In his youth, Huetchun Balak found an abandoned
dwarf mine where he dug up silver and gold. He paid workers to secretly dig out stairs
on either side of the river's 30' cliffs so he could ford the river at the base of the stairs. Succesful
mining made him richer and he built the great bridge. A mere 100' down stream of the bridge
he built a dock that, with careful planting and pruning of white alder and weeping willow trees, in a mere 8 years
was completely hidden by the trees, with a neat little tunnel of branches that gave access to small boats.
When the wizard Cabel visited, one of the great hallways was hidden with clever secret doors.
He dug and expanded the rooms, and used simple tricks to hide a room on his own. When Heutchun Balak
found his own town of One Gap being run by no good ruffians, he began to stock pile weapons, food, and arms.
He had gathered quite a hoard when he was secretly observed by a Knight. The Knight did
not betray his secret right away but harbored the information to himself.
Not long after, in a drunken stupor at a local tavern, the Knight betrayed his secret to Rowan Farsii,
and Rowan made plans to rob Balak right away. Huetchun Balak wanted to stir up a rebellion in his home
town of One Gap. He wanted to free his people from the rule of those terrible ruffians and bandits.
Because of Roman Farsii and the Melsahog, he never got the chance.
1 | |||||||||||||||||||||||||||||
2 | |||||||||||||||||||||||||||||
a. | 3 | b. | |||||||||||||||||||||||||||
4 | |||||||||||||||||||||||||||||
5 | |||||||||||||||||||||||||||||
The rat has advantage on Wisdom (Perception) checks that rely on smell.
The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5' of the creature and the ally isn't incapacitated.
The acolyte is a 1st level spellcaster. Its spellcasting ability is Wisdom (spell safe DC12, +4 to hit with spell attacks). The alcolyte has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless cure wounds, sanctuary
The Melsahog is immune to any spell or effect that would alter its form so long as it is inside the circle of figurines.
The Melsahog has advantage on saving throws against spells and other magical effects so long as it is inside the circle of figurines.
The Melsahog's weapon attacks are magical so long as it is inside the circle of figurines.