Donaar Raghthroknaar Character in Eberron's Darkest Secrets | World Anvil

Donaar Raghthroknaar

Donaar Raghthroknaar

Donaar Raghthroknaar

2 Level (0/900 XP for level-up) Noble Background Dragonborn Race / Species / Heritage Lawful Good Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+1 Class 1

STR
19
+4
DEX
12
+1
CON
13
+1
INT
10
+0
WIS
15
+2
CHA
18
+4
18
Hit Points
+1
Initiative (DEX)
3
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+4 Deception CHA
+2 History INT
+2 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+2 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +4 STR 1d8+4 Slashing
 Versatile
Javelin +4 STR 1d6+4 Piercing
 Thrown
Attacks
Shield, Chain Mail, Longsword, Javelin, Backpack, Clothes Fine, Signet Ring, Holy Symbol, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Common, Draconic, Elvish

Languages & Proficiencies
The common folk must see me as a hero of the people.

Bonds
I secretly believe that everyone is beneath me.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
  https://www.dndbeyond.com/characters/83256285

Relationships

Zelcer Fourflare

Supervisor (Trivial)

Towards Donaar Raghthroknaar

3
0

Honest


Donaar Raghthroknaar

Employee (Trivial)

Towards Zelcer Fourflare

0
0

Honest


History

Started because of a government mandated program

Relationship Reasoning

Anyone that shows up ready for battle is a plus in my book. Also since Donaar Raghthroknaar is a frost Dragonborn I figure that I can use him to cool down my beverages once the weather starts to get warm.

Donaar is the last surviving member of his tribe, which was destroyed during the war. He has taken an oath of vengeance against those who destroyed his home and family to ensure no one else has to suffer that same loss.

View Character Profile
Spouses
Siblings
Children

Session 16 7/1/23

Our journey to the temple is nearly complete, we can see it rising off in the distance! While we are on the path, a lone ranger steps out to introduce himself. He is Vanon, and has a pet panther. He offers to help us on our quest as he was investigating a cult in the area as well. It's odd to meet a friendly face in these parts, but stranger things have happened.   Barely a stone's throw from where we met Vanon, we see some obvious hostiles. They are creepy looking humanoids. Miles decides to introduce himself after how well the last new introduction went. Apparently, there's some cult of everlasting life that has taken over the temple. It sounds fishy, but Miles seems to be falling for it. I think he's overlooked the details about it being more an everlasting death than everlasting life. Eventually, Vanon gets fed up and tries to shoot an arrow at the cultist, but drops the arrow somehow. I never thought I'd see a worse combatant than Miles, but someone here we are. We'll fortunately I have no qualms about dispatching those who have regular dealings with undead. We make relatively short work of them.   Closer to the temple, we notice that the cultists have entrenched themselves and have a manticore with them! Several in fact! This could be interesting. Combat ensues of course, and to my surprise Miles is competent when it comes to shooting things out of the air with his fire. Apparently, when things are above the trees he doesn't hit the trees. It's quite a battle this time. The village Shaman nearly gets taken, but we manage to rescue him again.   After the battle, we find the boat after looting the cultist's belongings. The Shaman had forgot to mention that the boat could reduce in size and was extremely portable. I'll need to ask him why it was stored here instead of in town where it could be more useful....   We make camp in the temple as we prepare for the next leg of our journey.     --------------------- Gain 1 potion of healing

Session 15 6/17/23

The morning after the feast, Wabnuc and I to go speak with the local shaman, a priest of Thir. Outside the temple, there is a place to make a water offering, which we do out of respect. The priest is performing a scrying ritual of some sort and seems quite worried at the results. He shares that it is a bad omen; the local dragon protector has been missing for a year and there some ominous event is on the horizon.   We offer to help of course, and want to take him to the location where he can better commune with the town protector. He informs us of the necessary preparations, mostly gathering meat for an offering, and then clearing giant frog monsters out of where the boat we'll use to make the trip is stored, a days travel.   The meat will come from a wild boar hunt! This should be fun. Verna is a great scout and tracks down a small herd. They scatter, and I take one down in two quick strikes. Apparently Verna wasn't the one who spooked them, it was a giant Bear! This hunt just got interesting.   Oakburn summons a wolf to aid him, and we all clear out some of the boars while making our way to the bear. It is a tough fight, but we manage to down him. It turns out it was a wild shaped druid. What was he doing here? Why did he attack us? This leaves more questions that we may not have time to get answered.   We report back to the shaman with the meat. He's a little unhappy that the best one was downed in two strikes instead of one. Beggars can't be choosers though - I've seen his "warriors" and it would take much more than two strikes for any of them to down a boar. This was the cleanest kill this town has seen in a long time. Perhaps it's just nerves on his part and he was looking for a reason to delay the journey.   Before settling down for the night, I take the time to summon a magical steed. It is a beautiful warhorse. This will make the journey much more comfortable.   In the morning we make the journey through the marshes. It's a little slow going with the cart, but my horse makes it's relatively easy for me. Eventually, we get ambushed by the giant frog creatures. They are extremely tricky and keep trying to blend in with the environment. Rex is able to tag one with a spell, but the one I am after fades in and out of view. He attempts to eat me, but eventually I am able to down him, and then converge with the party as we finish off the others.

Session 14 6/3/23

As we break camp in the morning and make our way out to go towards the mystical teleportation tree, we get a funny feeling that we are being watched. Watched isn't quite right, more like hunted. Verna thinks she sees something and moves off to scout ahead. Clawfoots, it's an ambush!   There appear to be five of them. Verna calls out that she has the big one, and for some reason she sounds sure of herself so I leave her to it. I make my way forward and methodically slay three of them one by one. Wabnuc must not be used to hunting things that can hunt you back and ends up getting fairly wounded. I'm able to patch him up after the fight. Verna somehow tamed the big one well enough that he listens to her well enough for the time being at least. I harvest some meat and pelts from the fallen creatures. Perhaps Verna will need a riding suit if she manages to tame the beast well enough to ride. We can't let anything go to waste; these were not evildoers that needing killing, just predators who got overconfident in their home turf. May such a fate never befall us.   The rest of the trip to the tree is uneventful, but then things get interesting at the tree. All the usual spells and passwords of unlocking did nothing. We even spoke "Friend" but could not pass. Eventually, someone remembers a rumor that an interpretive dance would work. I'm not entirely sure how the legacy of my people became nothing more than interpretive dance, but I will give it a try. Hopefully the ritual doesn't summon you know who. Somehow, that was the key and the portal opens. Wabnuc uses a scroll of reduce on Adam so he will fit, and we decide the only way to go is forward. There's only once chance to make this work if we want Adam with us and the scroll won't last long.   Somehow, we find the correct path through the nexus and arrive at what appears to be the correct part of the world. We need some sort of landmark to figure out exactly where we are. Verna notices a worn, almost destroyed path in the forest and we decide that something made that so we will follow it. There is a Shambling Mound that has a creature captive! It doesn't take too long to distract it enough to give up it's prey, but the ensuing fight is drawn out.   It takes all our effort to figure out what is effective on this creature. I utilize all the spells in my arsenal to take it down as quickly as I can, trusting the others to do the same. Surprisingly, their tactics are getting a little better and we almost functioned as a proper fighting unit. The creature drops dead. Miles recovers a magic wand from among the vines.   The creature we rescued ran off during the fight. We tack him, hoping he ran towards the nearest town so we can get some direction or at least a safe place to rest for the night. We are in luck and locate the kobold village near the lake!   Not wanting to scare the creatures, Wabnuc and Verna stay behind with the construct Adam and the pet clawfoot. We figure marching up to town with those might be a bit much. Rex and I move forward without them, and Rex offers to take the lead on this one as I look too scary in my armor after the fight. I can see the logic in his thought, and stop at the treeline. Close enough to move in and help if he gets in a fight, but not so close as to be threatening.   He has a short discourse with a few of the kobolds, and then returns saying that they are scared of us and don't want us near the town, but we can stay for a night. That doesn't sound quite right from what I remember of kobold hospitality, but we report back to the others and begin setting up camp. I decide I want to talk to them and clarify that we are friends so I approach the town, and invite them to a clawfoot roast party. (Can't let that raw meat stay raw too long!) They agree!   Their chief and a few bodyguards join us that evening for the feast. He asks why we are camped so far away, and it comes up that Rex must have been scared of them or something of that sort as he told us to camp miles away from them. One of the bodyguards chuckles something about Rex being a coward. Rex in his hotheadedness takes offense to this and tries to start a fight, but the guard is on duty and won't make the first blow with the intent to take a life. Instead, Rex offers to have a "fair" fight with no weapons, armor, or magic, but it's kind of obvious that in a fistfight the kobold guard is favored. The chief allows the guard to be off duty and accept the fight as our evenings entertainment. We circle around and the duel begins. There are left hooks flying, a right jab here and there. Some kind of weird hug grapple move. (I have no idea where Rex learned to wrestle) Eventually, the kobold has enough and lets loose with one punch in just the right spot, and Rex is out cold for the night. We all cheer at his victory and the friendship between our party and the town is all but sealed! So long as Rex has no grudges in the morning at least.   ------------------------------------------ Level up to 5 HP from 34 to 44 (8+2con) Lay on Hands pool increases from 20 to 25 Proficiency bonus from +2 to +3 1st level spell slots from 3 to 4 2nd level spell slots from 0 to 2 Gain 2nd attack per turn when attacking normally Gain two Oath spells: Hold Person. Misty Step Gain 2nd level spells: Aid, Branding Smite, Find Steed, Lesser Restoration, Locate Object, Magic Weapon, Protection from Poison, Zone of Truth (Can still only have 6 spells prepared each day, not counting the Oath spells)

Session 13 5/22/23

14 Dravago 994 YK

After conversing with the fey in the alternate dimension, they tell us that we need a donation of blood from various dragons to strengthen the blood line for the crystal. The closest dragon that they have used in the past lives near lake Galifar 500 miles northwest of us, but they haven't heard from it lately. They suggest we contact the Seekers of Thir (kobolds) to assist us in finding the dragon. The dragon is up near the Eldeen Reaches (where Verna's sister has her grove). The fastest travel route is through the world tree and, among the party, I have the best sense of the land, and am therefore tasked with using the Wand of Flowers to travel this path. Unfortunately, the closest stub of the tree is cursed and locked out in Klaus' camp. They also say that if we place a circle of Eberron shards (the red ones) around the elemental it will cause it to extract itself from the lodestone.

On our return trip to town, we are attacked by four undead chipmunks! What evil necromancer decides to animate chipmunks? I charge forward to draw their attention and Miles places a fire next to himself so that Verna and Wabnuc can light their arrows on fire before shooting them. As much as I hate to admit it, that was a great tactical move. Three of the critters come after me and the last heads towards Miles. We make longer work of killing them than I thought it would take because they wouldn't stay dead. We'd drop one and it would stand back up. Annoying foul creatures. Miles loots the bodies and gets a vial of T-virus (also known as tyrant virus). Great, now he can animate a creature as a zombie.

16 Dravago 994 YK

When we return to town, it is rather late so we head to the inn for dinner and a meal. The innkeeper seems shocked to see us and claims we've been gone two days and she thought we were going to stiff her. She was about to sell our belongings to recoup her losses. We paid our back rental on the rooms and one more night since we are leaving in the morning. She asked if we found any moon peppers for her, alas, we didn't. The cook-off is tomorrow, and we won't have the time to look for her. While in the inn, we hear that there is unusual activity in the ghost house that has people worried. We head to our rooms for a night of peaceful rest.

17 Dravago 994 YK

Verna reminds me to send a letter off to the rail camp to let them know how to remove the elemental from the ground and to let them know we need to head to Galifar to get dragon's blood in order to set the elemental flow of the area back. I also stop to pick up my adamantine plate armor. I feel like a proper paladin now!

Since we saw arcane runes that resemble those from the Church of the Silver Flame, we decide to ask the priest in town about removing the curse. Miles, Verna, and I head there to ask the clergy as we have the greatest persuasion skills and tact. When we get there, they recognize us as the ones that brought the flaming skull in from the fields. Apparently the guards that we sent to help them dispose of the creature were so incompetent that they actually freed it! The were suckered in by promises of free beer and loose women. Looks like another loose end to wrap up! Miles tactfully asks them about the curse and its removal. They respond that the curse happened on the Day of Mourning and that the runes that are on there are actually a blessing placed there by them. They have attempted to remove the curse, to no effect.

Since that entrance into the tree world is closed, we decide to travel to see if the tree that Verna saw at the peak of the obelisk is uncorrupted. It's a two-day trip, so we decide to buy a horse and cart and travel the roads. Wabnuc wants to bring Adam Smash along, so we decide to forgo the horse and have Adam pull the cart. He moves as fast as a horse. We buy the cart for 15 galifars, and give them 5 silver to deliver it to Klaus' camp.

As we enter the camp, Klaus is in his typical foul mood. The grung are raiding his camp almost daily now. He claims it has something to do with their eggs being stolen. That is something he will have to deal with while we are gone. We get the cart hooked up to Adam and begin our journey to the other tree. Near dusk, we happen upon four half-ogres around a fire roasting a dire wolf. We have a conversation and they seem interested in Adam and want to trade meat for him. We decline the offer as he is our draft horse and leave them to eat. Verna keeps her eyes out but doesn't see them follow us. Later, Wabnuc sitting atop the golem, notices them following our obvious trail. Verna wants to ambush them and so we set up a little trap. Miles decides to act as bait and shoots the first ogre with a bolt of flame to its chest. Adam bursts through the trees and makes half-ogre paste out of it. The other three ogres don't seem to be around. All of the sudden they appear! Two climb Adam, and the last attacks at Miles. I rush out of my hiding spot to attack but miss horribly. Adam shakes off one half-ogre, Wabnuc, and Pedro, but the other half-ogre manages to hold on. Miles manages to severely burn the creature attacking him, and I manage to cleave it in twain. Wabnuc and Pedro manage to kill the one that flew off Adam with them, and Verna manages to kill the one still on Adam. We loot the bodies and find four normal battle axes, 12 javelins, and 250 gp, 2 sp, and 10 cp. (62 gp, 5 sp, and 7 cp each). After the battle we decide to take a rest for the night and we will continue the journey in the morning. We pass the night with no additional trouble.

  ----------------------------------- Gained Adamantine Plate Armor Gained 62 gp 5sp 7cp

Session 12 4/22/23

We decide to rest in the newly reclaimed bandit camp. During my watch, some critters come to feed on the dead. Nature doing it's thing - nothing out of the ordinary. A few get too close, and decide that a live snack would be better. I rouse the others for some more slaying. One tries to feed on me, and Vera expertly shoots it off of me.   We decide to head back to town now that everyone is up, taking the loot with us including the merchant items and the functional ballista. It's a little tricky to carry all of it, but we make it. We also get 12 fey stones - 3 each (10s)   The merchants pay us 150 gold, which we split 37g50s each. We donate the ballista to the local guards. A good bribe to the right people can go a long way.   A letter is waiting for us with some cryptic clues to go back to the forest. We stop to get Adam along the way.   Back at the obelisk, we climb it again, then go back down and through a ritual where we locate two other buttons. One in a field and one underground. Rex had pushed one, but was acting strange. I decide it's time to push all three, at which point the world opens up to me. I can see the path. I lead the others, but they cannot follow. I tell them to go push the buttons as well, and then we are all in a spirit world of sorts.   We end up working our way through a confusing maze and work through some puzzling traps, but we make it through.   Nerine is waiting for us! She lets us know about the Red Dragons. Something is very wrong with the world, and it's up to us to fix it.     ------------ Gained 37 gold 80 silver. (Converted 3 fey stones to 30 silver)

Session 11 4/8/23

Today is the day we have decided to break into the blacksmith and retrieve the dragonshard gem. Subterfuge has never been my strong point, but one of the qualities of a strong leader is knowing when to delegate a task, and Verna will be able to sneak in to the back quietly while Rex makes a fool of himself up front. I can't think of a more perfect job for the two of them. Wabnuc and his pet will be backup with Veran, and I'll be the rearguard.   The three of us make our way casually to the back while Rex goes in the front after hitting the bar. We give him a short while to do his thing, and then Verna nimbly climbs up with a rope. Wabnuc shimmies up quickly after, and I'm left to tie the armadillo to be pulled in and climb up myself. By this point the automated guards had started to notice and close in on our position, there seemed to be more than normal today. Before one turned the corner I managed to signal to the others to pull up the rope. Just in time! I command the guard dog to "Flee" and it runs in the other direction. Before I can signal back to get the rope, a floating automaton shocks me. To any passerby I was simply walking my armadillo! Why would it shock me? The blacksmith must be in with the corrupt guards in this town and thinks he can get away with anything.   I come to several blocks from the blacksmith being dragged along in a net by the floating automaton. Another simple command "Release" and I am free. It's been too long, and I was spotted. I'll just go to the rally point. Going back would put the others in danger if their cover is intact, and if their cover is blown it's too late for me to help. Another couple names to avenge if necessary.   Fortunately, it's not necessary. Everyone meets up at the well as planned. Unfortunately, the plan failed. Wabnuc was nearly asphyxiated by a rug somehow. I allow him to recover and use lay on hands. Verna spotted the gem, but then had to run a mile after being magically marked. They aren't the best with sharing details, and it looks like her coin purse is heavier than it was this morning. Not important, the key is that now we know the smith is up to something.   Our cover blown, we decide it's best to lay low at the inn and go on a night hunt. There were reports of bandits and the townspeople will love us more if the hero of the festival is able to cleanse the town of their bandit problem.   Tracking them isn't difficult, and we set up a quality ambush. The signal to attack is Verna firing the first arrow. Her shot rings true and drops the first bandit. I move through their ranks and take out one, then another and another! Their cook seems a little too obsessed with his dinner. Rather than surrender he would rather defend his pot. No matter. I dispatch the rest of them while the others take their time with one of the bandits on the other side of the battlefield. These are lowly bandits, don't the others know better? A quick kill and move on, much more honorable. Reinforcements arrive and I defeat them as well. Just about the time I finish out the last of them, the others decide to end the one they were working on.   We take stock of the merchant wares that we must return to town as proof of the completed job, as well as other good the bandits had on them. I acquire a useful gem that will summon a water elemental. I'll need to save that for the right time!   ---------------------------- Gained: Gem of Water Elemental

Session 10 3/25/23

After breaking through the wall, we emerge into a rather ordinary basement. There were a handful of spiders that we easily dispatched, and then we proceed up the stairs. Expecting to find some great evil mastermind, Rex heats up the door, but all he does is burn a small child. A child! Perhaps he really is an evil mastermind. He attempts to bribe the child with a gold piece to smooth things over, which works out well - it turns out this building is nothing more than an orphanage so the kids need money and there are no adults around to cause any trouble for us. Apparently, it's jut the neighboring house and has nothing to do with the monsters down below. That mystery will need to wait for another day.   We return to the inn to rest up, but on the way Rex gets his coin purse stolen. It could be a way for him to transmit information to his other evil conspirators, or he could just be an idiot who lost his money. Stupid or evil - I can't yet tell. At the inn, I attune to my new flame tongue blade, preparing for wisp hunting tonight. The afternoon is nice and quiet for a change.   As dusk approaches, we begin to leave town towards the area where wisps were seen. Verna and Rex don some glowy headgear to try to attract wisps. It's not the most conventional way to hunt, but surprisingly it works. Not too long after dark, we stumble across a pair of wisps and an evil flaming skull! The flame skull is a surprise. We hunt the wisps easily enough, but it was touch and go against the flame skull. His opening volley nearly cleared out our party, but we managed to recover and after a grueling battle he fell as well. Rather than die, he went into a semi-dormant stasis. He could communicate, but not fight. I recall that after a short time, he would emerge from that state at full strength again unless he is fully destroyed in a proper holy ritual. We must get him to the church! Good thing the church's motto is "Semper fidelis" so they will be ready to dispatch evil no matter the time of day or night it appears.   He must have charmed Rex somehow because Rex attempted to save him, forcing me to forcibly take the skull from Rex. Either that or Rex truly is the evil mastermind behind all that is wrong in the world. No time to figure that part out, my strength is nearly spent and I do not have time to recover before the skull will be able to fight - we must rush him back to the church. Rex stays behind, hopefully the charm will wear off. Or hopefully not, if he's dead it's a little sooner than expected, but not too surprising given his physical strength.   The rest of us arrive back to town, and surprisingly the church isn't ready. "Semper fidelis" is prominently displayed in one of the stained glass windows, but unfortunately for these townspeople it's just talk. Evil could overrun this town without much difficulty. So much for protectors and guides of the weak; this church truly is as corrupt as I thought. After what seems like far too long, a frail old priest emerges and after a depressing conversation about how inexperienced he is in dispatching evil, he remembers that they have a magical room that will suffice to contain and eventually destroy the skull. Good enough for me. He asks for backup from the local guard station. We were going to make a report there anyway so I agree to send some over.   As expected, the person stationed at the station for the night shift is not the brightest bulb in the force. He can barely read, and isn't too keen on big words in conversation. Verna fortunately volunteers to fill out the paperwork for him; he just needs to sign at the bottom. I explain the situation while she does that. He doesn't understand how speed, distance, and time are correlated and attempts to chide me for bringing evil to the town. This brute probably only understands one thing. I simply ask him if he likes hitting things; he says yes. I tell him to go to the church with some friends and be ready to hit a fire skull. That works and off he goes.   We return to the inn for the night, and the next morning we turn the wisp essence in for 50 gold a piece. Not a bad nights work!   --------------------------- Earned 25g (50 gold x 2 wisps / 4 players) Rex is probably evil - he burns children and saves flaming skulls.

Session 9 3/11/23

Awakening to another day, we all gather in the lobby of the hotel. I made sure to write up a report to mail back to Zelcer to keep him updated on our progress. We don't want him to think we're taking a vacation here, and we'll expect to be paid for our full time of service once we return! The hotel proprietor, Gus Williby, laments his lack of Moon Peppers. We listen politely and agree to bring some back if we see them while out.   Verna and I go to the guild hall to see if there are any more updates, while the others go to check out that smith to see what they can find out. On the way to the hall, Verna spots a wrestling competition and insists on checking it out. It or them? "Them" being the competitors of course - I can tell. She tries to get me to sign up, which I'm not too interested in. Then we find out the prize is a Flame Tongue Longsword so of course I'll sign up. I'll put some puny commoners in their place for such a powerful magic weapon. It will make defeating my foes much easier, not to mention starting campfires. Can't always count on Rex - he's going to get himself killed one of these days and it'll be nice to have another source of fire and light. Actually, if I can talk Rex into signing up for the competition, that might be an amusing diversion - it would be fun to watch him get knocked around, and even more fun if I get to be the one to do it! He seems unnaturally enthusiastic about everything in this town so it shouldn't be too difficult to talk him into it.   At the hall, there are a ton of new jobs! Some lazy supervisor must have finally pulled out his "Approved" stamp and went to town because there's around a dozen new jobs compared to just the two that were there yesterday. It would be much more efficient for the hall to just keep a steady flow of jobs going through. Feast or famine isn't generally a viable business model to keep adventurers coming back, but I digress.   Verna and I head back to meet up with the others, they should be done at the smith by now, but on the way we spot a child crying in the street. No one seems to be paying her any mind, but between the two of us Verna is the most approachable so we decide that she should go up to the child and see what is wrong. Apparently, Elsa's kitten, Whiskers, has gone missing. We must locate Whiskers! We meet up with the others and begin to track the kitten, eventually ending up at a well. Verna descends the well while the rest of us work the rope to lower her down.   She pulls the rope with the emergency signal, and all of us except for Rex go in to rescue her. There are a couple of Fire Newts attacking her, and some kind of underwater weather event is happening as well. We manage to swim to the battle and take care of the newts with relative ease. Verna takes the kitten back up, while Wabnuc and I investigate what's going on down here. The fog dissipates fortunately making our investigation easier. There are multiple small cages filled with tiny animals! Puppies, and squirrels! There's some conveyor belt system to transport them. What monster thought this up? Is this some pet-trafficking operation?   Verna returns, and so does the fog oddly enough. We ask her about it, and she figures out that it started when she ate her "Speedy" mushroom. Guess not all of those magic mushrooms are speedy! Upon seeing what one could do and not knowing what all of the potential side effects are, I decide I'd rather not have mine and give it back to Verna. The three of us manage to get all the caged animals back up to the top of the well, but investigating the other end of the conveyor belt will need to wait as that competition is close to starting.   We rush to the competition, only barely making it. On the way, we convince Rex to sign up as well. This will be great! Unfortunately, we aren't paired up for round one, and I know he's unlikely to survive too many rounds so I'll just have to watch. We let the organizers know about the animals in case anyone else is missing a puppy, and proceed with the competition. My first competitor was a joke - about what you'd expect from a country town, and I win easily. I wouldn't really expect much competition until the finals, but surprisingly my second round opponent puts up a great match! I won, but had to work for it. Much respect for him, if he hadn't met me round two, he could have made it to the finals. The rest of the rounds until the finals proceed as you would expect, I win handily. Verna is cheering throughout the tournament, but it seems to be directed towards whoever is winning rather than a favorite competitor - maybe she doesn't really understand how the sport works.   The final round arrives, and my opponent has multiple synthetic appendages. Odd, they specifically said no weapon grade tools or enhancements could be used. Must be a local getting special treatment. Oh well, more of a challenge for me. We go through the motions and begin. I knock him down, he knocks me down. I rip his arm off, very satisfying by the way, and the crowd goes wild! Can't do that with a normal competitor, but his synthetic arms are fair game. That evens out the playing field, and I manage to win after a few more knockdowns. He's going to have an expensive repair bill. Good thing there was so much paperwork about how no one takes responsibility for injury or death, high risk sport, and all that. His second place winnings will manage to pay for it anyway.   Upon winning, I am presented with the Flame Tongue. It's a beautiful weapon, but whoever created it had a funny sense of humor and made the magic word "Buttercup." Ah well, there are worse magic words. Back in university, there was that one classmate in "Magical Words" class who accidentally designated the magic word for his project "Mymomma!" instead of "Your momma." (Every magical words class had that person with a momma joke) He had to slur it together just right with that emphasis at the end or it wouldn't work. It's hard to be taken seriously while saying that. There was much snickering during his presentation as he turned it "on" and "off." I don't think the professor gave him a very good grade. At least I can dramatically insult my opponent and call THEM buttercup, which will then instantly cause my sword to flame up. It'll just take some time to attune to the sword before I can consistently get it to function for me. In the meantime, I give my old sword to Wabnuc as I'll no longer need it.   Now that that's done, we head back to the well to check out that conveyor belt. First we walk the town in roughly the direction and distance to see if there's anything to see topside. Just regular buildings as far as we can tell from the outside, and we aren't 100% certain how long the belt is to start breaking into places on a whim. Back down we go. Verna is the best fit so she goes first, but then returns shrieking about some tentacle monsters. Everything's a tentacle monster to someone her size. Guess we'll all have to go and see what's going on.   There are actual tentacle monsters this time! Three of them in fact. They manage to strike me and prevent me from functioning as anything more than a wall to protect my comrades, but fortunately I eventually shrug that off and use Divine Smite against one which obliterates it; and the rest of the party cleans up the other two. We are in a storage cellar, and someone was using the belt to feed these monsters. Why would anyone keep these in town? Further investigation is required. We notice an oddity in the wall, and I break it down, revealing a stairway. Someone walled off the stairway to lock these creatures in with just the one feeding entrance. These things could have broken out! They could have eaten Whiskers! I feel a new strength and renewed hatred for evil welling up inside. Elsa and Whiskers could have been any child and pet back home. Someone's going to pay; my vengeance will be swift.   --------------------------- Achieved level 4 HP from 23 to 30 (6+con of 1) Lay on Hands pool increases from 15 to 20 Ability point increase 1 point to Strength. 19 to 20 Str modifier increases from +4 to +5 1 point to Constitution. 13 to 14 Con modifier increases from +1 to +2. HP goes from 30 to 34 from four levels earning the extra con bonus.   Gained Flame Tongue Longsword +1 +1 to hit 1d8+1 slashing damage Versatile (May use as two handed weapon, 1d10+1 slashing damage) When burning, additional +2d6 fire damage. Magic word "Buttercup" to turn on flames as a bonus action. Fire is on until I turn it off with the magic word, drop the sword, or sheathe it. Fire also provides bright light for 40ft, and dim light for an additional 40ft   Lost Magic Mushroom - given to Verna   Lost Longsword - given to Wabnuc

Session 8 2/25/23

On the way back to town, we came across some vegepygmys who had attacked a merchant and were now looting his corpse. Of course, we did the job of law enforcement even though we were relatively close to town and took care of them. Being plant based, it was more like aggressive gardening than a true battle. One did manage to strike me pretty hard, giving me permission to obliterate it and all it's friends. I immediately swore a vow of enmity against it and divinely smote it to the ground. After that, I flanked the two remaining and froze them while Rex threw fire and the others attacked where they could. Again, more like gardening than fighting. There was even a shovel off to the side of the road to complete the garden feel.   I inspected the leader of the plant foes, and then checked in on the fallen civilian, which is how I learned he was a merchant. Of course, I wrote this all up in a report to give to the guards since they apparently don't want to earn their wage and expect the rest of the population to do their job for them. Upon arrival at the gate I turned in my report with minimal snark.   We all went back to the hotel and rested for the night, it had been quite a long day of traveling.   The next morning, a letter was waiting for me. Apparently the incompetent guards are trying to fine me 50 gold for another "prisoners" debt. This will not stand. Verna and I immediately went to the station and had a discussion about how naive their officers must be if they believed a prisoner's word when it came to having another citizen pay their fine. Back in my hometown, a signature of some kind would be required to officiate that kind of debt transfer. I'll need to remember the name of the officer if I ever get fined, I'll put his name down as the one paying my fine and apparently just saying it out loud is good enough. Reminds me of the play where the buffoon "declared bankruptcy" in front of all his subordinates thinking that was all it took to formally declare bankruptcy. Good play, funny story. The kind of culture you don't see in a small logging town.   Fortunately, the officer realized he messed up, releasing me from the debt, but instead of owning his mistake he passed it on to the prisoner and claimed it was perjury, which is punishable by death without trial in this town. I must say, that's a clever way for the police to cover up their mistakes. Apparently the prisoner was Rex, and I glossed over that detail in the letter. I knew he was an idiot when it came to real life interactions, but I thought he would at least die a glorious death in battle, not whimpering at the end of an executioner's hand. His book smarts didn't get him very far. The officer placed a bounty of 100 gold on Rex's head and asked us to deliver the bounty to the local guild hall. Of course a bureaucracy like this could afford 100 gold bounties on a whim with no approval or oversight process, but can't afford to pay for competent officers or delivery personnel.   On the way to the hall, Verna astutely noticed we were being followed, which I didn't like. The best way to shake a tail is to kill it, but unfortunately there is a facade of civilization here so that would likely be frowned upon. Verna took the bounty and the two of us parted ways. Verna went to shake the tail long enough before delivering the notice for me to warn Rex of his impending doom. I arrived at the hotel and let Rex know there was good news and bad news - good, I was not responsible for the fine; bad, he has a bounty on his head.   Strangely enough, he panicked and ran off, something about making a new identity. I waited for Verna and then we went to investigate the prosthetic shop and ask for odd jobs at the guild hall. The shop was fishy, but fortunately lightly guarded. We can get more information another day and breaking in won't be hard . The hall had two jobs. First, clearing the bakery of rats in the basement. Second, bring proof of dead wisps. We'll need vials to get proof, which we can buy after clearing the bakery. Easy.   Prior to meeting up to clear the bakery, Verna and I hatch an idea to maybe get Rex out of his quandary. If we can get the bounty updated with the line "Known shapeshifter," then Rex will be in the clear. He's not a shapeshifter, verified by the evil orc Vlorg who has sway in this town. Plus, if the "criminal" is a shapeshifter then it just borrowed Rex's visage. Plausible deniability, and two words that could easily be mistakenly added or left out of a given document. The guild hall won't change it without a formal change request from the police office, and we don't think we can forge one. We head to the police station and discuss the "error" with the secretary on duty, who totally believes that the officer in question would make that kind of mistake and swiftly creates a real change notice for us to deliver to the guild hall. Problem solved.   The party meets up in the hotel and we head off to the bakery to clear the rats. Should be an easy job, and for 50 gold the payout to effort ratio is very good. 12 gold each and 2 gold left to buy two vials.   We head down, and there's just a couple rats at first that are easily dispatched, then in the corner there's a giant swarm of them! Rex for some reason tries to tackle a rat. Not sure why. I make my way up to the swarm and start fighting. Something comes over me and I feel the urge to strike Rex. Something dominated my will. Mine! While there have been times I have wanted to kill him - he's literally burned me on multiple occasions, and just this morning tried to pin a 50 gold fine on me - if it ever comes to the point where I cause his glorious death, I will do it 100% of my own free will. Common rats taking advantage of that inkling to influence my actions is unacceptable. As soon as I shake that influence, I swear another vow against this swarm, and swing with all my might. A brilliant flash of white light emanates when I strike, and the swarm vaporizes instantly. (Nat 20+divine strike =42 damage)   Easy enough battle, maybe Rex with his new identity plus the "corrected" bounty notice will actually survive. Worst case, we collect the bounty ourselves if he dies. We exit the basement, collect our pay, and on the way back to the hotel we buy two vials before turning in for the night.   -------------------------- Rewards: 12 gold per player 2 vials (not sure who is holding them)

Session 7 2/11/23

After leaving camp, we came across a deceased farmer. We were unable to determine the exact cause of death, but it wasn't natural. Hopefully we can protect any other villagers we come across. Verna spots the creatures that grow the mushrooms she needs for the medicine for her sister's pet, and manages to sneak up on them. After gathering the mushrooms, she trips on a vine and is spotted. I rush in and throw a javalin at them. We manage to destroy most of them. One landed a nasty strike, but I was able to recover from it.   We locate Nathaniel and ask him about the damaged dragon shard gem. He lets us know that if the one in the obelisk is damaged, it was a fake. Someone stole it! We must locate the real one and replace it.   On our way back to town, some incompetent guards attempt to intimidate us into compliance. Fortunately I had my rebellious years several years ago and I know full well how to navigate the legal system. They are out of line and I'll have their badges! They attempt to put me into the common holding cell, but after I show them my papers they change their tune. Suddenly they realize they might have made a mistake, and they place Verna and I into a "premium" cell, leaving it unlocked.   On the way back to the inn, Verna and I stop by the blacksmith. I commission a set of plate mail to get some better armor. The blacksmith said it will be a week, and will cost 10 gold. We rest at the inn.   The next day we head out of town to try to resolve the will-o-wisp situation to help out the incompetent town guards. We are ambushed by a swarm of firefly's and will-o-wisps. I mark one, and call out the others. Eventually, I defeat one, and then another, and then we win! Minimal injuries were sustained; we're getting better at this.

Session 6 1/14/23

When I woke up to take my turn on watch, Verna informed me that the evil orc Vorg had a secret lair, but she didn't know exactly where it was. I kept an eye out for it during my watch, and located where the entrance was.   Vorg left without noticing me and the following morning we all investigated where the entrance was. The door was just a magical illusion and we were able to enter.   The facility had some sort of suspended animation set up to transfer the soul of one person into a changeling. This would explain how Vorg was able to gain so much influence in town! Several high profile townsfolk were present. We were not able to rescue anyone; it seems like we'll need the changeling to send the soul back first.   In the main area of the facility, we battled baby beholders. They were not too strong, but Rex decided to burn them all. With us next to them. He wasn't happy about coming in the first place. Is he working with Vorg? Was he trying to kill us and not the baby beholders?   At the back end of the facility, there was a sealed door. I cut a hole in the door to see what was in there, but I damaged my sword on the process. Rex repaired it immediately. Is he friendly or just trying to throw me off?   In the hole, there were some guardians. Rex went rabid and spent the next ten minutes melting them! I fortunately was able to salvage a javalin before he destroyed everything.   We peered into the hole and beheld a live beholder! Well an undead beholder. Fortunately it was safely confined. However, Rex tried to free it! He went so far as to try to steal my sword! He must be working against us. The rest of us left the facility while Rex tried to free it. We'll deal with it and him later.   Back at camp, we rested from out excursion. Some guards came to inspect our golem, but we were able to get them to leave. What is going on?

Session 5 12/17/22

After returning to camp, Wabnuc was able to activate the large construct. If he can learn to control it, it will be a formidable tool for our excursions. We take turns on watch while the rest sleep. While on watch, De Sir E allowed us to be ambushed by spiders!   Fortunately, the others appeared to learn how to fight after our recent battles and the spiders were dispatched with relative ease. They fought to the last spider, and then he tried to escape. That could not be allowed of course, and I felt a divine urge to duel that one in particular. He accepted the duel, and came back down the tree to meet his demise. I will need to cultivate this power, I feel like it will be useful in the future. Klaus required healing, and nearly the entire group required my healing touch to cleanse them from the spider's poison. How hard is it to avoid getting bit? My strength could only handle healing two after the battle, and the others had to wait until morning.   Wabnuc figured out we could have two of our party ride inside of his new pet construct. Of course, I was one of the passengers. Rex unfortunately was the other passenger. This allowed our group to pass silently through the forest. I'm not entirely sure how the giant construct is quieter than I am; there must be magic in play surrounding the construct.   There were nearly a few incidents along the way, Rex tried to leave the construct and blow our stealth. I dryly tole him "Stop, wait, come back" knowing full well there is no reasoning with him when he gets a notion in his head. He seems to want his own pet like Wabnuc.   Eventually, we do get spotted by a floating construct who manages to paralyze nearly all of us. I shake off the curse after some difficulty, and find that Wabnuc is nearly dead! I rush over and with a holy swing, smite the construct into oblivion. Really, there was nothing left after I struck it. The others come to, and we continue on our way.   We arrive at the obelisk, Wabnuc and Rex start to study it. It sounds like one of the elemental gems are out of power. I don't pay too close attention, knowing when to delegate responsibility is important and they are both more than capable of figuring out the next step. I try to ascertain how safe we are here - it appears there is no wildlife in our general area. That can be either good, or incredibly dangerous. Being cautious, the party decides it would be better to camp back at one of the watch towers we passed along the way.   While we are making our way back to the tower, a few more worm constructs come out. Initially they are just interested in riding our construct, but eventually we need to destroy them as well. Rex is incredibly pleased as now he thinks he has enough parts to build himself a pet.   So many successful battles have occurred since those two failures in the swamp with the frog people and in the field with the zombie. Victory is sweet. I think we are on a roll, and if we can stay focused we can accomplish our goal. My strength is growing and it is time to take my oath. I cannot forget where I have come from and those I lost. I will swear an oath of vengeance on those who destroyed my home, and endeavor to protect the innocent.   Peace is a lie. There is only passion, Through passion I gain strength, Through strength I gain power, Through power, I gain victory Through victory my foes are broken. I will set Eberron free.       ---------------------------------------------------------------------------------------- Achieved level 3. HP to 23. Spell slots: 3 First level Lay on Hands to 15 points Divine Health - immunity to disease Channel Divinity - two powers Oath of Vengeance - Oath spells: Bane, Hunter's Mark - Abjure Enemy CD1 - Vow of Enmity CD2

Session 4 12/3/22

While hiking through the wilderness, Verna expertly spotted a disabled construct in the distance, upon further inspection, Kalus was camped out near there. I'm not sure why, but I feel bad for the way he is treated in town. He may seem tough, but I have a feeling there's a heart in there somewhere. We join him in his camp and have a lively discussion about current events.   I am able to read some of the runes inscribed on the great tree of life, and Rex attempts to interact with them. He might be smart, but he's awfully not clever sometimes. The Church is involved again and up to no good.   After resting, Klaus agrees to escort us to the obelisk. On the way, we battle two metal worms. The sound of my armor and Rex's footsteps made it impossible to avoid detection.   Fortunately, they were not as large as the monstrosity at camp and with some difficulty we were able to dispatch them. Kalus seems appalled that we do not have adamantine weapons. I'm not sure how we were supposed to know to bring those, but fortunately we search the area and find some. It felt wonderful to destroy our enemies without losing a single soldier. Damage was sustained, but nothing I could not heal. My powers are growing.   Rather than continuing, we returned to camp to rest up after that battle and familiarize ourselves with our new weapons. I acquired a useful flail.       ------------------------- Adamantine Flail 1d8.

Session 3 10/22/22

After our battle with the Gungs, we took care of our wounds and tended to the last surviving merchant. He graciously offered a gift to us for saving his life, even though we we not able to save his companions. We offered to allow him to accompany us for the remainder of the journey and he accepted. The rest of the way was relatively uneventful. The trip was oddly quiet after the battle.   When we arrived in town we made arrangements at the local inn, and then went to the local taven for a meal and to start looking into where we can find the faerie dragon. Along the way we met an individual who claimed the town was charmed, and that someone at the bakery was responsible for the charm! Local town lunatic? Or last rational resident? Only time will tell. Fortunately, adventurers should not have too many carbs so skipping the baker's goods until this is resolved won't be an issue. At the tavern, Verna and I dined on bird flesh. The seasoning and flavor that the local chef infused that meal with was top-notch. If the baker is half as good as our chef was, I would believe that he was capable of infusing charms into the food.   Towards the end of our meal, a strange being joined our table and it seemed like he knew where Sparkles was. Verna, Wabnuc, and I decided to go with him to pursue the lead. Rex and Desire decided to stay in town to do who-knows what. I swear, neither of them take this job seriously.   Our friendly stranger came through! We met with Sparkles and he gave us much to ponder. It seems the local branch of the church is up to some shenanigans, as I expected after they abandoned the merchants on the road. We will need to infiltrate the obelisk and find out what is out of balance with the elements there. Hopefully it will be a simple task to sneak through and bring balance to the world.   Our way back to town found us traveling after dark. There was some being radiating evil along our path. I had to try to destroy it. I blessed the three of us and we charged in. I struck with an unnatural holy power, the most powerful I have felt since that time so long ago. I could tell the undead was weakened after my blow, but I had expended all I had at that point. I was not strong enough to destroy the zombie and the artifact while keeping my companions alive - we were forced to either retreat and regroup, or fight and probably lose one or more of us. We ran. If the others has been with us would it have turned out differently? Maybe. All I know, is I must learn to wield this strength and grow in power. Fortunately, we were far enough from town that a full-fledged zombie outbreak is unlikely, but we will need to regroup and take care of that monster if at all possible. Perhaps the locals know of a fighter who would join to protect his town, or the church can spare a cleric or two for some more holy cleansing.   After we joined the two that had stayed behind, we made plans to go to the obelisk. The zombie will have to wait until another time. The pursuit of the obelisk will hopefully give answers about what the church has been up to and if they can be trusted. Even if they can't be trusted fully, hopefully they can band together to cleanse the zombie at least. Knowing corrupt churches, they likely hired the necromancer who raised it so that they can show the locals how much they need the church to ensure they stay in power. Many questions remain. No answers.

Session 1 9/24/22

It is my time to assist with the rebuilding of this nation. The money is good, and will help me on my quest. I am assigned to Cabin 15 with a handful of other beings. The short one seems like she will be a handful, but the others seem harmless enough.   Zelcer is the dwarf in charge of this operation. He quickly assigns us to our first task, inspecting the rail ahead. Easy enough, my purpose is mostly just as a bodyguard - Wabnuc and Rex seem to be the ones who will actually be writing the reports. Zelcer delegates with the best of them and quickly realizes who will be good at what.   Towards the end of this task we come across someone who is illegally trapping badgers. I can't stand poachers. I enjoy a good hunt as much as anyone, but young belong with their mothers; it's the natural order of things. Give them a chance to grow. More meat that way. We run into the poacher's dogs, and manage to dispatch one while defending the young badgers before the other dog runs off. Coward. At least dinner will be fresh!   While we are having dinner the poacher arrives. A nasty looking orc if ever I saw one. I have a feeling this won't be our last encounter, assuming he keeps pursuing less-than-legal activities.   The next day our task is relatively simple, set up some traps for lightning elementals. This will give me a good opportunity to see the landscape surrounding our camp, as well as see how my companions handle themselves. We may need to fight again, and last night's dog hunt left much to be desired from some of them.   For our afternoon, Rex volunteers us for foraging duty. Normally I would have people to do this for me, but that life is over. While foraging, Verna and I find some evidvence of fae, and decide to leave a gift for them - I leave some of the berries I foraged and she left some bread. It is important to have forest friends, you never know when they could come in handy. Regarding the bread, I thought I had noticed her eat her ration, but I must have been mistaken. I'll have to be more vigilant to pay attention to the details.   Once we are back at camp, there is some commotion regarding a youngling myconoid. It's spring - young belong with their mothers! Why is it here? My crew takes it to the edge of camp while we await it's parents arrival. We attempt to peacefully resolve the return of the child, but Rex is far too panicky regarding non-human life and decides to try to fight, unsuccessfully shooting at them for the most part. He could be a problem. The only thing worse than a soldier who doesn't know when to shoot and when to hold is one with bad aim. Ah I'm not among soldiers anymore...   Rex runs away after the adult gets too close, and the rest of us mange to patch up the mushroom from the little bit of damage it suffered. Hopefully relations are now mended - their communication methods could be of great use and I would hate to lose the potential ally.  

Session 2 - 10/8/22

We awake to a rainy day, and are given the day off. Odd since it seems like we just got here, but tomorrow is a festival and there must be preparations to complete for it. Verna and I go to see if our fae friends enjoyed their berries and bread. It appears they did! They took our gifts and left us mushrooms in return. Verna ate one immediately and then ran incredibly fast for her size to check on one of the traps we set. Apparently there is a problem with one, and we immediately report in.   Zelcer is not happy. Fortunately as the self-appointed bodyguard, ensuring the trap was functional was not my responsibility. Still, I empathize with Zelcer and his frustration with untrained underlings. It may have been beneficial for him to have appointed someone who had experience setting traps up to accompany us. Quality control is important. We check the other locations and they seem intact after some minor adjustments.   Festival day begins with people screaming about a horse gone missing and some carnage in the stables. We go to investigate, and manage to track the culprits down. A flock of flumphs. We make short work of them and I get to use my javelins for the first time in too long. It felt good again. Protecting our camp. Avenging the horse. Vengeance felt good. Ah who am I kidding...it wasn't even my horse. I couldn't protect what mattered and my home, it's still... still gone.   Ah maybe the festival will cheer me up. Those of us who were clean, return to camp and it turns out that the festival is just a front to track down changlings and the poacher is there. The poor beings, cursed with an unfortunate skill that governments pay well for during war times, but will also try to eradicate during times of "peace." Such a facade, quite literally.   Peace is a lie. There is only passion. Through passion I gain strength. Through strength I gain power. Through power my chains are broken. If I was more powerful I could have saved my people...but I...Doesn't seem like this festival really helped much.   Later we return to that failed trap, and Zelcer has most of the workforce trying to resolve that situation. Brute strength will only get you so far, and most of these workers are just that, brutes. Wannuc notices something in the woods and begins to head off, and most of us accompany him to investigate.   It's a youngling faerie dragon! His name is Sparkles. I can't believe my ears, it has been too long since I've used my mother tongue. He and his fairy friends graciously thank us for our gifts. I can't help myself and give him a mini lecture on proper nutrition for dragonkind - that Verna is going to spoil Sparkles dinner if she's not careful! A dragon his size shouldn't have too many sweet rolls. After a wonderful conversation he recommends that we find his father to get assistance with the failed electric elemental trap. He also requests that we return a staff to a dryad friend of his if we come across her in our journey. As a parting gift he presents a fish with a unique ability to produce edible berries. Maybe his nutritional needs will be all right after all.   We inform Zelcer that we must go to Woodhelm to find out how to solve the problem of the elemental. It takes a little convincing, but he allows us to take a few days to accomplish this. We retrieve Rex, who had stayed behind during our fae encounter, and make preparations to depart the next morning.   Prior to departing, Rex converses with the vile orc poacher/changling hunter. I was already untrusting of Rex, but this complicates things. Is Rex helping the poacher? Or is he really just clueless about evil in this land? Anyway, it is time to go and our caravan departs.     Along the journey we come across some merchants being ambushed by frogkind. I immediately spring to action and rush to help. To my dismay, none of the other carts in our caravan stop. And the swamp slows my advance. Verna and Wabnuc try to help from range. De Sir E attempts a flanking maneuver. Rex still can't hit anything other than the broadside of a tree - and that's after spending half a day practicing his aim! I can't advance quickly enough. My javelin takes care of one of them. Another hardens his skin in response. I approach and slice one, who excretes a toxin. A merchant dies. A merchant dies... I am not quick enough. It's happening again. I can't protect them all. I must become stronger.   We rout the enemy, but some escape. One traps me in unnatural thorny vines. I can do nothing but watch him escape as I tend my wounds until his spell dissipates. The injustice of this situation - the senseless ambush, the other in our caravan ignoring the call for help, the inadequacies of my companions - no, not them - the inadequacies of myself, this is all too much. I am the one who must protect the weak, but I failed. Before I give in to despair, I feel a power welling up inside me. Next time I will be ready.   ---------------- Gained 1 magic mushroom   Achieved level 2. HP raised from 11 to 18. Learned all Paladin 1st level spells. Learned Divine Smite. AC raised from 18 to 19. Can have five 1st level spells prepared, changeable at long rest. Two 1st level spell slots per long rest.

Comments

Please Login in order to comment!