Pikcing up where Haemon left off Applecore added, "And seeing how night is upon us, it only makes sense to approach the task of these jackals before traipsing off to bang on doors of families with lost children. But before we do, perhaps a reading is in order?"
The Dulamah stood and slowly circled the room pausing by each open door, apparently feeling for the strength of the breeze. After a few minutes she strode to the middle of the room and picked a spot slightly off-center from the exact mid-point where the mosaics seemed to converge in a visually appealing manner. Clearing a space on the floor she then removed her shoulder bag and began pulling various accouterments from it; a length of string, a single sheet of paper, a series of thin metal rods, and a quill with no inkwell. She assembled the rods, attaching them to each other to form a triangular stand that sat roughly approximately 60cm or 2 feet.1 cubit and 3 digits in height. Tying one end of the string to the tip of the quill and the other to the apex of the stand it hung suspended in the middle of the apparatus, upside down, and began swaying slightly in the breeze.
With a look to the others that cautioned silence, she drew the small knife from her belt and sat on her knees, hands folded. Externally Applecore kept her eyes closed and remained still for many long minutes in concentration. Internally she called out to her divine benefactor. Mesiddica. My protector. My strength. I beseech you. Use me as your vessel. Guide my will this night. Grant me the barest glimpse of your all-encompassing knowledge! In her mind she focused on the images of their group's upcoming activities. Hunting jackals. Trapping Jackals. With the end goal of getting a step closer to uncovering the mystery of Synkel's missing children.
Once she had this course of action locked within her mind, once she was certain Mesiddica had heard her request for aid, Applecore acted. In one swift motion she held her empty hand over the apparatus and sliced across her palm with the knife. Without the slightest flinch she kept her eyes closed as blood flowed freely from her wound in a steady stream. Falling onto the rods, some of her lifeblood followed the outer rods and pooled on the mosaics around the paper. Much more of it, however, followed the string onto the quill where it ran in rivulets over the feathered pen and dripped onto the pristine white paper. The breeze had begun to pick up, perhaps only a coincidence, but who could say? Regardless the quill swung to and fro, back and forth in a seemingly random pattern, buffeted by the night wind and the blood spilled onto the paper in a series of blots and lines.
After another amount of time deemed complete only by the opening of the Kyai's eyes and the staunching of the wound she withdrew from her trance. Carefully removing the quill so as not to spill any unintentional blood, she peered over the paper. "Now then, let's see what's in store for us tonight, shall we?" Reading the shapes that had formed through the divination she was able to make a prediction about what might transpire tonight...
Applecore ritually casts Augury! The specific course of action is pursuing the invasion of jackals on the Dukas estate with the intention of uncovering the mystery of Synkel's missing children.
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: 4/4 | 2nd Level Spell Slots: 1/2 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
"Do you know of others with such gifts, who might take the form of any happenstance creature to pass unseen in plain sight, like so many servants among nobles? Perhaps, say... as a jackal?"
Heliae felt a strange swell inside them at the old woman’s comments. Gifted…blessed omen… oracle. They had been called many things, but not usually something so flattering. If the young druid was not so intentionally stoic, they might have beamed with a touch of pride. Instead, a small, half-smile spread. “I have before, and could certainly take the form of a jackal and slid among them. However, it does take a toll on one’s body.. the rearranging and upending of both inside and out. I would need a brief rest in order to pass among the jackals with any true authenticity. If it’s what the group requires, I would just need a few hours to clear my mind and perhaps sleep.” They paused then, remembering the true question asked, briefly embarrassed for letting the compliments distract them. “Yes, there are others like me. We have many names and come in all forms. I learned the skill from –" Another pause from the druid, who took a long sip from their water and brushed their long, black bangs from their face.
How to explain the relationship to Ruby? And her gifts had been largely unknown, at least until adulthood. She had been far more than a keep or a master. She was a friend, surely, and the two could have easily been lovers if circumstances had been different. Ruby was the only family Heliae had known.
“I learned many skills from my former master, Rubia Zemanthe. She was so gifted with her ability to listen to and learn from the desert and was gracious and generous enough to teach me her practice. However, not all can learn. It is less of a skill and more of a gift.”
Heliae graciously accepted the salve from Haemon, his reprimand not unnoticed, but not entirely unwarranted either. Heliae had been in the same skin their entire life, they knew to take care. The physician spoke directly to Heliae then, "Are you able to talk to others of your kind when you wear an animal’s shape, Heliae? If not, we could just take turns to watch over her, especially during the night."
They applied the salve to their burns, and instant relief radiated as cooling wave along the crimson patches of skin. “My ability to communicate with creatures depends on many factors. I know of some with similar abilities to my own that can do so reliably. That’s not been the case for me, as of yet. Every game I've played in it's up to the DM whether or not the druid can chit chat with animals. I'll leave that to you, Wyn.I can certainly make an effort, though. I can also make it possible for others to pass by the jackals with me, Could cast pass without trace?undetected.”
Heliae made their way over to their belongings in the corner of the room and began to remove a bedroll from their pack. They looked over their shoulder to the group “if I am to take another shape today, I must rest.”
"But so few in number, and without a means to communicate across long distances, should we not at least travel in pairs? Perhaps we separate only into two: one group to remain with Lady Ismene, and another group to search for jackals. After the hunt, perhaps the hunters return, and whether the groups are reassigned in any manner, perhaps a group still remains on the estate grounds while the others go to speak with the families of the missing. None travel alone, none are apart for too long, and a presence is maintained here," Dunyazad thought aloud. Dividing themselves would cover more ground, to be sure. But she was no warrior and preferred to not find herself in danger alone if they could just as easily be otherwise.
"I certainly prefer to remain here, if it is all the same. The endless dunes have long called for me but old knees don't bend and stretch fast enough for running down jackals; I am better suited for hunting predators much closer to the nobilium... such as elusive dust bunnies... Though should the group see a better fit elsewhere, I am humble before a greater service to our cause," she bowed her head, pleased with both her suggestion as well as the somber delivery of her joke. "Besides, there are several myths detailing guardians outsmarting tricksters -- as well as tricksters outsmarting guardians -- they may be of great use here: Qinmenor of the Third Gate, Bulut the Patient Wind, Obde the Ever-Seeing, yes, hmm..." The slow-talking Dunyazad went on to detail several ideas for taking shifts and proper preparation among the estates' guardians:
"Irregular and overlapping shifts of the guards, to be pulled from other sentry duties, ready to widen and extend the other watches as needed. Though, only their captain should know of when and for how long such watches over her Ladyship will be. Even then, whomever of us remains on watch here will visit the captain periodically, irregularly, and call for changes to the watch as well.”
"Instructions to the guards to watch for wildlife: mammals and snakes and birds. Even bugs. Catch them all, with cages and sacks, to offer to the Domantine augurs for sacrifice, or if such shaping-magicks last for only so long as you say, talented Heliae, for at least several hours before releasing."
"Those of our numbers who remain here might sleep in shifts, and while awake, keep with them a servant, pulled at random with every shift, to serve as a runner in danger.
"We check with the guards and the captain periodically, and again with the other of our group upon exchanging shifts."
"And the guards should be equipped with nets, if not already done so. Extra nets equipped at the watches around and above Lady Ismene's quarters."
"Hmph," She grinned. "The simplest of traps to outsmart even Halspard of the halfling legends: no magic, no pressure plates, no sliding doors, but simple bells on string. Just out of sight from Her Ladyship's windows should be enough without any constant visual reminder to her."
"To be able to detect arcane energies and divine intervention will be valuable in Her Ladyship's watch, though... I suppose it would be invaluable when hunting for desert changelings as well... Should anyone have any warding or alarming magicks, those might be cast before departing on whichever path to which we are taken."
"It might do for us to keep a change of Ismene's sleeping gowns -- something billowy and covering. She likely wouldn't miss one or two pairs... Hmm..."
The old woman peered off at that thought, running through unknown scenarios in her head filled with further guile and traps. That she rattled off a handful of defensive tactics, whether effective or not, was somehow unbecoming of a small-statured old maid like herself.
She couldn't help, though, but peer back to looming Applecore as she constructed her mechanism for divination. "Rods instead of bones...? String instead of hair...? How very clever, little Applecore, to maintain the ways..." Dunyazad smiled wide, tenderly, but said nothing.
Dunyazad suggests:
2-3 remain on the Dukas estate at all times, and 2-3 to go out on missions. The first off-estate mission sounds like it might be hunting for jackals, and the second off-estate mission sounds like it might be questioning the families of the other missing children. Check-ins and if needed, also party-swapping, between missions.
Those remaining on-estate take shifts such that at least one of their party is awake at all times. Periodic check-ins with guards and servants and the captain of the guard, as well as a check-in with the other party members during shift changes.
During the on-estate shifts, those awake to pull a servant at random to accompany them and serve as a runner should there be any sign of danger.
Extra guard shifts to patrol around and above Ismene's room, such that 1-2 shifts are on watch at any given time. Shift durations overlap but are irregular such that guards do not know when or for how long their shift at Ismene's quarters is. Other shifts and patrols to cover extra ground such that guards don't have to pull overtime beyond anything that Lord Dukas/the captain of the guard is already calling for. Captain of the guard to irregularly change these shifts. Those of our party remaining on the grounds would periodically call for a shift change also.
Guards to be equipped with nets. Extra nets to be stored at guard stations around Ismene's quarters.
Guards to watch for wildlife, any catch any near or approaching Ismene's quarters. They should either be offered to priests as sacrifice, or kept for several hours before releasing.
Simple alarming traps of little bells on string to be fastened just below and above Ismene's windows/balconies, though out of sight from her.
Those who remain on-estate should each keep a set of Ismene's sleeping gown - with a hood and veil fashioned for them - on their person, should a decoy be needed.
Dunyazad | Regional Half-OrcLeutakimah | Size: Medium | Level 3 Lore Bard HP: 18/18 | AC:10 base + 2 DEX + 2 Studded Leather Armor14 | Speed: 30 ft. | Hit Dice: 3/3 (d8) | Prof. Bonus: +2 Left Hand: Empty | Right Hand: Empty
STR: 10 (+/-0) | DEX: 14 (+2) | CON: 11 (+/-0) | INT: 12 (+1) | WIS: 14 (+2) | CHA: 14 (+2) Proficient Skills: Deception (+4) | History (+5) | Insight (+6) | Intimidation (+4) | Perception (+4) | Performance (+4) | Persuasion (+4) | Religion (+3) | Stealth (+4) Languages: Leutakimah, Common, Anykhet, Dulamah | Other Proficiencies: Light Armor, Simple Weapons, Lyre, Shawma, Drums Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 4/4 | 2nd Level Spell Slots: 1/2 Known Spells:Source: Player's Handbook
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spell Lists. BardVicious Mockery | Source: Player's Handbook
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Spell Lists. Bard, Sorcerer, Warlock, WizardMinor Illusion | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, RangerCure Wounds | Source: Player's Handbook
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spell Lists. Bard, Sorcerer, WizardSleep | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Spell Lists. Bard, Druid, Sorcerer, Warlock, WizardThunderwave | Source: Player's Handbook
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Spell Lists. Bard, Warlock, WizardUnseen Servant | Source: Player's Handbook
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Spell Lists. Bard, Sorcerer, WizardPhantasmal Force | Source: Player's Handbook
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
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 purses 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 preformed.
If you or any of your companions damage the target, the spell ends.
Spell Lists. Bard, Sorcerer, Warlock, WizardSuggestion Funds: 33gp, 5sp | Weapons:Re-skinned quarterstaff: 1d6 B | 4 lbs | Versatile (1d8)Gnarled Walking Cane | 1d4 P | 1 lbs | Finesse | Light | Thrown (20/60)Dagger | 1d6 P | 3 lbs | Ammunition | Range (30/120) | Light | LoadingHand Crossbow | Equipment:WornStudded Leather Armor | Reliquary of the 72 Rock SpiritsHoly Symbol | Prayers of the Domantine PantheonPrayer Book | Adventuring Gear (Wondrous Item)
Category: Items
Item Rarity: Uncommon
Weight: 2
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three Command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.Decanter of Endless Water | Worn at beltHand Drums | Domantine servants' robes, wornCommon Clothes | Quantity: 2, worn at belt
Type: Adventuring Gear
Weight: 2 lbs
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.Caltrops | Quantity: 2, worn at belt
Type: Adventuring Gear
Weight: 2 lbs
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.Ball Bearings | Quantity: 2, worn at belt
Type: Adventuring Gear
Weight: 1 lb
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.Flask of Acid | Quantity: 4, kept in chest
Type: Adventuring Gear
Weight: 1 lb
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.Vial of Oil | Containing all other belongingsChest Racial Traits:Strength +2, Constitution +1Ability Scores | Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision 60' | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks Class Traits:You can cast any bard spell you know as a ritual if that spell has the ritual tag.Ritual Casting | You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.Spellcasting Focus | You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration (d6, 2/2) | Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.Jack of All Trades | Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.Song of Rest | When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.Bard College: Lore | At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.Expertise | Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.Cutting Words
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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; Jan 28th, 2021 at 08:46 AM.
After some discussion, the group appears to agree that the the immediate safety of Ismene comes first. The presence of jackals on the estate is, at the least, a disturbing incursion. More than a few of them wonder if there is something more.
Applecore does more than wonder: she inquires. Laying out the divination tools of her order, she appeals to her goddess. Is there wisdom in pursuing the jackals as a means of uncovering the mysterious disappearances? The ineffable sight of the gods is always a hard thing to bear, much less comprehend. Yet a rare sense of surety comes over that Applecore. Or an unmixed "weal" in the categories that Augury offersYes. That is enough for her. The jackals must be pursued.
The group beds down early, so that they can rotate their watches and remain vigilant throughout the night.
You may all consider yourselves to have taken a long rest when you...