Agath

Keaton Larroquette's page

392 posts. Alias of keith goudreau.


Full Name

Keaton Larroquette

Race

Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,

Classes/Levels

Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Size

Medium

Age

18

Alignment

Chaotic Neutral

Languages

Common, Draconic

Occupation

Sailor

Strength 11
Dexterity 14
Constitution 15
Intelligence 16
Wisdom 10
Charisma 12

About Keaton Larroquette

Keaton Larroquette, Human Sailor Wizard
XP 1,400
HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12

Attacks:

Dagger: 1d20+4, 1d4+2 Piercing (finesse, light, thrown range 20/60) +2 attack evil for one hit via blessed weapon from all faith shrine.

Proficiencies:

Saving Throws: Intelligence (+5), Wisdom (+2)
Skills: Arcana (+5), Athletics (+2), Insight (+2), Perception (+2)
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbow
Armor: none
Tools: Navigators Tools, Vehicles (water)
Languages: Common, Draconic

Spellcasting:

Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1st 4/4, 2nd 2/2
Cantrips Known: Minor Illusion, Light, Ray of Frost
1st-Level Spells Known: Absorb Elements, Comprehend Languages (Ritual), Find Familiar, Grease, Mage Armor, Magic Missile, Sleep, Tenser’s Floating Disk (Ritual)
2nd-Level Spells Known: Shatter, Suggestion
Prepared Spells: 6 total, Absorb Elements, Grease, Mage Armor, Magic Missile, Sleep, Suggestion

Other Class, Race and Background Features:

Spellcasting: See Spellcastin Spoiler Button Below
Arcane Recovery See Arcane Recovery Spoiler Button Below
Arcane Tradition Conjuration
Minor ConjurationSee Minor Conjuration Spoiler Button Below
Background Features: See Ship’s Passage Spoiler Button Below

Inventory:

Total Inventory Slots:
Unencumbered: Strength (11) x 1.5 (Round Down) = 16 max.
Encumbered: Strength (11) x 3 (Round Down) = 33 max.
Heavily Encumbered: Strength (11) x 4.5 (Round Down) = 49 max.

Slots Used: 10
Status: Unencumbered
Penalty: --

Coins & Gems: 1 Slots Used (in Belt Pouch)
Coins and Gems List
gp
36 sp
18 cp

Armor Slots: 0 Slots Used
Armor List

Weapon Slots: 1
(Maximum of 6)
Dagger (1)
Wand of Magic Missiles 6/7 charges

Readied Item Slots: 2 Slots Used
(Maximum of four.)
Readied Items List
Spell component Pouch (1)
•summon familiar spell components
Lucky Charm (A frost-covered silver locket that's frozen shut) --
Scrollcase (empty)(1)

Stored Item Slots: 6
Stored Items List
Spellbook (1)*
Book of Lore (1)*
Bottle of Ink --*
Inkpen --*
10 Sheets of Parchment --*
Little Bag of Sand --*
Small Knife –*
50 feet of silk rope (1)*
Water Skin (1)*
5 days rations (1)*
Tinder Box (1)*
thurible --*
Dwarf book

Containers
Backpack -- (Has 6/6 slots Used)(contains * items)
Belt Pouch (Has 1/2 Slots Used)
Scrollcase

Background:

Sailor
Grants proficiency in Athletics and Perception
Also grants Ships Passage see spoiler button below.

Spell Descriptions

Light:

Light
Cantrip
Evocation
Casting Time: 1 action
Duration: 1 hour
Range:
Touch Components: V, M

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.
Material Component: A firefly or phosphorescent moss.

Minor Illusion:

Minor Illusion
Cantrip
Illusion
Casting Time: 1 action
Duration: 1 minute
Range: 30 feet
Components: S, M

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.
Material Component: A bit of fleece.

Ray of Frost:

Ray of Frost
Cantrip
Evocation
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
Components: V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Absorb Elements:

Absorb Elements
1st-Level spell
Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 Round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Comprehend Languages:

Comprehend Languages (Ritual)
Casting Time: 1 action
Range self
Components: V,S,M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface the words are written. It takes about 1 minute to read one page of text.

This spell does not decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Find Familiar:

Find Familiar (Ritual)
Casting Time: 1 hour
Range: 10 Feet
Components: V, S, M
Duration: Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Grease:

Grease
Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M
Duration: 1 Minute

a bit of pork rind or butter

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Mage Armor:

Mage Armor
1st Level Spell
Abjuration
Casting Time: 1 action
Duration: 8 hours
Range: Touch
Components: V, S, M

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Material Component: A piece of cured leather

Magic Missile:

Magic Missile
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 spell slot level above 1st.

Shatter:

Shatter
2nd Level Spell
Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point you choose within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Sleep:

Sleep
1st Level Spell
Enchantment
Casting Time: 1 action
Duration: 1 minute
Range: 90 feet
Components: V, S, M

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.
Material Component: A pinch of fine sand, rose petals, or a cricket.

Suggestion:

Suggestion
2nd Level Spell
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 a 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.

Tenser's Floating Disk:

Tenser's Floating Disk (Ritual)
Casting Time: 1 Action
Range: 30 Feet
Components: V, S, M
Duration: 1 Hour

a drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Lemmy, Fey Hawk Familiar:

AC 13
HP 1 (1d4-1)
Speed 10 feet, fly 60 feet
Str 5 (-3) Dex 16 (+3) Con 8 (-1) Int 2 (-4) Wis 14 (+2) Cha 6 (-2)
Skills Perception +4
Senses Passive Perception +14
Languages
Keen Sight The hawk has advantage on wisdom (Perception) checks that rely on sight.
Actions Talons, Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1 slashing damage.

Harpers Faction Information:

Harpers
Rank 1

Spellcasting:

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of
your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.

Arcane Recovery:

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.

Conjuration Savant:

The gold and time to copy a Conjuration spell to my spellbook is halved.

Minor Conjuration:

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating out dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Ship’s Passage:

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you are calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your dungeon master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Personal Characteristics:

Alignment: Chaotic Neutral

Personality: Personality trait: My friends know they can rely on me no matter what. Keaton hates redundancy, he finds it painful, almost as painful as having to do his own physical labor. He is not lazy, just not interested in doing heavy lifting, of any sort. Keaton is the posterchild of unchained freedom, he goes where he likes, and does the things he likes. Often times he is seen as harmless as the things he likes most others enjoy; but he can be seen as cold and unapologetic if he does something that someone else has a problem with. This is do to the fact that for the most part Keaton almost never apologizes, he has a rule to never do anything you would regret or apologize for. A saving grace that he has is how open minded he is, he generally feeds off those around him and likes to watch and learn what others do. He has no problems fitting in with a bawdy group of sailors, intellectuals debating, or charitable church goers. Since he usually absorbs some of the mannerisms of the people he is around he has a great reputation in many circles.

Another good quality about Keaton is he is not greedy; he believes in fair wages and enjoys a good challenging game of chance for some coin at times, but he does not try to cheat others out of their share or steal from friends. It became a practice when he would go tavern crawling with his sailor crew that everyone give their money to Keaton and he would pay the bill; he offered this responsibility to the crew because he knows math and the tavern owners were taking advantage of the groups lack of math skills. The crew was able to get twice as blackout drunk every night and wake to find they only paid a third of what they normally would of paid for the night out, Keaton never stole a copper from his friends.

Appearance: Keaton is average height, skinny to some scrawny to others, he is very tan from the last almost four years working on a merchant ship top side. He has chin length black curly hair, that if was pulled to be straight doubles in length and can easily be pulled back and tied. He has a very youthful appearance due to his baby face and inability to grow any notable facial hair. He has blue eyes, all of his teeth are still in good shape, and for the most part straight enough. Keaton dresses for comfort and likes wearing blues and bright browns, he just likes the colors.

He has been to many ports and has taken a liking to some exotic wares and clothing found in some far off ports. He is fond of a set of broken in soft leather shoes with a stiched sole, the most comfortable shoes ever owned, bought several years ago in Waterdeep. He also has a knit blue and tan wool scarf imported in from the Highlands of Rhasiman given to him by a gypsy that took passage on his ship.

His favorite possesion he wears is an exotic dagger he won in a game of bones in Claimsport. The scabbard is leather with interacted arabica designs embossed into it with golden thread. The Dagger has a curve to it and a slightly longer than normal blade with chiseled foreign language writing that translates to some warrior code. The hilt is darkwood-driftwood and the cross section and butt end are steel covered brass with intraecate design.

Ideal Ideal: Freedom the sea is freedom- freedom to go anywhere and do anything. This is his life story, when he feels chained down he usually packs up shop and hits the road. He likes to go where he wants and do what he wants to do.

Bond Bond: I will always remember my first ship. He likes to think back at the journey that got him to where he is. Old friends, family, adventuring group, and crew mates. He has many friends from his travels to many ports and once you make him a friend he without question gives you respect and will bend over backwards for you.

Flaw Flaw: I’ll say anything to avoid doing extra work. He has been known to exploit others to get out of work, or embellish the truth at times to make others do his heavy lifting.

Trinket A frost-covered silver locket that's frozen shut, he often uses this to cool off his beverages by dipping in the mug and letting it sit for a minute. After the minute the drink is usually ice cold.

Back Story:

I cannot take my eyes off of you; your skin is flawless porcelain under this gibbous moon. Your eyes are so enchanting they have put me into a spell. Do you believe in fate? I did not until meeting you tonight. Yatta, Yatta, Yatta, well that was how I got lucky last night. Keaton Larroquette strikes again!

The table of sailors that is sitting around the scrawny weathered looking young fellow bursts into laughter with their tale teller. He stands up makes a lude gesture that accompanies his story that involves much thrusting of the hips and imaginary slaps to an invisible woman’s back side.

Tuck she said she had a sister, and Gil she also said she has some sheep.

More laughter erupts from the crowd of sailors, ale spills to the floor leaving a tiny flood around the table. The night goes on like this for many hours until the tavern kicks them out to shut down. The crew makes it back to the “Salty Siren”, their ship, and stumble to the bunk room down below. As the sailors all turned in Tuck, the sailor that sleeps below Keaton and best friend on the ship, asked him. Keat, is this really it? You giving up the life?

Keaton stretched, pulled off the blue bandana from his head and let his black curly hair be free.

Afraid so Tuck, when we make port at Baldur’s Gate I will be parting your fine company. I did not think I would of fallen in love with this line of work for as long as I did, what has it been, three going on four years looking at your ugly mug. I think it is time to find something new, don’t think I gotta run no more. Besides, do you know how low on the list I am to get command of this ship! No thank you!

In the dark Keaton smiles to himself and thinks of some of the great times he had with the crew, his new family. The pirates they fought off, how it became his job to keep the beer cold with his spells, the pranks of putting floating disks with sleeping drunk sailors on it following behind the ship and watching them wake in utter confusion as they tried to figure out what had happened. They were great times, the best time of his life. But things were starting to get ordinary and in Keaton’s eyes this was boring. The expected was boring, the same shipping schedule was boring, the same ports are boring, the same problems every day, all of this boring. But he knew it was more than just hoping on a new ship, he knew there would be no replacing what he has had. It was time to put his land legs on and find something new.

Tuck broke Keaton’s reminiscing. Whatta ya mean ya don’t gotta run no more?

There was a pause, Keaton had not thought about it for a long time, never brought it up, and generally if someone in the crew did not offer a background it was common law not to ask, but he opened up the bag and now the cat was out.

Tuck, I have been running these last almost four years. Understand I do not come from big money, but my family is well off. My father set up a marriage for me to a girl from a very very rich well to do noble. I told him I did not want any part of it, he smacked me around a bit and told me to smarten up. I left that night with a bag of stuff to sell off and a pouch of coin. Heard through some neighborhood friends that my father and that girl’s noble father were trying to track me down, so I took off on the road. I mean, I never met this girl, and it is not like I left her at the altar or anything, just checked out when I was told what they wanted me to do.

You are so effing stupid! You left the good life, to live like this, are you daft and damaged?! Tuck exclaimed.

Keaton dropped his head and rolled his eyes, he knew he should of just kept his mouth shut.

I have no regrets not living as a well-financed slave. Matter of fact, it was leaving the way I did that introduced me to the mage that taught me the few tricks I know; the same tricks that have saved your bacon time and time again. Like I said, I took off, never was one for travel, never had left my home town, and the next town over looked so close on the map. It was not close at all, on the second day out I had no food, I was cold, attacked by a raccoon that gave me a festering leg wound, and was ready to admit defeat. I was lucky a group of travelers stumbled on to me; they fixed that raccoon bite let me take a saddle of a spare horse and accompany them to the town I was heading to, they warned of this area being especially dense with goblins and wolves. I must have been good company, making them laugh and whatnot, because Harrit, that is the mage, he offered to let me tag along for a bit more and offered to show me some things. I traveled with them the better part of two weeks, and let me tell you they were not lying about the goblin and wolf problems, every night the horses started acting funny and like a repeating nightmare goblins or wolves or goblins riding wolves. The short of it is I followed them to Baldur’s gate, Harrit helped me start my spellbook. I parted ways from them because they were planning attacking an orc encampment; remember I was fourteen, fourteen and not ready to be on the front lines verses orcs. So they left, I bummed around the Gate a few weeks and looked for work, that is when I stumbled onto you guys. Ha ha, sold myself as a practiced mage to the captain, he doubled my pay on the spot, said I did not need to do any lifting just help out with magic. I practiced that spellbook nonstop until the day we set sail, and I think I was half ready, practiced it every night on the ship. Remember all those excuses I kept making, ‘gotta get the magic out or it goes bad, if you do not use it you lose it, this salty air causes magic to fizzle some time’; ha ha, I had no clue what I was doing.

Another pause before Tuck broke the silence again. You are some damaged goods, I love you like a brother, but I never knew how strange you was.

Keaton smiled.

Tuck you too. I hope your sails are ever full and whatever nonsense people wish each other when they part.

May your sails be ever full, your waters peaceful, and your skies ever clear. Tuck corrected.

With that there was silence and the two finally fell to sleep. They made Baldur’s gate five days later, Keaton received a huge going away party from his crew, that ended in a bar fight, several arrests, and Gil actually bedding a sheep. Keaton was in the same port he was lost in four short years ago. With a chipper spring in his step and a full coin purse at his side he let out a big smile and whistled to himself as he started forward from the dock. It was time for something new, something exciting.