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AtG Howling Crag (5e PBP) IC
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9605284" data-attributes="member: 15882"><p>[SPOILER="Donnell - Mini-sheet"]</p><table style='width: 100%'><tr><td><span style="font-size: 9px"><a href="https://www.dndbeyond.com/characters/136133552" target="_blank">Donnel</a><br /> <strong>Race: </strong>Human<br /> <strong>HP: </strong>86/86 <strong>91/91<br /> AC: </strong>18/20(with shield)</span></td><td><span style="font-size: 9px"><strong><u>Buffs:</u></strong><br /> 15/15 Temp Hit Points<br /> <strong>+5HP (aid) 8/8hrs</strong><br /> Soul's help 1/1 1d8</span></td><td><strong><span style="font-size: 9px"><strong>Spell Save DC:</strong> 15/+7 </span></strong><br /> <span style="font-size: 9px"><strong>Spell Slots:<br /> <span style="font-size: 9px">1st[ ] [ ] [ ] [ ] <br /> <strong>2nd [X] [] </strong></span></strong></span></td></tr><tr><td><span style="font-size: 9px"><strong>Channel Divinity:</strong> 2/2</span></td><td><span style="font-size: 9px"><strong>Lay on Hands: </strong>30/30</span></td><td><strong><span style="font-size: 9px"><strong> Arnythyn: HP: 25/25</strong></span></strong></td></tr><tr><td>[SPOILER="Stats(saves)"]<br /> <span style="font-size: 9px"><strong>STR: </strong>13+1(+4)<br /> <strong>DEX:</strong> 16+3<strong>(+10)<br /> CON: </strong>14+2(+5)<br /> <strong>INT: </strong>10+0(<strong>+7)<br /> WIS: </strong>12+1(+4)<br /> <strong>CHA:</strong>16 +3(+6)<br /> *saves include aura</span>[/SPOILER]</td><td><span style="font-size: 9px">[SPOILER="Skills"]<br /> <strong>Athletics+5<br /> History:</strong> 4<br /> <strong>Insight: 5<br /> Intimidate: 7<br /> Investigate: 4<br /> Perception: 5<br /> Persuasion 11 <br /> Religion: 4<br /> Stealth: 11<br /> Survival: 5</strong>[/SPOILER]</span></td><td>[spoiler=Spells]<br /> <span style="font-size: 10px"><strong>Daily:</strong></span><br /> <span style="font-size: 9px"><strong><span style="font-size: 9px"><strong>Divine Smite</strong></span></strong><span style="font-size: 9px"> 1/1<br /> <strong>Find Steed: </strong>1/1</span></span><br /> <strong><u><span style="font-size: 10px">Memorized spells</span></u></strong><br /> <span style="font-size: 9px"><strong>1st</strong> : Shield of Faith*, Prot. frm Evil*<br /> Cure wounds, Bless, Divine Favor, Divine Smite<br /> Heroism<br /> <strong>2nd:</strong> Aid*, Zone of Truth*, <br /> Protection from Poison, Shining Smite</span><br /> [/spoiler]</td></tr></table><p>[/SPOILER]</p><p>[HR][/HR]</p><p>When he was first appointed as a scout at the age of twelve, his objectives were straight forward: move into places quietly, glean what you could, then report back. Being so young, allowed him some latitude to be 'in plain sight' which allowed his team flexibility.</p><p></p><p>When he was older, he used this experience to think outside the box. He had never been a leader and had always listened closely, looked for a creative solution and then offered it. Since he'd been knighted, he'd been taught to be more assertive, learned the ways of court and the proper way of speaking. It took much of his energy since it wasn't in his nature to lead this way and allowed him very little left to just 'listen and think'.</p><p></p><p>Having the Colonel take the lead in the negotiations gave him time to formulate a plan. He knew some of what everyone was capable of and, now, he thought of a way to leverage their talents.</p><p></p><p> To the others, he speaks telepathically:</p><p></p><p><em><strong>Have them send the emissary out, along with a small delegation. We will convince them to meet us out here to parlay. Ideally, we use diplomacy to come out to meet us but, if we need, by magic.</strong></em></p><p></p><p><strong><em>Laearthar is on our side or is, at least concerned about his Thane. We must convince him to link with us telepathically so that he can tell us what is happening. Whether or not he tells us anything, we can send him back with a message and we can acquire a physical link to <strong>scry</strong> him when he passes the message to the Thane. This will give us the layout of the throne room and his guards and might allow us to overhear some of what might be going on - and might give us a glimpse of his mysterious 'advisor'. With him inside, telepathically linked, we can use him as an asset.</em></strong></p><p></p><p><em><strong><em>Once the delegation is outside the gates and we parlay, we can use Suggestion, if we must, to turn the entire group to our side.</em></strong></em></p><p><em><strong><em></em></strong></em></p><p><em><strong><em>We will have more intelligence and have a greater advantage when we sneak it.</em></strong></em></p><p></p><p>[OOC]I think we can use diplomacy to convince Laearthar to help us or, to at least come out. Looks like we are all Charisma characters with Persuasion. Donnell has a persuasion of +11[/ooc]</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9605284, member: 15882"] [SPOILER="Donnell - Mini-sheet"] [TABLE width="100%"] [TR] [td][SIZE=1][URL='https://www.dndbeyond.com/characters/136133552']Donnel[/URL] [B]Race: [/B]Human [B]HP: [/B]86/86 [B]91/91 AC: [/B]18/20(with shield)[/SIZE][/td][td][SIZE=1][B][U]Buffs:[/U][/B] 15/15 Temp Hit Points [B]+5HP (aid) 8/8hrs[/B] Soul's help 1/1 1d8[/SIZE][/td][td][B][SIZE=1][B]Spell Save DC:[/B] 15/+7 [/SIZE][/B] [SIZE=1][B]Spell Slots: [SIZE=1]1st[ ] [ ] [ ] [ ] [B]2nd [X] [] [/B][/SIZE][/B][/SIZE][/td] [/TR] [TR] [td][SIZE=1][B]Channel Divinity:[/B] 2/2[/SIZE][/td][td][SIZE=1][B]Lay on Hands: [/B]30/30[/SIZE][/td][td][B][SIZE=1][B] Arnythyn: HP: 25/25[/B][/SIZE][/B][/td] [/TR] [TR] [td][SPOILER="Stats(saves)"] [SIZE=1][B]STR: [/B]13+1(+4) [B]DEX:[/B] 16+3[B](+10) CON: [/B]14+2(+5) [B]INT: [/B]10+0([B]+7) WIS: [/B]12+1(+4) [B]CHA:[/B]16 +3(+6) *saves include aura[/SIZE][/SPOILER][/td][td][SIZE=1][SPOILER="Skills"] [B]Athletics+5 History:[/B] 4 [B]Insight: 5 Intimidate: 7 Investigate: 4 Perception: 5 Persuasion 11 Religion: 4 Stealth: 11 Survival: 5[/B][/SPOILER][/SIZE][/td][td][spoiler=Spells] [SIZE=2][B]Daily:[/B][/SIZE] [SIZE=1][B][SIZE=1][B]Divine Smite[/B][/SIZE][/B][SIZE=1] 1/1 [B]Find Steed: [/B]1/1[/SIZE][/SIZE] [B][U][SIZE=2]Memorized spells[/SIZE][/U][/B] [SIZE=1][B]1st[/B] : Shield of Faith*, Prot. frm Evil* Cure wounds, Bless, Divine Favor, Divine Smite Heroism [B]2nd:[/B] Aid*, Zone of Truth*, Protection from Poison, Shining Smite[/SIZE] [/spoiler][/td] [/TR] [/TABLE] [/SPOILER] [HR][/HR] When he was first appointed as a scout at the age of twelve, his objectives were straight forward: move into places quietly, glean what you could, then report back. Being so young, allowed him some latitude to be 'in plain sight' which allowed his team flexibility. When he was older, he used this experience to think outside the box. He had never been a leader and had always listened closely, looked for a creative solution and then offered it. Since he'd been knighted, he'd been taught to be more assertive, learned the ways of court and the proper way of speaking. It took much of his energy since it wasn't in his nature to lead this way and allowed him very little left to just 'listen and think'. Having the Colonel take the lead in the negotiations gave him time to formulate a plan. He knew some of what everyone was capable of and, now, he thought of a way to leverage their talents. To the others, he speaks telepathically: [I][B]Have them send the emissary out, along with a small delegation. We will convince them to meet us out here to parlay. Ideally, we use diplomacy to come out to meet us but, if we need, by magic.[/B][/I] [B][I]Laearthar is on our side or is, at least concerned about his Thane. We must convince him to link with us telepathically so that he can tell us what is happening. Whether or not he tells us anything, we can send him back with a message and we can acquire a physical link to [B]scry[/B] him when he passes the message to the Thane. This will give us the layout of the throne room and his guards and might allow us to overhear some of what might be going on - and might give us a glimpse of his mysterious 'advisor'. With him inside, telepathically linked, we can use him as an asset.[/I][/B] [I][B][I]Once the delegation is outside the gates and we parlay, we can use Suggestion, if we must, to turn the entire group to our side. We will have more intelligence and have a greater advantage when we sneak it.[/I][/B][/I] [OOC]I think we can use diplomacy to convince Laearthar to help us or, to at least come out. Looks like we are all Charisma characters with Persuasion. Donnell has a persuasion of +11[/ooc] [/QUOTE]
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