Tell her our name and that we're here to rescue someone from some ruffians and that we kicked this door thinking it was the entrance door.
+1 to above. I hope we're not going murderhobo as is common for this particular RPG.
"Zeshush... Malerf, Mick Person? Well, there's no accounting for the sins of the parents, eh? Mine named me Shakti, can you even imagine? In this day and age? Anyway, you were looking for the common entrance. That's the right one, I mean the one on the right, if you're facing this place from the road, which you would be, if you were looking to come in. Bloody Castamiran regulations make all these new buildings look the same inside and out, there's no heart in an inn any more, you know? Anyway, Mr. No-Sense-of-Direction, I don't know anything about no rescue operation, but the ruffians you're
probably looking for were making a whole lot of noise in the common room up 'til a few minutes ago, when they all went quiet. Although, I suppose any of my usual guests could be the sort of ruffian some burly bard would kick down the door to find. Check the common room, anyway; you can head down the main hallway from here to reach it, or head around the front from outside and kick in that door. Oh wait, here, take this too." She tosses you a keyring, heavy with a couple of dozen keys. "Should get you into any of the guest rooms, in case your 'ruffians' have holed up in one of them. Do me a favour and use that instead of breaking the door. I'll want that back, though, alright?"
Added Second Harvest keyring to inventory.
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 3/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.