~ Combat. Not exactly the first thing Faindil wanted to be doing, but somebody was in trouble, and that demanded action. As the wand burst and the sound of something heavy hitting the floor came from inside the barn, the Drow gave the mage a nod of respect for his prowess, swiftly moving away from the party to the other side of the double doors that lead in. His plan was to avoid a direct confrontation, if at all possible, and considering they had struck unseen, that might benefit such an attempt. If not, his voice would certainly draw the focus away from his new companions.
" We've you outnumbered and surrounded," Faindil called out, the fire of Kalethee heard in his voice, " It would be foolish to throw away your lives. Drop your weapons and come outside, and you will live through this night."
He clutched the gnarled, burnt wood of his quarterstaff, the glorified stick touched with whorls that seemed to glow like embers with every syllable Faindil spoke. The Drow felt the magic welling up inside him, but The Eternal Flame was not to be invoked lightly in battle: fire had a tendency to consume all in its path. ~
[sblock=Turn]Move: To the opposite side of the double doors from the party.
Action: Persuasion Check to get the Half-Orc and Thug to Surrender [roll0][/sblock]
[sblock=Faindil's Stats]Character Sheet
Undying Light Warlock, Level 1
HP: 9/9
Condition: Normal
Initiative: +3
Perception: +1
Darkvision: 60 feet
In Hand: Quarterstaff
[sblock=Defenses]AC: 14
Str:+0
Dex:+3
Con:+1
Int:+1
Wis:+3
Cha:+5[/sblock]
[sblock=Offenses]Sacred Flame: DC 13 Dex Save 1d8+3 Radiant
Dagger: +5 1d4+3 P
Quarterstaff (2-Hands): +3 1d8+1 B
Light Crossbow: +5 1d8+3 P[/sblock]
[sblock=Proficient Skills]History: +2
Insight: +3
Persuasion: +5
Religion: +2[/sblock]
[sblock=Spells]Cantrips: Unlimited
Dancing Lights
Light
Sacred Flame
Mage Hand
Prestidigitation
Level 1: 1/Short Rest
Burning Hands
Hellish Rebuke[/sblock]
[sblock=Adventure Notes]Transactions:
Total Accumulated Coin: 15 GP
Expenditures:
-1 GP to the Barmaid of Ivenho
Current Coin: 14 GP
Game Info:
It will take a day to travel through the "Shortcut" to Durran Mill, our destination.
A group called "The Royal Guard" controls the path, with palisade checkpoints.
A Demonic General was slain to the North, in an area now known as "The Scorched Grove".
- "There where seven demonic generals each embodying the worse aspects of mankind, they served under something so dark and alien no sentient race could fathom it" [/sblock][/sblock]
" We've you outnumbered and surrounded," Faindil called out, the fire of Kalethee heard in his voice, " It would be foolish to throw away your lives. Drop your weapons and come outside, and you will live through this night."
He clutched the gnarled, burnt wood of his quarterstaff, the glorified stick touched with whorls that seemed to glow like embers with every syllable Faindil spoke. The Drow felt the magic welling up inside him, but The Eternal Flame was not to be invoked lightly in battle: fire had a tendency to consume all in its path. ~
[sblock=Turn]Move: To the opposite side of the double doors from the party.
Action: Persuasion Check to get the Half-Orc and Thug to Surrender [roll0][/sblock]
[sblock=Faindil's Stats]Character Sheet
Undying Light Warlock, Level 1
HP: 9/9
Condition: Normal
Initiative: +3
Perception: +1
Darkvision: 60 feet
In Hand: Quarterstaff
[sblock=Defenses]AC: 14
Str:+0
Dex:+3
Con:+1
Int:+1
Wis:+3
Cha:+5[/sblock]
[sblock=Offenses]Sacred Flame: DC 13 Dex Save 1d8+3 Radiant
Dagger: +5 1d4+3 P
Quarterstaff (2-Hands): +3 1d8+1 B
Light Crossbow: +5 1d8+3 P[/sblock]
[sblock=Proficient Skills]History: +2
Insight: +3
Persuasion: +5
Religion: +2[/sblock]
[sblock=Spells]Cantrips: Unlimited
Dancing Lights
Light
Sacred Flame
Mage Hand
Prestidigitation
Level 1: 1/Short Rest
Burning Hands
Hellish Rebuke[/sblock]
[sblock=Adventure Notes]Transactions:
Total Accumulated Coin: 15 GP
Expenditures:
-1 GP to the Barmaid of Ivenho
Current Coin: 14 GP
Game Info:
It will take a day to travel through the "Shortcut" to Durran Mill, our destination.
A group called "The Royal Guard" controls the path, with palisade checkpoints.
A Demonic General was slain to the North, in an area now known as "The Scorched Grove".
- "There where seven demonic generals each embodying the worse aspects of mankind, they served under something so dark and alien no sentient race could fathom it" [/sblock][/sblock]