The warlock raises an eyebrow as Adelaide puts forth a plan. Thus far the young acolyte had been obliged go with the instructions of Gallindan. Oren glances at his elven friend with a look that says, change is in the air. And it wasn't unwelcome. Adelaide had many times proven herself in battle, and her decisiveness would definitely come in handy if they were to form a true party.
"The lady sees deeply," he says, having already heard the various arguments and strategies of the group. "I'll see to Isabelle and bring her here while the church is prepped. Perhaps either Gallindan or Daybreak will come along?... For backup?" There's some conflicting emotion at what Adelaide hinted at though.
On one hand, it was true that he was not a warrior. A trained soldier, yes. Cool dragon scale cloak from a dragon he killed himself, big yes. But combat never really suited him. That said, ever since the battle with the demons, he had been feeling a curious sensation in his hands and arms, as though wanting to hold a weapon that had no shape or form. As though he wanted to be a warrior, but needed to first move beyond his soldier training. "I hope a young girl, who knows and trusts me, will not prove too much to handle." He cringes instantly and laughs. That sounded pretty creepy, even for a warlock. "...let me grab my cloak."
Gallindan listens to the others, letting his winter chill slow his desire to rush into battle. He knows he needs to learn his lesson from the near-fatal encounter with the chasme. He sees Oren's glance, and grins. He, too, is pleased with Adelaide's newfound independence. Her rapid growth has surprised him, but so long as he can continue to shape that growth, he plans to enjoy watching it. "I agree with Adelaide. She should stay here with Kerwin, and help him as best she can. I'll go with you, Oren. I do not fear for your safety, but the child at least recognizes me and should not be spooked by my presence. I hope. If nothing else, I would like to extend my senses in the village, and make sure she's the only one we need to worry about." He pauses a moment, considering. "I am reluctant to leave my glaive behind, as I do not know what we will find... or what she will do if she has been warned of our coming. Daybreak, do you think you'd be able to help Kerwin find ingredients? Or would you come with me and Oren to see Isabelle?"
Adelaide reflected on the plants she had seen while walking in the woods. She knew there were many kinds that grew, and potentially several beneficial ones. Mostly, she knew that, because Daybreak had pointed several of them out to her. Trying to recall them on her own, at the moment, was not proving to be very fruitful.
Kerwin was more interested in finding resources that may help his work. Marcus had no knowledge of any potential books, or where to find them in the small town of Oakcrest. "Seems to be pretty bare on resources here. Adelaide, do you happen to know if there are any local libraries, or ideas where to find anything to help with Kerwin's research?"
Meanwhile, Oren and Gallindan made their way through the small village to the home where Isabella lived with her parents. From the outside of the small house, the pair could tell that something was wrong. There was a putrid stench in the air, of dead skin and human rot. Not of death, but of someone who had not taken a bath or cleaned themselves in weeks. Then there was also the yelling. Isabella was berating someone inside. "You worthless sack of bones! Get on your feet in this instance! You putrid waste of flesh, you have work to do!" The line of insults continued, without response. The young woman's tone was harsh and angry. It carried a rage that Oren had never seen before in the girl. Something was seriously wrong inside the household.
Gallindan nods his understanding of the rudimentary plan... but until they open the door, they can't possibly know what's going on. They force the door open, and the eladrin brings his glaive around to threaten anyone... or anything else that might be present. Even so, his attention is squarely focused on Isabella, hoping to see whether she succumbs to Oren's magic.
Kerwin and Adelaide put their heads together, trying to figure out where in this small, backwater town, someone might have a book that contained some arcane information they were after. The church was clean, and most of the villagers worked in mundane crafts such as hunting and farming. Kerwin remembered something that might give him a lead though. A few weeks earlier, an old widow had tried to buy a potion from him to help relieve the wrist pain she was experiencing when washing clothes in the local river. For payment, she had an old dusty book, that at the time Kerwin was sure was worthless. She had babbled about finding it outside some temple in the woods, when all the townsfolk had gathered, following Father Urthwin out to destroy the place. The woman was convinced the book was cursed as well, which didn't help her in convincing Kerwin that it had any value at the time.
Adelaide recalled the same woman as well. Although she was not aware of the particular book that Kerwin had seen, she knew that Old Mrs. Applewood was known for hoarding all kinds of odd junk that the rest of the town's folk found useless. Perhaps she would have something that could aid them.
Rushing through the front door of the cabin, Oren shouted out a magically charged command, while preparing for the worst. Through a window, Isabella looked to be in a horrible state herself. Her hair was matted and tangled, her cloaths were dirty, and her posture was hunched over. She had a wild, ferril look on her face that was full of rage, as she shouted at her parents. Her parents both lay on the ground, breathing, but nothing much else. They both looked like they were on the edge of starvation, and didn't have the strength to get up.
Hearing the magical command, Isabella was forced to oblige. She stepped back, and leaned herself against the rear wall of the cabin, "Who is there? Why are you here? Are you going to make my worthless parents do something? Anything? Good luck with that!"
Gallindan followed Oren in, and also took stock of the scene. His senses as a Paladin could tell that there was an evil presence taking form around Isabella. She wasn't the source of the aura, but it was encompassing her all about, like an army laying siege to a stronghold, trying every tactic they have to break in. If nothing was done, she would be eventually consumed by it.
Gallindan isn't quite prepared for the smell. But that can be endured. He rushes over to the parents, and gently lays his hands on each of them. His hands glow bright green for just a moment, and the two seem to rest easier. He stands and looks again at Isabella before speaking in elvish. "They don't have her yet, Oren. The walls are almost down, but not yet. We may still be able to save her. But it is beyond my power. We need to get her to Marcus... if nothing else, he may be able to contain her while we help her parents."
I'll spend as many Lay on Hands points as needed to get them stabilized. I can use 5 to cure a disease or a poison... I don't think either of those is in play here, but maybe he can "cure" starvation similarly, B?
Last edited by zebedee; Dec 13th, 2022 at 01:56 PM.
They had been walking about town hoping for inspiration to strike when Kerwin finally remembered an encounter from months earlier. "That temple you all destroyed...an old widow came upon a book she claimed had come from that place. She swore it was cursed and it may very well and from what little I saw of it, I don't doubt it. She tried to trade me the book for a potion for her aching wrists." With a nonchalant shrug, Kerwin added, "I of course refused. Who needs cursed books? But, with our present circumstance, perhaps it could be worthwhile. Let me brew something up for her and see if she's still willing to hold to that old bargain."
Kerwin set about to make up a potion for the old woman's wrist so that he might obtain the mysterious book she had acquired from the temple. "We don't really have time to make a masterwork here, so she's going to have to settle for what I can whip up in a few hours. Let's go see an herbalist for a few ingredients and I should have something to trade before the sun has set."
Dice Roll for Potion Making:
1d20
3
I have no idea what skill roll is used for this or what modifiers I'd get.
Cantrips Known:Enchantment cantrip Casting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.Friends, Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Mending, Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Control Flames, Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Prestidigitation
1st-Level Spells Known: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.Unseen Servant, 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile, 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.Sleep, 1st-level abjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Alarm, 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.Catapult, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.Tasha's Caustic Brew
2nd-Level Spell Known:2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.Detect Thoughts, 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.Rope Trick, 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.Mirror Image, 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.Arcane Lock
3rd-Level Spells Known:3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut, 3rd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Enemies Abound, 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.Counterspell, 3rd-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste
Features:Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Alert, Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.Transmutation Savant, Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.Minor Alchemy, Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.Transmuter's Stone, You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.Arcane Recovery
”Mrs. Applewood, aye she might be just the person to see; quite the collector,” Adelaide offered as Kerwin recalled the story of the old woman. She didn’t have much to say on cursed books, having never encountered one, but that was surely something Marcus could help them with if need be. ”Let me know if I can help. My magic might not be very powerful, but I could be useful in some manner, such as detecting an evil book before you start reading it.”
Adelaide recalled her rather pitiful attempt earlier at locating naturally occurring herbs and plants to aid the wizard. ”Perhaps we could ask Daybreak for assistance? Her connection to the natural world is impressive; I don’t doubt she would know just where to find what you need.”
Adelaide Darkdraft | Lawful Good | Human | Paladin 6 (Oath of the Ancients) Armor Class: 19 | Hit Points: 52/52 | Speed: 30 | Proficiency Bonus +3 Ability Scores: Str 16/+3 | Dex 8/-1 | Con 14/+2 | Int 8/-1 | Wis 12/+1 | Cha 16/+3 With +3 from Aura of ProtectionSaving throws: Str +6 | Dex +2 | Con +5 | Int +2 | Wis +7 | Cha +9 Skills: Athletics +6 | Insight +4 | Intimidation +6 | Nature +2 | Persuasion +6 Passive Perception: 11 | Languages: Common, Dwarven, Goblin, Elvish Longsword: +6, 1d8+5 | Javelin: +6, 1d6+5, 30/120 | Splint Armour: AC 17 | Shield: AC +2 |
Dagger x 2
Bullseye Lantern (filled and lit) x 2
Steel Mirror x 2
10 foot pole x 2
Hempen Rope (50 feet, coiled) x 2
Sack x 2
2 Mastiffs x 2
Bag of 100 gp x 1
10 gems worth 100 gp each x 2
Portable Ram x 1
10x10x10 pit x 2
Robe of Useful Items Relevant Skills/Feats: Fighting Style: Dueling | Divine Sense | Divine Health | Divine Smite | Lay on Hands: 30/30 | Channel Divinity: 1/1 | Extra Attack | Aura of Protection (+3, 10’ radius) |
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Seeing Isabella in such a confused and exhausted state, Oren takes pity on her. "It is just us, your friends." The warlock is cautious, using a calm and friendly voice. He chooses his words carefully, "Isabella, there is someone I would like you to meet. He is at the chapel. Leave your parents with Gallindan, he will help your parents do something while you're with me. Come." Oren opens the door for the girl, waiting for her to grab her cloak and accompany him.
He looks to Gallindan and telepathically says, Don't take too long my friend, we will need you at the chapel.
Persuasion
Dice Roll:
1d20+7
(4)+7
Total = 11
Spending a luck point to reroll.
Dice Roll:
1d20+7
(14)+7
Total = 21
Last edited by mountainbound; Dec 16th, 2022 at 11:45 PM.
Knowing who might have a book that could help, Adelaide and Kerwin got to work. The woman wanted a potion, and Kerwin decided he should probably provide one. If this potion was going to actually work, they would need a rare herb that Kerwin knew he did not have access to. He could make something that they could pass off as a fraud, and probably get away with it, but eventually, Mrs. Applewood would realize she had been duped.
Adelaide thought of Daybreak, the Dryad turned Tiefling who served as a druid. If anyone knew where to find this herb, she could probably do it. Marcus might get the wrong impression of Daybreak, and certainly would of Lux, if he encountered them, so the pair figured it would be best to leave the over-zealous paladin back at the church as they made their way into the woods to find Oren's companion. The druid was easy enough to find, and Kerwin quicky explained what they would need in order to make an appropriate potion.
"Help me look for a plant that has orange blossoms, six pedals per bloom, variegated leaves and smells almost like vinegar. It's not the exact one you are looking for Kerwin, but it serves as an adequate substitute," Daybreak explained. They were in a hurry, and as they all knew, would have to make do with what they could find.
Let's get either a nature or a perception check from both of you, to see if you can find the plant. I'll take the initial role for alchemy to indicate that Kerwin couldn't make anything suitable with what was on-hand.
Isabella listen to Oren's words, wrapped a small blanket around herself, and curled up next to him, letting the warlock place an arm around her, like a parent would a sobbing child who needed comfort. "Let's go then. I can't stand to look at these two any longer away...." the young woman spat out. She was having a battle with herself internally, between the pull to give in to the twisted view of reality the Demon Queen had taught her, and holding to the life that she knew before any of the dangers beset the small town she grew up in.
Gallindan placed his hands on Isabella's parents. His healing power could bring them a little comfort, but they needed nourishment. They probably would struggle to eat a full meal in their current state. It would take some time to heal them back to a healthy state. Perhaps the help of a magical goodberry or two could speed up the process if they had time to ask Daybreak to enchant some for them. For now though, Gillindan would have to find another means of getting some food into the old couple.
1 Point of healing each will do as much as it can do. Gallindan needs to find some food, either in their home, or perhaps try to enlist the help of a neighbor.
The suggestion spell on Isabella has ended, but she was persuaded by Oren to leave the house and go with him to the church. If they head straight there, Oren and Isabella will arrive shortly after Kerwin and Adelaide leave.