
Gaelden the Lost |

Welcome back! Take it easy, that sounds difficult

Iocundius Paulum |

I currently have an earache so my response time might be affected.

Iocundius Paulum |

Oh, it's very atmospheric! The desperation is tangible.

Gaelden the Lost |

Indeed, very evocative!

Varis Matrel |

Hey guys I am back, thanks for waiting. This whole situation has just turned life upside down as I am sure it is for everyone.

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Faerie Fire
1 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Up to 1 minute
Classes: Bard, Druid
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Magic is a case of "keep it secret, keep it safe... the mob can turn at any moment". Even Clerics. Miracles are welcomed but it's terrible when they are turned to ill. Nominally the practice of magic IS legal to those wizards who belong to sanctioned guilds and schools, and priests who belong to recognised faiths. They are even in demand for their gifts and knowledge but when it comes to those who hire them it's a strange and awkward relationship, fraught with distrust.Druids - priests of the Old Ways (which still has sway among the people of the frontier in spite of the efforts of the Churches), Sorcerers and Warlocks fall outside of this. They are not hunted AUTOMATICALLY per se, but eyes and suspicion turn their way if they are not careful to conceal their abilities. Technically it is illegal to employ them like one would employ a priest or wizard but this is overlooked if the needs drive the powerful and wealthy. Spell using bards are just treated as sorcerers.
Legally recognised or not, both are liable to be burned at the stake for crimes involving magic or to be lynched by a hysterical mob when things turn unpleasantly "Eldritch".
I am looking forward to the post fight roleplay :)

Iocundius Paulum |

Frack.
Iocundius is of the "It was a damned monster and now it's dead. Quit complaining." school of thought. Still, this is going to draw down some heat I imagine.

Varis Matrel |

Faerie fire wrote:
Faerie Fire
1 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Up to 1 minute
Classes: Bard, Druid
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.From the 1st post of the recruitment page wrote:I am looking forward to the post fight roleplay :)
Magic is a case of "keep it secret, keep it safe... the mob can turn at any moment". Even Clerics. Miracles are welcomed but it's terrible when they are turned to ill. Nominally the practice of magic IS legal to those wizards who belong to sanctioned guilds and schools, and priests who belong to recognised faiths. They are even in demand for their gifts and knowledge but when it comes to those who hire them it's a strange and awkward relationship, fraught with distrust.Druids - priests of the Old Ways (which still has sway among the people of the frontier in spite of the efforts of the Churches), Sorcerers and Warlocks fall outside of this. They are not hunted AUTOMATICALLY per se, but eyes and suspicion turn their way if they are not careful to conceal their abilities. Technically it is illegal to employ them like one would employ a priest or wizard but this is overlooked if the needs drive the powerful and wealthy. Spell using bards are just treated as sorcerers.
Legally recognised or not, both are liable to be burned at the stake for crimes involving magic or to be lynched by a hysterical mob when things turn unpleasantly "Eldritch".
Oh right. forgot all about that, it's been a while.

Varis Matrel |

+6 HP
Jack of All Trades:
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.
+1 to non-proficient skills
+1 Intiative
Song of Rest
1d6 HP
+1 Spell Known
Disguise Self

Antal Firebug |

+1 Rouge level
New hit point total: 1d8 + 1 + 9 ⇒ (2) + 1 + 9 = 12 So that turns into 13 HP total
Dice+Con+Starting HP
Cunning Action
How do you want me to do the current hit points?
A: Keep him at 1 HP with the new max at 13?
B: Make the new Current HP to 5 (Current plus the gain of the new level)?
C: Make all wounds go away and new Current HP to 13?

Gaelden the Lost |

HP: 1d12 + 3 ⇒ (6) + 3 = 9
Danger Sense
* 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.
Reckless Attack
* 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 during this turn, but Attack rolls against you have advantage until your next turn.

GM Helaman |

+1 Rouge level
[dice=New hit point total]1d8+1+9 So that turns into 13 HP total
Dice+Con+Starting HPCunning Action
How do you want me to do the current hit points?
A: Keep him at 1 HP with the new max at 13?
B: Make the new Current HP to 5 (Current plus the gain of the new level)?
C: Make all wounds go away and new Current HP to 13?
That 13 is a 14... read my initial post. D8 is roll under 3? take 3 HP.
And might as well make all wounds go away unless you want to chase them over the water... at night... with no skill in boats.