukas, so she didn't linger on the subject.
There were still so many holes in this story that was unfolding before them. Little Dunyazad nodded as big Raemka asked his questions. "Mmm. Thirteen from Synkel alone? That is so many, and ominous indeed. Surely, these thirteen were not all of noble birth? A terrible thought." In truth, she didn't think thirteen was all that much. Thirteen youths might go missing from the streets of Synkel in as much as a month - maybe even a week - but without great family names, these nobles wouldn't know one way or the other. Terrible, yes, but not because of any prestige or station. Dunyazad tucked the thought away and continued. "Mmm, yes. Commonalities between them. Of those reported missing from both Synkel and the other great cities, is it known the age of the youngest and the age of the oldest? And of those missing from Synkel, when were they reported missing in relation to the other cities' abductions? In relation to festivals, seasons, weather...?"Dunyazad makes a History roll, attempting to recall unusual, non-annual events from this past year. Dunyazad rolled a 12!Dunyazad briefly thought of this past year, recalling any unusual events, political or otherwise. Surely, the empire and city alike were fading, but there must have been something obvious... "Is it known: the most recent disappearance and their identity? And, I mustn't ask, esteemed Dominus, but the call for Ismene at hand demands the question... how is it known that these disappearances are entirely abductions? The blessing of youth is to have a full heart and eyes wide enough to drink in the entire horizon, to be sure. Yes, hmmm. Is it also known, then, that none of these disappearances are voluntary embarcations, into adulthood and a life of one's own?"
Dunyazad makes a Perception roll, looking for any clues or secret tells as to Ismene's behavior and personality. Dunyazad rolled a 20 per this roll, with a natural 20!
Dunyazad makes a History roll, attempting to recall unusual, non-annual events and publicly-aware incidents from this past year. Dunyazad rolled a 12 per this roll!
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cottontail's PC: "So there's this thing called a collective bargaining unit..."
GM: "No unionizing the kobolds!"
Status: :)
Last edited by cottontailwind; Dec 20th, 2020 at 06:31 AM.
After a greeting whose warmth surprised more than one of the adventurers, Alexandros Dukas takes a drink and the group responds. Haemon calls his patron's attention to himself, pledging service. Alexandros almost chokes on his drink.
"By the gods! Physician! I didn't expect to find you here, and so I did not look! My apologies. This could prove to be a dangerous task. I would not ask you to undertake it. But if you offer, I accept, most gratefully."
He sips again to clear his throat, and a few questions about the disappearances follow - what are the commonalities, what are the differences? Alexandros nods, coughs, and then looks at his sheaf of paper in earnest. "This is the most confounding thing! If it was all children of noble families, motives would be clearer. Money, political power, rebellion. The usual suspects. But the taken youths are from all walks of life. Age is the only commonality we see. Let me see..." he reads for a moment. "We suspect the youngest taken is 15 years, but these things can be hard to know, among the lower sort. Never yet older than 20. 17 or 18 is most common. In retrospect it does seem that Synkel was the first city to be affected - we are so close to the uncivilized waste. But for the most part, we see little pattern of timing across the cities."
Heliae asks: why not your guards? "Hm. Yes, well, why indeed? This is why suspicions are so strong that something insidious is at play. Children have been taken from other noble houses," a fact that Dunyazad knows too well, "and their guards served no protection. No commotion, no notice, no confrontation. It is not their job to detect conspiracy or witchcraft. I think we need more specialized help." He motions to you all, magnanimously.
Dunyazad reflects on the last year. It has not been a good one. There have been no great events. It is simply that the feeling of decline has intensified. The youths who have been lost, including her Otho. The desert has encroached - a few more houses at the edge of the city have been lost. People keep abandoning the outskirts to the battle, which only causes further losses and encroachment. The wheat crop failed. This is not unexpected; it happens at least once per decade; the city will get by with other staples. But a previous crop failure was just two years before. They are getting more common.
As she muses, Haemon follows up: should we investigate the other losses? "Yes, of course!" replies Dukas, setting his papers down. He leans forward, as if saying something in confidence. "Though... Ismene must come first, you understand. We can not have her put in danger, either by exposing her to dangerous situations, or by neglecting her to focus on others. All the lives matter. But..." he spreads his hands out as if the rest need not be said: his priorities are the most important priorities.
Applecore and Dunyazad watch Ismene through all this. She behaves as you'd expect a noble girl to behave She is composed, proper, demure. She reads diligently (it seems to be a classic of rheotric from the Domanitine homelands). Applecore notes a metal hairband that keeps her long hair out of her face. A light silken sash that sits at her hips. She wears slippers that must only serve to walk around the house. Almost certainly, these things are intimates, but one piece of a collection, any of which are commonly worn but might never be noticed as amiss.
Finally comes the question that seems to be on everyone's mind: is Alexandros Dukas really sure that the missing persons were abductions? "Of course! What else could it be? The Praefect and his cohortes are quite sure. It is systematic and destructive. Why else would the flower of the Empire vanish? Raemka sees the passion in Dukas' eyes. There seem to be little doubt in his mind. But Dunyazad, watching Ismene carefully, sees a flicker of a reaction. She gives her father a sideways glance as he states his case confidently. There is a flicker of a frown of skeptical dismissal on Ismene's face.
And there! Was that an eye roll she just gave her father?
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GM of Uncaged: Found Family, a folklore-inspired D&D 5e one-shot adventure.
A smile of relief eased the wrinkles around the physician’s eyes when the archon addressed him anew, this time in a much more congenial manner.
Thank the gods! A misunderstanding, that was all. I have done nothing to offend him.
"You honor me by gracing me with your trust, blessed Alexandros." The Elean placed his right hand over his heart in a formal show of gratitude. "I am surprised Nechotas didn’t inform you of my arrival last evening. He is usually so diligent. He too must be getting old." A barb, but one the servant well deserved. Perhaps he would pay greater attention when dealing with important guests in the future. Turning his eyes upon Ismene, the physician offered the girl a gentle smile. "My pledge is the pledge of those under my care as well. Amalthia wishes you well, noble Ismene. Ever since hearing of the disappearances she has not stopped praying to the gods to keep you safe. There is nothing more tragic than a calamity that befalls the young, just like your father says. Your friend is worried sick and to find the truth behind these unfortunate events would be the only thing to put her mind at rest, I fear. After all, she too is in danger just like any other girl or boy of that age, am I not right?"
Ismene’s reaction to her father’s opinion hadn’t escaped the physician and his words were carefully chosen to provoke a further response. It was clear that the girl had a different explanation than the official one offered by Domantine authorities and embraced by Synkel’s nobles, the elitearistoi. Expressing it in the presence of her father however could very well prove impossible. Fortunately, the physician knew that he was not the only one to have noticed the girl’s unusual reaction. The attention of at least two of their group was obviously caught more by the archon’s daughter rather than Alexandros Dukas himself. The teacherdidaskalos examined Ismene’s attire as if trying to memorize every little detail, while the elderly Dunyazad’s eyes seemed to take note of even the slightest move the young woman made. Haemon suspected that the altrix, with her unsurpassable experience in dealing with the young, would be the perfect individual to gain the girl’s trust. He only had to give them some privacy.
Turning once more to the father, the Elean’s smile disappeared as he tried to appear as business-like as possible. A physician was no stranger to observation and analytical thinking. Quite the contrary, these were some of a healer’s most valued tools and he meant to put them to good use.
"Archon, what is the course of action you propose?" Alexandros could hardly be meaning for the group to keep Ismene company until she turned one and twenty and was deemed too old to be in danger. And yet, he seemed reluctant to allow them to leave the estate in order to make inquiries in the city. "Should only some of us visit the places of the previous disappearances or would you prefer to summon the families of those that were taken to appear here? Their testimonies might reveal much, as might their behavior. It is quite possible that…"
Haemon paused as if uncertain if he should continue or not, repeatedly glancing at Ismene. " Haemon casts the cantrip „Guidance“Blessed gods above, grant me clarity to express myself without offending my generous hosts. I am not sure the following topic is meant for the innocent ears of the young, archon. I would not wish to expose your gentle daughter to the violence and vulgarity of the world. Perhaps, the altrix could keep her company before she can rejoin us at a later time?"
The look towards Dunyazad was unmistakable. Now’s your chance. Find out what the girl suspects!
Action: Haemon tries to persuade Alexandros Dukas that Ismene should take part in the discussion and allow Dunyazad to keep her company. Result: 27
Reaction:
Bonus: Casts Guidance.
Move:
Effects:
Concentration:
Haemon, son of Kephalos | Human (variant) | Warlock (Celestial) 3 Armor Class: 13 | Hit Points: 18/18 | Speed: 30 ft Melee Attack: +2 (rod, spear), +3 (dagger) or +5 (rod with Shillelagh spell) / 1d4 (rod), 1d6 (spear), 1d4+1 (dagger) or 1d8+3 (rod with Shillelagh spell) / Ranged Attack: +2 (spear) or +3 (dagger) / 1d6 (spear) or 1d4+1 (dagger) Str 11 (+0) | Dex 12 (+1) | Con 10 (+0) | Int 12 (+1) | Wis 14 (+2) | Cha 16 (+3) Saving throws: Str +0 | Dex +1 | Con +0 | Int +1 | Wis +4 | Cha +5 Skills: Arcana +3 | Deception +5 | History +3 | Investigation* +3 | Medicine +4 | Persuasion +5 | Religion +3 Passive Perception: 12 Initiative: +1 | Hit Dice: 3d8 Healer (feat): 1. Grant 1 HP when stabilizing a creature with a healer‘s kit and 2) use healer‘s kit to restore 1d6+4+HD/SR as action Healer‘s kit: 10/10 Healing Light: 4/4d6/LR, within 60 ft as bonus action (max. 3d6 per use) Spell Slots (2nd level): 2/2/SR – DC: 15 Cantrips: Light, Mage Hand, Prestidigitation, Sacred Flame, Guidance*, Shillelagh*, Thaumaturgy* (*Book of Shadows) Book of Ancient Secrets: Comprehend Languages**, Detect Magic** (only as Rituals) Known Spells: Cure Wounds, Guiding Bolt, Protection from Evil/Good, Unseen Servant, Flaming Sphere, Invisibility, Lesser Restoration, Suggestion Languages: Donantine | Elean | Anykhetan | Dulemah Eyes of Minute Seeing: Advantage to Investigation checks
“It is not their job to detect conspiracy or witchcraft. I think we need more specialized help..."
At the mention of witchcraft, Heliae twitches slightly in their left eye. There are many mysteries to discover in the world, different gods and temples, so many ways to make magic, should one choose to. “Witchcraft, you say? While I am no holder of a spellbook, I do believe my connection to the desert could be of use. I practiced and studied with Ruby, of the Zemanthe family, if you are familiar. I am honored to use those skills for your service, Lord Dukas.”
Heliae then shifts their gaze to Ismene, watching the girl carefully. As their vision loses focus, they daydream for a moment, trying to recall if they’d heard of any connections between the disappearances and the arcane. With all of their time spent in the desert over the past few years in various encampments and cities, surely, I rolled a 19 history check, so hopefully there will be something!there had to be something.
A slight breeze disturbed the warm morning air, and Heliae took a deep, yet quiet inhale. With the wind now shifting, they could feel their senses awaken and returned their focus to the conversation at hand.
Raemka listened patiently as the Kyai and the little Altrix introduced themselves. He was disappointed that the Kyai failed to take charge. Someone would have to, and she seemed the most likely candidate amongst them. At least Dunyazad made an attempt to wheedle some additional information out of the Elder Dukas, but the Kyai just sat there like a statue of Horus, watching Ismene with falcon eyes.
When the Elder Dukas spoke again, Raemka's disappointment and frustration only grew. The aristoi meted out information like a caravan master metes out water on a desert journey—only so much as was necessary to keep everyone amongst the living. And perhaps that was how he was accustomed to dealing with his servants, but the five assembled before him were not his servants. Indeed, there were some here whose knowledge and wisdom exceeded that of even the Elder Dukas, at least in their specific fields. Still, there was little Raemka could do about it, and he knew what the consequence of criticizing this aristoi would be—he'd be back in the fighting pits by the end of the day.
Haemon, though... perhaps he was their best prospect of getting more information out of this aristoi. Raemka was a little surprised by how obsequious Haemon was towards the Elder Dukas. It was a side of the physician he had never seen before. He and Haemon might have had their share of disagreements, even outright arguments, but Raemka had always had a lot of respect for Haemon. He was, in his way, a very great man. If his life had been straighter, Raemka had no doubt Haemon would have become a renowned philosopherphilosophos.
And then Haemon said something that caught Raemka's attention. "I would not wish to expose your gentle daughter to the violence and vulgarity of the world. Perhaps, the altrix could keep her company before she can rejoin us at a later time?" Raemka glanced at Ismene and the altrix, and nodded his approval. 'So that was your game?' Raemka thought. 'Sly old fox.'
Heliae spoke briefly. Afterwards, a silence descended on the gathering. Raemka waited for the Kyai to stand up, to take charge, to tell them what to do. But she didn't. Nor did anyone else.
And then a surprising thing happened. Almost without conscious decision, as if his body was being controlled by some other party, Raemka found himself rising to his feet and addressing the group. "I approve of this action. The honored Altrix should stay and comfort the Elder's daughter, whilst the rest of us gather such information as we can. With your permission, Elder Dukas, I would like to speak with the guards in your employ. You say it is not their job to detect conspiracy or witchcraft, but they may still have seen something of interest, something they themselves don't realize is important. And I would like to see where they patrol, if only to avoid duplicating their efforts."
Raemka spared a quick glance at Haemon, the Kyai and Heliae. But he couldn't sustain that gaze for long. Embarrassed, he dropped his gaze to the ground, and his voice became hesitant. "Perhaps Physician Haemon and the honored Kyai could stay with the Elder and continue to ask questions, and peruse the documents the Elder has gathered, whilst Heliae and I speak to the guards and familiarise ourselves with the grounds of the estate, and perhaps even a little of the desert beyond?" He thought Haemon would agree to this plan, but wasn't so sure about the Kyai and Heliae. The Kyai might think Raemka was being presumptuous. And she'd be right. Raemka was being presumptuous. He had absolutely no idea what had come over him, other than a vague instinct that time was running short, for both Ismene and Synkel. As for Heliae... well, there were some proverbial fences to repair there, and Raemka wasn't sure Heliae was ready for that yet.
"I know many of you see me as little more than a pit fighter, but my instincts are good. At least, they always have been in the past. And they are telling me now, as they did last night—" Here, he spared a glance towards the Elder Dukas, hoping he would forgive or at least overlook the implied criticism. "—that events are gathering pace, and that we have less time for investigation and planning than we might wish."
Dice Persuasion check to get the Elder Dukas to share his documents:
STR 14 (+2) | DEX 16 (+3) | CON 14 (+2) | INT 10 (+0) | WIS 12 (+1) | CHA 9 (-1)
Saves Str +4, Dex +3, Con +4, Int +0, Wis +1, Cha -1 Skills Athletics +4, Intimidation +1, Nature +2, Perception +3, Stealth +5, Survival +3,
Acrobatics
+3
Investigation
+0
Animal Handling
+1
Medicine
+1
Arcana
+0
Performance
-1
Deception
-1
Persuasion
-1
History
+0
Religion
+0
Insight
+1
Sleight of Hand
+3
etc. Other proficiencies Light armor, medium armor, shields, simple weapons, martial weapons, the washint, an end-blown flutemusical instrument
Weapons +4 to hit, 1d8+2/1d10+2 slashingBattleaxe | +5 to hit, 1d8+3 piercing, range 80/320, ammunitionLight crossbow 20/20 | +4 to hit, 1d6+2 piercing, range 30/120, ammunitionJavelin 4/4 | +4 to hit, 1d4+2 slashingCat's claws
FeaturesYou have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision 60' | Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.Feline Agility | Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, rather than the bludgeoning damage normal for an unarmed strike.Cat's Claws | Anykhetan, Domantine, Mahas (Nubian)Languages | You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.Wanderer In battle, you fight with primal ferocity. 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 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 3/3 | 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, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense | Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 45 at 10th level, 5 at 15th level, and 6 at 20th level.Storm Aura
For as much that the Lord Dukas had to share, he seemed either simple or withholding. Wealth and status tended to bring those out in a person, so Dunyazad had learned. But after his responses, it seemed everyone had something to share.
Ismene's eyeroll was similarly telling and undefined -- she clearly had an opinion on the matter, though whether it was because she had her own suspicions, or because she didn't believe the disappearances were disappearances at all, they had yet to learn. Dunyazad much preferred the former, though in any case, understanding the Lady's passive dismissal of her father's comment would be a great insight.
Haemon made a suggestion for Dunyazad to escort Lady Ismene away, though it was his rationale that snapped the little half-orc to attention. She didn't dare sneak a look to Kyai Applecore at such a comment. It all only further questioned Haemon's character, if he believed his suggestion for Ismene to depart on account of being... fragile... or if the physician intended for such an opportunity. Still, opportunity was opportunity. Amidst the others chiming in with their own thoughts and questions, Dunyazad remained mostly quiet and merely bowed her head low, in acquiescence to Haemon's suggestion. "Mmm, this is the way of such things and I serve at the will of your lordship," she said to Dukas. Perhaps it could further serve as a bond between her and Ismene, however manufactured, if they were sent from the room together.
The tabaxi and the young spotted one were as true a children of Anykhet as Dunyazad herself, and when they spoke openly of their connection to the desert and he spoke of his instincts, Dunyazad listened. She nodded.
__________________
cottontail's PC: "So there's this thing called a collective bargaining unit..."
GM: "No unionizing the kobolds!"
As Applecore's gaze wandered over the noble girl she became engrossed in the act of identifying her catalyst. Her failsafe. The thing that would prevent Ismene from disappearing like a cloud's shadow come nightfall. Slippers. To easily lost in a scuffle, or switched out for fashion or function. The sash, yes perhaps. That seems an item worn with most outfits... Ah! The headband! That's it; metal, simple in design. Surely she wears that at all hours, day and evening. That will lead me to her should she become lost... The Dulamah took her time, ingraining the headband's image, its signature into her memory.
And so it was that several moments and a good deal of conversation had passed before the Kyai's concentration was disrupted by the sound of her title being invoked.
"Perhaps Physician Haemon and the honored Kyai could stay with the Elder and continue to ask questions, and peruse the documents the Elder has gathered, whilst Heliae and I speak to the guards and familiarise ourselves with the grounds of the estate, and perhaps even a little of the desert beyond?"
What's this now... Ah, Applecore you fool! Focus on one piece of the puzzle for too long and the others will start forcing the remaining pieces wherever they like and distort the final picture. So... Haemon thinks to pair off the old woman and Ismene? Could be useful. I doubt the guards in an estate untouched by an abduction would have any insight, though if the brute wants to play bloodhound and chase a dead-end who am I to argue? Haemon isn't who I'd pick to team up against Dukas, but perhaps he can play the good lieutenant to my bad... even if unwittingly. Heh... The Elean would probably faint if he knew I wouldn't hesitate to intimidate or divinely coerce information from Dukas if I deem it necessary.
As Applecore ran through the options available to her to "persuade" Alexandros to give up all the information he was no doubt withholding from them, a sudden and terrifying thought ran through her head. Jumping to her feet rather suddenly she blurted out, "Dunyazad!" She was so flustered she had to make an effort to recompose herself. With a gaze across the faces of her new associates, half embarrassment and half attempting to convey gravity, she ended back on the Leutakimah. "While I can't deny that investigating multiple sources of information simultaneously would be to our benefit I would prefer at least two pairs of eyes remain on young Ismene at all times, preferably three as often as we can spare them. Although for the time being, until we conclude our initial briefing with our... gracious employer... I suppose she's safe enough. As long as you don't stray too far." The intent was clear, or she hoped it was. Any more blunt and she'd simply have screamed at Dunyazad that if the girl vanished under her watch she'd be forced to wring the old woman's neck, Applecore's savior or not.
Having successfully reclaimed her poise, locking her paranoia and disquiet away for the time being, Kyai Applecore turned back to regard Dukas. She remained standing, her hands clasped behind her back, and even deigned to take one single step forward towards the noble. "Now then, Blessed Archon," she hoped the overly-reverent title she heard Haemon use sounded genuine to Alexandros' ears, because it left a distinct distaste in her mouth, "I do believe that Raemka has the right of it. Additional eyes on those documents could only help protect your daughter, especially those of a master physician and learned educator."
Applecore | Re-skinned GoliathDulamah | Size: Medium | Level 3 Knowledge Cleric HP: 27/27 | AC:Not wearing armor or shield currently10 | Speed: 30ft | Hit Dice: 3/3 (d8+2) | Prof. Bonus: +2 Left Hand: Empty || Right Hand: Empty
STR: 14 (+2) | DEX: 10 (+0) | CON: 14 (+2) | INT: 14 (+2) | WIS: 15 (+2/Saving Throw+4) | CHA: 8 (-1/Saving Throw+1) Proficient Skills: Arcana (double proficiency bonus from Blessings of Knowledge class trait+6) | Athletics (+4) | History (double proficiency bonus from Blessings of Knowledge class trait+6) | Insight (+4) | Religion (+4) | Sleight of Hand (+2) | Stealth (rolling with disadvantage when wearing scale mail+2) Languages: Common, Anykhet, Dulamah, Domantine | Other Proficiencies:Light, Medium, ShieldsArmor, Simple Weapons, Disguise Kit, Thieves' Tools Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 3/4 | 2nd Level Spell Slots: 2/2 Cantrips:Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V,M
Duration: 1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Light | Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy | Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell 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 | Domain Spells:2nd Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Self
Components: V,S,M
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
-Weal, for good results
-Woe, for bad results
-Weal and woe, for both good and bad results
-Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.Augury | 1st Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command | 1st Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Touch
Components: V,S,M (a pearl worth 100gp)
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.Identify | 2nd Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 30 feet
Components: V,M
Duration: 1 hour (Concentration)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.Suggestion Prepared Spells:1st Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V,S,M
Duration: 1 minute (Concentration)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless | 1st Level Divination
Casting Time: 1 Action
Range: Self (30 foot radius)
Components: V,S
Duration: 10 minutes (Concentration)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
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 Evil and Good | 1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Inflict Wounds | 2nd Level Divination
Casting Time: 1 Action
Range: Self
Components: V,S,M
Duration: 10 Minutes (Concentration)
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | 2nd Level Enchantment
Casting Time: 1 Action
Range: 60 feet (15 foot radius)
Components: V,S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.Channel Divinity:As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead, Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.Knowledge of the Ages Funds: 12gp, 9sp, 8cp | Weapons:+4 to-hit | 1d6+2 Bludgeoning DamageMace | +4 to-hit | 1d6+2 or 1d8+2 Slashing Damage
Thrown (20/60) | VersatileSpear | Equipment:
14 + Dex AC | Not Currently Worn | Disadvantage on Stealth checks when worn
Applecore's holy vestments were granted to her when she pledged herself to Mesiddica, although she hasn't ever found a need to actually wear them and finds them quite ridiculous.Scale Mail |
+2 AC when wielded
Much like her cleric's armor, the shield of Mesiddica holy warriors has sat unused for many years in Applecore's storage.Shield | Mesiddica's Medallion | Worn around neckHoly Symbol |
Wonderous Item, Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.Lantern of Revealing | WornNice Clothes | Worn on beltSmall Knife | Map of Synkel, bedroll, mess kit, tinderbox, torches (10), rations (10), waterskin, hemp rope (50 feet with grappling hook attached), ink well & pen, paper (5 sheets), holy water (1 vial), potion of healing, caltrops (2 bags), manacles, thieves' tools, pearl worth 100gpMessenger's Bag Racial Traits:STR +2, CON +1Ability Scores | You have proficiency in the Athletics skill.Natural Athlete | You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | reskinned from "Mountain Born"
You’re acclimated to extremely hot and arid climates.Desert Born | Class Traits:You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.Ritual Casting | You can use a holy symbol as a spellcasting focus for your cleric spells.Spellcasting Focus | Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level
Spells Known
1
Command, Identify
3
Augury, Suggestion
Divine Domain: Knowledge | At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.Blessings of Knowledge
More than one of the interviewees catches Ismene's reaction to her father's assertions. It seems there is more there than meets the eye.
Heliae offers their services, while Raemka and Applecore seem to be jumping fully into the investigation already. Dukas looks quite happy with the gusto. "Then you're all in agreement to accept the task? Wonderful! We had not yet even discussed terms. I think you'll find me a generous patron. I believe Nechotas has already informed you that you will be staying on the premises - room and board gratis, of course. On one of the finest households in the city, if I may be so bold. On top of that, I suggest double my usual guard's salary, so 60 The Domantine gold coin; the value of a standard D&D gold piecegold Solidus per month while you are on retainer. If you manage to somehow stop the disappearances, I will give you a bonus equivalent to a year's salary, 720 Solidus. Are we agreed?"
Heliae only half-hears the offer; Dukas' mention of desert witchcraft sends them on a divergent reverie. Everyone in the Five Cities knows the story of the 'demons' that were run off as the Empire closed in. What is less clear, Heliae knows, is how literal this story is. The old stories among the native Anyketians say that the Cities, before the Empire, were united and ruled by some sort of witch-queen, named Enaxi. She was said to be hard-fisted but wise. Vengeful, yet creative. She made the Five Cities green, when before her there was only desert.
When the Empire arrived, Enaxi was defeated. She prayed for sanctuary, but was turned away. She cursed the Domantines, it is said, and fled into the desert. She still lives out there, immortal and watchful, it is said. She maintains the Curse with her powers and awaits their downfall. So it is said.
Raemka plans a review of the guards, and Applecore agrees with the pit fighter that a review of the Archon's documents would be most helpful. Haemon asks what Dukas would advise. "Well-asked, well-asked. There shall be plenty of time, I think, to do a thorough investigation about town, if one is called for. But... I think for now, Raemka has the right of it." Dukas easily recalls the warrior's name; he seems naturally adept at communicating with his employees. "I would advise this: make your place here. Understand the workings of the household, and where any dangers might lie for my daughter. Shore those up first; that is first priority! Then once you have your systems in place, perhaps then making some trips about the city could be useful. I would ask, though: if you have thoughts on where else to look, let us discuss again. Some of these matters may be delicate, I'm sure you're aware. If my name is attached to unpleasantness..." he gives a shrug that somehow both implies 'that would be an oopsie' and 'I can't be responsible for how I might respond after that'.
"In the meanwhile," he adds, looking at his documents a little possessively. "yes, I think you're right. You may review these. They have been scoured before for clues, but perhaps you can find something more." He folds the sheaves over and hands them to Raemka.
"That is fine," he says with much less consideration to Heliae's suggestion that the Altrix accompany Ismene, waving a hand towards his daughter. "You may escort Ismene to her rooms, if you please." He waves a hand towards his daughter as he stands. The meeting seems to be just about over. Ismene rises in response. Her eyes stay fixed on her book for a few moments as she stands, and then she looks around. She sees the Altrix ready to wait on her. Ismene gives Dunyazad a small nod of the head, and a demure curtsy. She marks her place, closes her book, and indicates with her hand the path to her room.
You can tell from the time scale of the contract that some time will pass in the story; I won't cut off the interactions now, but I'm planning on having a sort of 'montage' scene to take care of the various ways that you guys investigate the household and settle into your task. You'll notice that I didn't describe the documents that Dukas gave Raekma. Let's be gentle on the GM, please, and put off review of the contents until we're in that "preliminary investigations" phase
Also, while I'm assuming for the sake of avoiding an abrupt end to the adventure that you're all taking the job, you of course don't need to passively accept the terms (though your characters would know that Dukas is not just blustering; they are in fact pretty generous). If you want to negotiate, that's a possibility. So is declining the job, but that would complicate matters a great deal.
__________________
GM of Uncaged: Found Family, a folklore-inspired D&D 5e one-shot adventure.
Last edited by Wynamoinen; Dec 29th, 2020 at 02:34 PM.
Raemka relaxed, pleased that the Kyai and the Elder Dukas had not taken offence at his suggestions. Not that he thought there was much worth in the documents, but it would give Applecore and Haemon more time with the Elder. No doubt the Kyai had her own ideas about how to extract additional information from the strangely unforthcoming aristoi. Heliae, on the other hand, remained quiet. No doubt Raemka could interrogate the guards on his own, but if there was a third party involved in these disappearances, then there had to be a way they were getting in and out. Based on their earlier actions, Heliae might have surprising insights into how that that was being accomplished.
As the Elder Dukas talked about the reward on offer, Raemka nodded his approval. As expected, the reward being offered was generous. He smiled at the thought of bringing such a large amount—almost 800 gold solidus—back to his family. His parents could certainly use the money; their farm was not as prosperous as it had once been.
'… not as prosperous as it had once been.' The thought itched away at the back of his mind. Nothing was as prosperous as it had once been. And these disappearances were only exacerbating things. If they were not stopped, the Five Cities might well die of shame, long before the encroaching desert overtook them.
Raemka was a little embarrassed to be given the documents to review. He knew three languages, and could read and write a little in all of them, but he was no scholar. "Ah, thank you, Elder." Trying to hide his discomfort, he passed the documents directly to the Kyai. She would know, better than any of them, what value lay within.
He turned to Heliae. "I do not wish to impose. But I, uhh, would be honored if you would accompany me. Your knowledge of the deserts would be useful, I think. As would your... ahem... knowledge of ways in and out."
STR 14 (+2) | DEX 16 (+3) | CON 14 (+2) | INT 10 (+0) | WIS 12 (+1) | CHA 9 (-1)
Saves Str +4, Dex +3, Con +4, Int +0, Wis +1, Cha -1 Skills Athletics +4, Intimidation +1, Nature +2, Perception +3, Stealth +5, Survival +3,
Acrobatics
+3
Investigation
+0
Animal Handling
+1
Medicine
+1
Arcana
+0
Performance
-1
Deception
-1
Persuasion
-1
History
+0
Religion
+0
Insight
+1
Sleight of Hand
+3
etc. Other proficiencies Light armor, medium armor, shields, simple weapons, martial weapons, the washint, an end-blown flutemusical instrument
Weapons +4 to hit, 1d8+2/1d10+2 slashingBattleaxe | +5 to hit, 1d8+3 piercing, range 80/320, ammunitionLight crossbow 20/20 | +4 to hit, 1d6+2 piercing, range 30/120, ammunitionJavelin 4/4 | +4 to hit, 1d4+2 slashingCat's claws
FeaturesYou have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision 60' | Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.Feline Agility | Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, rather than the bludgeoning damage normal for an unarmed strike.Cat's Claws | Anykhetan, Domantine, Mahas (Nubian)Languages | You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.Wanderer In battle, you fight with primal ferocity. 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 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 3/3 | 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, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense | Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 45 at 10th level, 5 at 15th level, and 6 at 20th level.Storm Aura
The Kyai took the documents from Raemka without so much as nod or a thank you. She kept her eyes fixed on Dukas, although she did tuck them away into her shoulder bag with just as much, if not more, sense of possession than the noble had exhibited before turning them over. "And if I may clarify, Master Dukas, you said earlier "we suspect". Who exactly is 'we'? Do these documents consist of your own personal investigations and insights, or those of another? Your estate's captain of the guard, perhaps? Or that of Synkel's combined nobility?" There would be time enough to pore over whatever was contained within the papers but it would help to know the viewpoint of the writer going in, and their motivations.
When the subject turned to compensation Applecore's eyes lit up. Though not at the monetary rewards, but the potential for... other gains. Unlike the tabaxi, Applecore seemed dismissive of the bonus and bargained for something much more precious to her than coinage. "Yes, yes, 60 solidus per month should be plenty adequate. However, in lieu of your most generous offer of a bonus I would like to suggest an alternative. My Academy has become inundated with Domantine influence of late. Advisors... Assistants... Tutors... Caretakers... It seems I can't turn a single corner in my Anykhetian institution without bumping into one mentor or another from the Empire with strict orders to keep watch over their masters' students. It has become... a disruption." The Kyai reached into her dress and clasped her medallion, silently Invoke Channel Divinity: Knowledge of the Ages to grant proficiency in Intimidation for the next 10 minutes.invoking Mesiddica's divine well of Knowledge. When she spoke next her tone remained identical, although in her eyes burned a
Dice Intimidation:
1d20+4
(1)+4
Total = 5
coercive force that belied her true intentions. This was where she ultimately decided if Dukas could be useful to her long-term goals of a free and independent Five Cities, or if he was merely another hinderance to be tolerated until it suited her no longer. "I would be most grateful if you brought forth a decree declaring Synkel Academy off limits to unauthorized citizenry without my explicit permission."
If Dukas (or anyone else within earshot) kept involved in local politics he would know of Applecore's swift rise within the Academy, of the former Kyai and Empire-lapdog Yorda's mysterious disappearance, and of her self-granted title of Kyai which was unheard of for a female to hold. If he was particularly cunning he might even had heard rumors of her efforts to teach nationalist Anykhetian doctrine among the students, a move many in the Empire might consider seditious. It was a grand request, and it would set a dangerous precedent. As far as Applecore knew the Empire harbored next to no independence from their subjugate nations. Even openly displaying non-Empirical religious insignia such as Mesiddica's owl on her clothing invited unrest should any authority figures wish to make her day difficult. Still, Applecore was nothing if not ambitious and she wasn't about to squander an opportunity such as this on a pittance of a paycheck.
Applecore | Re-skinned GoliathDulamah | Size: Medium | Level 3 Knowledge Cleric HP: 27/27 | AC:Not wearing armor or shield currently10 | Speed: 30ft | Hit Dice: 3/3 (d8+2) | Prof. Bonus: +2 Left Hand: Empty || Right Hand: Empty
STR: 14 (+2) | DEX: 10 (+0) | CON: 14 (+2) | INT: 14 (+2) | WIS: 15 (+2/Saving Throw+4) | CHA: 8 (-1/Saving Throw+1) Proficient Skills: Arcana (double proficiency bonus from Blessings of Knowledge class trait+6) | Athletics (+4) | History (double proficiency bonus from Blessings of Knowledge class trait+6) | Insight (+4) | Religion (+4) | Sleight of Hand (+2) | Stealth (rolling with disadvantage when wearing scale mail+2) Languages: Common, Anykhet, Dulamah, Domantine | Other Proficiencies:Light, Medium, ShieldsArmor, Simple Weapons, Disguise Kit, Thieves' Tools Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 3/4 | 2nd Level Spell Slots: 2/2 Cantrips:Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V,M
Duration: 1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Light | Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy | Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell 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 | Domain Spells:2nd Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Self
Components: V,S,M
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
-Weal, for good results
-Woe, for bad results
-Weal and woe, for both good and bad results
-Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.Augury | 1st Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command | 1st Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Touch
Components: V,S,M (a pearl worth 100gp)
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.Identify | 2nd Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 30 feet
Components: V,M
Duration: 1 hour (Concentration)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.Suggestion Prepared Spells:1st Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V,S,M
Duration: 1 minute (Concentration)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless | 1st Level Divination
Casting Time: 1 Action
Range: Self (30 foot radius)
Components: V,S
Duration: 10 minutes (Concentration)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
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 Evil and Good | 1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Inflict Wounds | 2nd Level Divination
Casting Time: 1 Action
Range: Self
Components: V,S,M
Duration: 10 Minutes (Concentration)
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | 2nd Level Enchantment
Casting Time: 1 Action
Range: 60 feet (15 foot radius)
Components: V,S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.Channel Divinity:As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead, Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.Knowledge of the Ages Funds: 12gp, 9sp, 8cp | Weapons:+4 to-hit | 1d6+2 Bludgeoning DamageMace | +4 to-hit | 1d6+2 or 1d8+2 Slashing Damage
Thrown (20/60) | VersatileSpear | Equipment:
14 + Dex AC | Not Currently Worn | Disadvantage on Stealth checks when worn
Applecore's holy vestments were granted to her when she pledged herself to Mesiddica, although she hasn't ever found a need to actually wear them and finds them quite ridiculous.Scale Mail |
+2 AC when wielded
Much like her cleric's armor, the shield of Mesiddica holy warriors has sat unused for many years in Applecore's storage.Shield | Mesiddica's Medallion | Worn around neckHoly Symbol |
Wonderous Item, Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.Lantern of Revealing | WornNice Clothes | Worn on beltSmall Knife | Map of Synkel, bedroll, mess kit, tinderbox, torches (10), rations (10), waterskin, hemp rope (50 feet with grappling hook attached), ink well & pen, paper (5 sheets), holy water (1 vial), potion of healing, caltrops (2 bags), manacles, thieves' tools, pearl worth 100gpMessenger's Bag Racial Traits:STR +2, CON +1Ability Scores | You have proficiency in the Athletics skill.Natural Athlete | You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | reskinned from "Mountain Born"
You’re acclimated to extremely hot and arid climates.Desert Born | Class Traits:You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.Ritual Casting | You can use a holy symbol as a spellcasting focus for your cleric spells.Spellcasting Focus | Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level
Spells Known
1
Command, Identify
3
Augury, Suggestion
Divine Domain: Knowledge | At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.Blessings of Knowledge
As Heliae racked the farthest reaches of their scattered memory, the pieces came together. They recalled the story of Enaxi and demons, and how the arrival of the Empire turned their lush lands dry…but whether it was fact or simply an allegory was unclear. Heliae had encountered many a religious scholar or fanatic searching for Enaxi in the desert, however unwise it was.
The young druid’s attention was called back to the group, and they did their best to focus as Dukas made note of payment. Of course, the dulumah is bargaining. It seems she is not to be satisfied unless she has the last word and bends every situation to her advantage… To Heliae, the offer seemed quite adequate for the work, particularly the room and board, as they had not had a regular roof over their head or guaranteed source of nourishment in years. They had developed (Produce flame, Create or destroy water, etc.)certain skills to meet exactly those needs during their wanderings. What a relief it would be, to have such lavish shelter and, perhaps, a renewed sense of purpose. And the novelty of actually being paid for one’s work would be something new, indeed… Heliae nodded in agreement to Dukas, accepting his offer.
"I do not wish to impose. But I, uhh, would be honored if you would accompany me. Your knowledge of the deserts would be useful, I think. As would your... ahem... knowledge of ways in and out."
Heliae wondered, for a brief moment, if they had been to harsh in their reaction to Raemka’s earlier comment and obvious extension of friendship. They had not meant to be cruel or intentionally frigid, but also were completely unaccustomed to such things. Having spent nearly half a decade largely alone, and in servitude to an aristocratic house before that, casual social interaction was not a strength of the druid’s.
As the sun continued to rise in the sky, Heliae removed a salve from their satchel. Dipping their index and middle finger into the substance, they smoothed a thin layer across the palest patches of skin on their hands and face. After returning the salve to their bag, Heliae snapped the white linen cowl back over their head, a swoop of dark hair emerging from the front. They rose and faced the tabaxi.
“It’s certainly not an imposition, Raemka. Think of the offer of my skills to the entire group, not only the Lord.” Heliae looked down at the ants again, which seemed to have all but disappeared beneath the stones, a single one lost and roaming aimlessly in the cracks. They took a knee, and offered a finger for the insect to climb upon. The druid then ushered the ant towards the hole, assumingly the main entrance to its colony. Rising again, Heliae turned to Dukas, to not ask for permission as much to provide warning. “So we will question the staff, then, and search for any signs of danger within the estate. Whatever it takes to keep your daughter safe, (master, lord boss)rayiyis.”