Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon
Gender
HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 |
Size
Medium
Age
20
Alignment
CG
Deity
Shelyn
Location
Otari
Languages
Common, Dwarven, Elven, Gnomish, Goblin, Halfling
Strength
-1
Dexterity
3
Constitution
1
Intelligence
4
Wisdom
2
Charisma
0
About Kelri Greenhill
Background
Kelri was born and raised in Otari, and was a curious child easily fascinated by stories, especially about magic. This led her to undertake a basic wizard education to learn more about the possibilities of magic. She chooses to worship Shelyn for the stories that inspired her and her belief that magic is also a form of art which can inspire others.
Kelri is still studying magic in Otari and continues to be a frequent customer at Odd Stories often chatting about books or her studies with the owner Morlibint. Aside from there she’s also likely to be found at the Dawnflower Library for their books or the Rowdy Rockfish for a meal and some quiet conversation.
Kelri Greenhill - Halfling (Gutsy) - Bibliophile - Wizard (Illusion) 1
NG, Small, Halfling, Humanoid
Perception +5 T, +2 circumstance bonus to Seek creatures in 30 feet; flat check to target a concealed creature is DC 3 and a hidden creature is DC 9
Languages Common, Dwarven, Elven, Gnomish, Goblin, Halfling
Skills Arcana +7 T, Crafting +7 T, Diplomacy +3 T, Lore (Library) +7 T, Medicine +5 T, Nature +5 T, Occultism +7 T, Religion +5 T, Society +7 T
Str -1, Dex +3, Con +1, Int +4, Wis +2, Cha +0
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AC 16; Fort +4, Ref +6, Will +7; when you roll a success on a saving throw against an emotion effect you get a critical success instead
HP 13/13; Hero Points 2/3
Halfling Luck ◇ (fortune) once per day, when you fail a skill check or saving throw, you reroll the triggering check but must use the new result even if it’s worse than your first roll
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Speed 25 feet
Melee dagger +6 [+2/-2] (agile, finesse, thrown 10 ft., versatile S), Damage 1d4-1 piercing
Ranged dagger +6 [+2/-2] (agile, finesse, thrown 10 ft., versatile S), Damage 1d4-1 piercing
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Arcane Innate Spells DC 13, attack +3; Cantrips (1st)detect magic Arcane Prepared Spells DC 17, attack +7; 1st grease, magic weapon, color spray; Cantrips (1st) electric arc, light, message, shield, telekinetic projectile, ghost sound
Illusion School Spells (1st) 1 Focus Point; warped terrain Drain Bonded Item ◇ (arcane) once per day, during your turn; you gain the ability to cast one spell you prepared today and already cast without spending a spell slot, you must still Cast the Spell and meet the spell's other requirements
Arcane Bond (spellbook) each day when you prepare your spells you can designate a single item you own as your bonded item
Spell Substitution [10 minutes] you empty one of your prepared slots and prepare a different spell in its place, if you are interrupted during such a swap the original spell remains prepared and can still be cast, you can try again to swap out the spell later, but you must start the process over again.
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Coin 5 gp, 0 sp, 4 cp Bulk 1 (encumbered 4, max 9)
Hands Worn explorer’s clothing, dagger, healer’s tools, spellbook, blowgun darts x10, sling bullets x10
Backpack basic crafter's book, bedroll, chalk x10, flint and steel, oil x2, rations (day) x16, repair kit, rope, soap, tarnished silver lantern, torch x5, waterskin, writing set
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Wizard Spellbook Cantripselectric arc, ghost sound, light, mage hand, message, prestidigitation, produce flame, read aura, shield, telekinetic projectile 1st Levelcolor spray, fear, floating disk, grease, magic missile, magic weapon
Research - Solstice Traditions:
Every four years volunteers (or lottery 'winners') travel to the tomb of the first Mayor of Otari (Lord Kassen) to retrieve the flame which is said to keep Otari safe over winter. The group is given a tarnished silver lantern to carry the flame and some other supplies to aid their journey.
The volunteering ceremony is held by the current Mayor of Otari in front of the whole town. The danger and need for the journey is typically played up for the sake of spectacle and fun, but is not considered particularly risky.
The tarnished silver lantern is a regular lantern that was recently painted silver for use as a prop in the Solstice tradition.
Why do people volunteer?
- myself, to study the Solstice tradition
- Luc, adventure and possibilities
- Marietta, to be useful and out my skills to the test
- Serenllys, mysterious; not applicable, would like her answer to make someone in an ivory tower squirm
- Kamau, I like to travel. Have seen some real fools over the years do this and come back safe, so we should be fine.
Journal:
3 days before Winter Solstice
- 1200 We set off from Otari towards the tomb of the first mayor of Otari (Lord Kassen) as part of the traditional quest to retrieve the flame that keeps Otari safe over winter.
- 1600 We find an abandoned campsite by the shore, last used about a week ago. Four people had stayed at the camp for a few days, but only three continued south. Unknown what happened to the fourth, perhaps he was the corpse?
-- The corpse in the water. He had been killed by a reefclaw about three days ago and wore clothes from a large city rather than local fabrics. His dagger and shortsword were still in their sheaths.
-- The reefclaw attacked us as well, but we able to kill it and bury both corpses away from the ocean so as not to attract another reefclaw.
- 1900 As night falls we make camp on the edge of the woods.
- 2100 We hear a wolf howl in the distance.
- 2230 A lone wolf approaches the camp but flees when spotted by Luc who was on watch
- 0000 A pack of three wolves attacks the camp and while Marietta and Serenllys take significant injuries we manage to kill the wolves.
2 days before the Winter Solstice
- After four hours of travel we reach the valley. Rain begins to fall and it is another hour of careful descent down the hillside before we reach the crypt itself.
- The crypt entrance is a stone archway overgrown with moss. The keystone has a carved flame symbol and a stylised rune "K" likely for Kassan. Beyond the arch is a dark tunnel that leads to a massive pair of wooden doors, which are slightly ajar.
- There are the corpses of two horses and three ponies next to the crypt entrance, still tied to posts. An old, naked skeleton is pinned beneath one of the horses. The animals have been dead for two days and were killed by crude blades or claws.
- Beyond the doors to the crypt is a long chamber with risen platforms on both sides. There is a painting of Lord Kassen on the far wall.
- As we enter this chamber we hear an echoing wail in the distance, to the east.
- Six skeletons attack us in this chamber with bows, claws, and broken scimitars. These are likely what killed the animals outside and what the old skeleton under the horse used to be.
- There are two corpses piled in the middle of the room. They have been badly mauled
- The horses and the two corpses we've found have carried large pillows. Wonder why?
Bestiary:
Reefclaws. An aquatic aberration, looks like a mutated lobster with oversized claws. More intelligent than animals and use corpses on the shore as lures for prey. They have powerful, venomous (poison) claws and will attack even as they die. The meat is considered a delicacy, but their intelligent enough that it's only traded on the black market.
Skeletons. Undead creatures that are still able to use weapons. As they entirely bone it is difficult to harm them with slashing weapons.
Wolves. An animal, has a distinctive howl and hunts in packs. Their attacks are powerful enough to knock people to the ground. Might be distracted by food.