(IC) 2: Search for the Seals
I pull myself up into Harmony's saddle, ready my shield and splash myself with Holy Water before drawing a stylized heart on my breast plate with the moisture. Come on dear one, we have work to do. Humming an upbeat hymn we start towards the inside of the keep.
Summary
Giltris equips her shield and casts Protection from Good and Evil, targeting Giltris and Harmony (applies to Harmony due to the effects of Find Steed - see below).
Both Giltris and Harmony take the Dodge action.
Advance through the gate into the courtyard (?) while keeping an eye open for traps, especially any hidden pits, until I can see what is inside.
Perception: 16 with disadvantage due to dim light otherwise 16.
Dodge
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
Protection from Evil and Good
1st Level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Find Steed
2nd Level Conjuration
Casting Time: 10 minutes
Range/Area: 30 ft
Components: V, S
Duration: Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
This message was last edited by the player at 01:58, Fri 18 Mar 2022.