Jump to content
Sheet Folders in Testing ×

About This Game

You are about to embark on a great adventure that pits heroes against giants bent on reshaping the world. Storm King’s Thunder is a Dungeons & Dragons adventure for four to six player characters. You will start the adventure with a 1st-level character. The character should reach at least 11th level by the adventure’s conclusion. Because giants figure prominently in the story, at least one character should be able to speak and understand the Giant language. The adventure takes place in the Forgotten Realms, specifically in a region known as the Savage Frontier, in the northwest corner of the continent of Faerûn.

Game System

D&D 5e

Advertising

04/06/2024

Detailed Description

Rin’s Storm King’s Thunder

What to Expect

Adventure Synopsis, p. 16

   Storm King’s Thunder is not a “ticking clock” adventure, meaning that the characters are under no pressure to end the giant threat quickly. The plots of the giant lords take months to unfold, giving the characters time to explore the North, travel from place to place, and entertain distractions.

   Some players might feel a sense of urgency and stick to the main story line as much as possible, missing out on many elements of the adventure. Others might be willing to follow loose threads and stray from the main story, hoping to take the adventure in interesting new directions. The adventure allows for a fair amount of wandering.

   If I begin to think the party has wandered too far away from the main plot, Harshnag will help steer you all back to the main story. Faction members can also re-instill a sense of growing urgency and point you all in the right direction.

Combat

   In order to facilitate the speed of the game, I offload a lot traditional DM responsibilities on to you. I will post the statblocks of whatever your fighting along with their hit points. You will be expected to roll the enemies’ saves against your spells, and you’ll know instantly if your attacks have killed them.

Maps

   I post battle maps. You will be expected to give me your location in your post as a Letter-Number coordinate: e.g., M23, Z6, A15, etc., unless you didn’t move, in which case, an em-dash (—) is fine. Diagonal movement is 1-2-1.

Deadly Encounters

p16

   Many of the encounters in this adventure are deadly by design. They test the players’ ability to make smart, informed decisions under pressure. A deadly encounter might be the only encounter the characters have on a given day (and assumes the party is at full strength), or it might be so overwhelming that the characters are expected to avoid combat at all costs.

   One of the reasons that I want big parties, allow characters to roll stats, and have extra feats is that I also like to throw more stuff at them. The less I have to worry about a TPK, the more fun we can all have, and the less work I have to do carefully balancing encounters.

Introduction

   You are about to embark on a great adventure that pits heroes against giants bent on reshaping the world. Storm King’s Thunder is a Dungeons & Dragons adventure for four to six player characters. You will start the adventure with a 1st-level character. The characters should reach at least 11th level by the adventure’s conclusion. Because giants figure prominently in the story, at least one character should be able to speak and understand the Giant language.

   The adventure takes place in the Forgotten Realms, specifically in a region known as the Savage Frontier, in the northwest corner of the continent of Faerûn.

Adventure Background

   The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.

image.png.99286487798b95644c7a081a11516d2c.png
Giant Runes

   Evil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before—and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.

What’s Happened so far?
  • Dragons of Stormwreck Isle (1481 DR)
  • Out of the Abyss (1485 DR or later)
  • Tyranny of Dragons (Hoard of the Dragon Queen and Rise of Tiamat) (1489 DR)
  • Icewind Dale: Rime of the Frostmaiden (Winter, 1489 DR)
  • Storm King’s Thunder (Begins in 1490 DR)

   Your character is free to mention any of the events in the adventures listed above that happened before Storm King’s Thunder begins. Obviously, because you’re a 1st-level character, you should not have participated in those events! However, there’s no reason your character wasn’t personally or tangentially affected by them.

Tendays and the Roll of Years

   In the Forgotten Realms setting, a week is ten days long and is referred to as a tenday. There are three tendays per month, and twelve months in a year. For more information on the calendar of the Forgotten Realms, see “The Calendar of Harptos” sidebar in chapter 1 of the Dungeon Master’s Guide.

   1485 DR is “the Year of the Iron Dwarf’s Vengeance”, during which a horde of orcs waged war on the North before being driven back into the mountains. This conflict is referred to in this adventure as “the War of the Silver Marches”. The years that follow the Year of the Iron Dwarf’s Vengeance have similarly colorful names:

1486 DR, the Year of the Nether Mountain Scrolls

1487 DR, the Year of the Rune Lords Triumphant

1488 DR, the Year of Dwarvenkind Reborn

1489 DR, the Year of the Warrior Princess

1490 DR, the Year of the Star Walker’s Return

1491 DR, the Year of the Scarlet Witch

1492 DR, the Year of Three Ships Sailing

1493 DR, the Year of the Purple Dragons

The Calendar of Harptos

   The world of the Forgotten Realms uses the Calendar of Harptos, named after the long-dead wizard who invented it. Each year of 365 days is divided into twelve months of thirty days each, which roughly correspond to months in the real-world Gregorian calendar. Each month is divided into three tendays. Five special holidays fall between the months and mark the seasons. Another special holiday, Shieldmeet, is inserted into the calendar after Midsummer every four years, much like leap years in the modern Gregorian calendar.

Month Name Common Name
1 Hammer Deepwinter
  Annual holiday: Midwinter  
2 Alturiak The Claw of Winter
3 Ches The Claw of the Sunsets
4 Tarsakh The Claw of the Storms
  Annual holiday: Greengrass  
5 Mirtul The Melting
6 Kythorn The Time of Flowers
7 Flamerule Summertide
  Annual holiday: Midsummer  
  Quadrennial holiday: Shieldmeet  
8 Eleasias Highsun
9 Eleint The Fading
  Annual holiday: Highharvesttide  
10 Marpenoth Leaffall
11 Uktar The Rotting
  Annual holiday: The Feast of the Moon  
12 Nightal The Drawing Down

The Ordning

   Giant society (such as it is) is defined in large part by the ordning, a caste system imposed upon the giants by their gods, chief among them Annam the All-Father. The ordning determines where a giant stands among his or her ilk. Traditionally, storm giants have stood at the top of the ordning. Tall and powerful, they struggle to keep the weaker races of giants from despoiling the realms of small folk and sparking conflict. The greatest storm giants are powerful seers, skilled at identifying and interpreting cosmic signs and divine omens. The aloof and aristocratic cloud giants, one step below the storm giants, rarely condescend to deal with lesser giants or small folk. Extravagance defines their culture and their place in the ordning. Below them are the tyrannical, warmongering fire giants and the merciless, predatory frost giants. Fire giants rank themselves by their forging skill, whereas frost giants rank themselves by their martial prowess. Near the bottom of the ordning are the xenophobic stone giants, who mostly live underground and regard the surface world as a realm of dreams. How well they sculpt stone determines their place among their peers. The lowest and smallest of the true giants are the hill giants, as gluttonous as they are loathsome. Hill giants are dullards who live in fear of their more powerful giant cousins. In hill giant society, the biggest rule.

 

image.png.209a9cb86ee57788252f1b3f626c7884.png
From Left to Right: King Hekaton, Queen Neri, Mirran, Nym, and Serissa

   Dragons are the ancient enemies of giants. Thousands of years ago, the last great empire of giants—Ostoria—fell after a long and brutal conflict with dragons. Little of Ostoria remains in what is now called the Savage Frontier. The civilizations of small folk have taken over the land once ruled by giants. Although evil giants make occasional forays into territory settled by small folk, their ambitions have long been curtailed by their lack of cohesion and the imposition of good-aligned storm giants and cloud giants whose memories of ancient, glorious Ostoria have faded over time.

   The recent efforts by dragons to bring Tiamat into the world (as told in the adventures Hoard of the Dragon Queen and The Rise of Tiamat) and the attempts by small folk to thwart them so upset the giant gods that Annam the All-Father shattered the ordning between the giants to break his “children” out of their complacency, pitting the six giant types against one another while keeping some semblance of order within each type. In so doing, Annam has spurred cloud, fire, frost, stone, and hill giants to challenge the established hierarchy and reforge their destiny. All the giants sensed the upheaval instantly, and now the giant types fiercely compete against one another, striving to create a new ordning through their deeds and accomplishments. These giants’ calamitous endeavors have not only put the settlements of humans and other small folk in jeopardy but also attracted the attention of the giants’ ancient enemies—the dragons—who will not abide the rise of another giant empire.

   Small folk can only speculate as to the cause of the giants’ unrest. It remains to be seen whether the old ordning between the giant types will be restored, or whether a new hierarchy will replace the old one, knocking the storm giants from their lofty perch.

image.png.a3720a8141da9ac4f4be035ea8b7267b.png
From Left to Right: Iymrith, Chief Guh, and Thane Kayalithica

Factions in the North

   The giants’ plots have far-reaching consequences for the Savage Frontier and the peoples who live there. Giant castles in the clouds have been seen drifting overhead, casting ominous shadows on the settlements of the North. Caravans and farmsteads have come under attack. Frost giant longships have begun terrorizing the Sword Coast. Various organizations throughout the North are justly concerned, and some have important roles to play in events yet to unfold.

The Emerald Enclave

Emerald Enclave   The Emerald Enclave is a group of wilderness survivalists who preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying each other, and they help others survive the natural perils of the Savage Frontier.

   As sightings of giants become more common, members of the Emerald Enclave begin to realize something is afoot. Hill giants laying waste to vast tracts of forest, stone giants leveling homesteads, frost giants endangering mountain passes, and fire giants rounding up slaves and putting grasslands and forests to the torch are enough to invoke the enclave’s wrath.

Goals

  • Restore and preserve the natural order.
  • Destroy all that is unnatural.
  • Keep the elemental forces of the world in check.
  • Keep civilization and the wilderness from destroying each other.

Beliefs

  • The natural order must be respected and preserved.
  • Forces that upset the natural order must be destroyed.
  • Civilization and the wilderness must learn to coexist peacefully.

Member Traits

   Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.

Ranks

  • Springwarden (rank 1)
  • Summerstrider (rank 2)
  • Autumnreaver (rank 3)
  • Winstalker (rank 4)
  • Master of the Wild (rank 5)

The Harpers

The Harpers   The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerûn, discern the political dynamics within each region, and help the weak, the poor, and the oppressed, acting openly only as a last resort.

   The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the North. The Harpers don’t know why the giants are becoming so active all at once, or what their ultimate goals are. As yet, no major towns or cities have come under attack, although the Harpers expect that situation to change. Harpers are eager to recruit adventurers to help them combat the giant threat.

Goals

  • Gather information throughout Faerûn.
  • Promote fairness and equality by covert means.
  • Thwart tyrants and leaders, governments, and organizations that grow too powerful.
  • Aid the weak, poor and oppressed.

Beliefs

  • One can never have too much information or arcane knowledge.
  • Too much power leads to corruption. The abuse of magic must be closely monitored.
  • No one should be powerless.

Member Traits

   Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions.

Ranks

  • Watcher (rank 1)
  • Harpshadow (rank 2)
  • Brightcandle (rank 3)
  • Wise Owl (rank 4)
  • High Harper (rank 5)

The Lords’ Alliance

The Lords’ Alliance   Various settlements of the North have banded together to form the Lords’ Alliance, a shaky coalition that proactively eliminates threats to their mutual safety and prosperity. Alliance leaders are often contentious, while their operatives seek honor and glory for themselves and their respective lords. Key representatives of the Lords’ Alliance include the canny Lord Dagult Neverember of Neverwinter, the resplendent Lady Laeral Silverhand of Waterdeep, the grave Lord Taern Hornblade of Silverymoon, and the willful Queen Dagnabbet of Mithral Hall.

   With the aid of adventurers, the Lords’ Alliance thwarted Tiamat and her dragons. Alliance members aren’t about to let giants run roughshod over their settlements and plunder their farmsteads. Alliance members call on adventurers of every stripe to attack and kill giants on sight, promising rewards of 200 to 500 gold pieces for each giant head brought to their gates.

   Rumors that the Lords’ Alliance was behind King Hekaton’s disappearance have not yet reached the alliance leaders. Were the alliance to learn of these rumors, its leaders would quietly investigate the veracity of the claims while publicly dismissing them.

Goals

  • Ensure the safety and prosperity of cities and other settlements of Faerûn.
  • Maintain a strong coalition against the forces of disorder.
  • Proactively eliminate threats to the established powers.
  • Bring honor and glory to one’s leaders and one’s homeland.

Beliefs

  • If civilization is to survive, all must unite against the dark forces that threaten it.
  • Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.
  • Don’t wait for the enemy to come to you. The best defense is a strong offense.

Member Traits

   To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.

Ranks

  • Cloak (rank 1)
  • Redknife (rank 2)
  • Stingblade (rank 3)
  • Warduke (rank 4)
  • Lioncrown (rank 5)

The Order of the Gauntlet

The Order of the Gauntlet   Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith, their hearts, and their weapons to bear against villainy.

   Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs, and aiding in the defense of settlements.

Goals

  • Be armed and vigilant against evil.
  • Identify evil threats such as secretive power groups and inherently evil creatures.
  • Enforce justice.
  • Enact retribution against evil actions—do not strike preemptively.

Beliefs

  • Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self.
  • Battling evil is an extraordinary task that requires extraordinary strength and bravery.
  • Punishing an evil act is just. Punishing an evil thought is not.

Member Traits

   The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.

Ranks

  • Chevall (rank 1)
  • Marcheon (rank 2)
  • Whitehawk (rank 3)
  • Vindicator (rank 4)
  • Righteous Hand (rank 5)

The Zhentarim (Characters may not be members of the Zhentarim)

The Zhentarim   The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North. Its members crave wealth and personal power, though the public face of the organization appears much more benign, offering the best mercenaries money can buy. Adventurers allied with the Zhentarim are free to profit as they see fit, either by helping or hindering the giants.

   The Black Network has spies and operatives in every major northern settlement, and it doesn’t wish to see its footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to understand the giants’ motivations. The leaders of the Black Network are open to the possibility of establishing trade relations with the giants or bribing them, if necessary, to ensure their own continued wealth and prosperity. At the same time, the Zhentarim profits by selling the services of mercenaries to those who can’t defend themselves.

 

Goals

  • Amass wealth.
  • Look for opportunities to seize power.
  • Gain influence over important people and organizations.
  • Dominate Faerûn.

Beliefs

  • The Zhentarim is your family. You watch out for it, and it watches out for you.
  • You are the master of your own destiny. Never be less than what you deserve to be.
  • Everything—and everyone—has a price.

Member Traits

   A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.

Ranks

  • Fang (rank 1)
  • Wolf (rank 2)
  • Viper (rank 3)
  • Ardragon (rank 4)
  • Dread Lord (rank 5)

 

image.png.4cc8bfae4a6fcce7c2c6a3fc43c01fcd.png
From Left to Right: Jarl Storvald, Duke Zalto, and Countess Sansuri


Available Source Books

   You may use any most lineage, backgrounds, and class features from the following books:

  • Core: Player’s Handbook
  • Core: Monster Manual
  • Core: Dungeon Master’s Guide
  • Supplement: Xanathar’s Guide to Everything
  • Supplement: Tasha’s Cauldron of Everything
  • Supplement: Fizban’s Treasury of Dragons
  • Supplement: Mordenkainen Presents: Monsters of the Multiverse
  • Supplement: Bigby Presents: Glory of the Giants
  • Setting: Sword Coast Adventurer’s Guide
  • Special: Because I really like the Investigator background and the Rogue Inquisitor subclass, those are both available from Van Richten’s Guide to Ravenloft, even though none of the other options are.

   If an option occurs in more than one book, you must use the most recently published book. For example, both SCAG and MPMM list the Genasi lineages. You must use the MPMM version.

  1. What's new in this game
  2. Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . Ezra takes note of the arrow that strikes Omar and Thorodin, as she moves up between the two dead Worg's. Omar's question Ezra felt was quite simple. "Slaughter them back." She says as she fades from Omar's sight appearing further ahead in puff of dark mist. Ezra points her finger at the goblin and sites her prayer only for it to seem not to effect the goblin before her. Pity. Though the result of moving forward is still of use. I'm better suited to catch arrows then poor Omar in his robes. She thought to herself. The goblins themselves should be spoiled for choice. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: From Z 16 to Z 22. Action: Cast Toll of the Dead, on Goblin 2, Passed wisdom save with 17. No damage. Move Action: From Y, 10, to Z, 16 Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day.
  3. Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Searing pain in his middle causes Omar to bend double. He thought he had known pain before. He had been wrong. Never before had his flesh been pierced. What was this arrow been made of, molten lead or shear fire? He stumbles behind the fallen form of the Worg, to gain some cover. In war and opera the best places are in the back, his Master Braufix always had said, never explaining what opera was, based on how this felt it must have been horrendous. Omar gritted his teeth and steadied his breathing "You can't stand another hit like this old son. Time to harden up" grabbing the staff, and sliding his left over his heart he mumbles "Defendarius". He then calls out "Ezra is there something more useful than getting slaughtered that we can do?" OOC Move 5 ft to aa17 Action: cast mage armor (1/2 spell slots) temporary AC 14 To Whom It May Concern . . .
  4. Half-Orc Gladiator Paladin HP: 14/14 | AC: 18 | HD: 1d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 5/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . There's no time to celebrate the initial victory over the Worgs. She doesn't have a ranged attack. Glancing back at Omar and Ezra, she makes the decision to herself that they can support each other, and she takes off in a run to try to close the distance with the Goblins as soon as she can. She stays close to Yod, strength in numbers. What happened here? Where are the people? Are they dead? captured? fled? Her mind moves from worst to best case scenario. OOC Movement & Action: Move and Dash to AC27 Action: - Bonus Action: -
  5. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . “Tch!” Thordin grinned when the arrow struck him. His companions said nothing that he did not already know. He charged the nearest goblin and made a clean slice with his halberd, separating its head from its neck! The goblin barely registered his decapitation before the butt of the fighter’s weapon knocked his head across the field into its comrade. The body sank to the ground. The triumphant Thordin leapt north, taking cover behind the nearby boulder! OOC Movement: moving to Z25, after action, moving north to take cover behind the boulder in X/Y 27 Interaction: Bonus Action: attacking with haft Action: Attacking Goblin 1 with reach Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 11/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  6. Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 18/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish The dwarf nods, satisfied that Garon and Thordin have finished the worgs. His contentment is short-lived as Omar takes an arrow in the gut, and two more of the little green vermin show up and start shooting. Throwing his hands up, Yod says, "The little buggers are like flies! The minute you kill one, two more show up." As Thordin moves forward, making himself a target for goblins, Yod starts running himself, saying, "Don't be getting ahead of yourself there, Thordin. Them gobos are gonna poke a few holes in ya. I gotcha." Yod starts moving towards the goblins on the other side of the courtyard. He sees the big boulder and looks to use it for cover. OOC Action: Dash Attack: Move to AE 28 trying to use the boulder there for cover from goblin 3, maybe 4 (if he's lucky) To Whom It May Concern . . .
  7. Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions When Thordin starts charging toward the goblins, Garon looks back at the cover of the temple. Goblins are sneaky and can lead a force into an ambush. Plus, this courtyard is out in the open and best for archers. Garon heads toward the next building sheathing his longsword and calling out, "take cover from the archers! Beware of ambushes, Thordin!" With his back against a wall, he points a finger at the furthest goblin and ignites it with, "Fuego!" The bolt of fire flies true but just singes the goblin, hopefully getting it to retreat. OOC Right hand: Empty Left hand: Shield Use Object sheathe Longsword Move to V21 Action Cast Firebolt at Goblin 4 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  8. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 2, Concluded Ezra casts the toll the dead spell on worg 1 dealing 4 necrotic damage (because your DM is an idiot, so he might as well give you the better roll for his idiocy). Thordin slashes worg 1 with his halberd, dealing 14 slashing damage and follows it up with a rap across the head with the butt of the polearm, dealing an additional 3 bludgeoning damage. It drops dead! Yod runs up and knocks worg 2 with his maul, dealing 13 bludgeoning damage. Duala, not to be outdone, shows off her prowess with a sword, dealing 18 slashing damage of her own to worg 2! Garon’s own sword deals 5 slashing damage to worg 2, finishing it off. With the thread of the worgs gone, Thordin is able to move! Omar moves forward and fires a very precise, if rather underpowered firebolt at goblin 1. “Eeep!” it screeches. Aiming his shortbow at Omar and loosing an arrow at him! The black arrow with its ragged black feathers thunks right into Omar’s gut, dealing 5 piercing damage! “Yeeeah!” goblin 2 jeers before turning his own bow towards Thordin, but his arrow flies wide. Goblin 2 is not a good archer, it seems. Goblins 1 and 2 run south. As they run, they alert their comrades, who come running. Goblin 3 shoots at Thordin, but misses. Goblin 4 comes straight west and then looses an arrow that manages to hit Thordin. He takes 3 piercing damage. Round 3, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 9 10 90% Currently AC 13 Goblin 2 9 9 100% Currently AC 13 Goblin 3 11 11 100% Currently AC 13 Goblin 4 12 12 100% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  9. Omar Baldul Human Sage Evocation Wizard AC: 11 | HP: 9/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar sees with satisfaction as first one then the other Worg crashes towards the ground and remain there. "Well now that the doggies are down, let's see what we can do about those pesky archers." He moves quickly but without apparent haste close to the place where the Worgs had died. Judging the distance to be now close enough to target one of the goblin archers. Keeping a firm grip on his staff, "Pyrofuego" and hurls the bolt of fire at the first goblin. With clinical detachment he notices that his aim is true, hitting the goblin fully in the chest. But the hit creature only staggers for a moment. "It must be the distance" he muses "I'm to far away to have the full impact." OOC Move 30 ft to aa16 Action: fire bolt against Goblin 1, it takes 1 point of fire damage To Whom It May Concern . . .
  10. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin looked back at his companions after they slew the second worg and nodded. He marched forward in the direction of the goblin. “Maug grunbarn ubudenin, du vil ken meg spyd!” OOC Movement: moving 30’ to Z23 Interaction: Bonus Action: Action: Reaction: opportune attacking any enemy that gets with 10’ of me. | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  11. Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions When the two arrows fly at the giantkin, Garon calls out, "Archers!" With his slight hesitation, Thordin drops the wounded worg and then the dwarf trucks past him, quickly followed by the half-orc to join Thordin in melee with the two monsters. Yod and Duala deliver strong slashes on the remaining monster, which barely stands. Finally, he closes to melee with the second creature along Yod's right side drawing his unbloodied longsword. Remembering his lessons, he positions his feet and slashes down from a high guard position through its neck spraying blood. Unbelievable to the teenager, the monster drops dead. OOC Right hand: Longsword Left hand: Shield Use Object draw Longsword Move to AB16 Action Attack Worg 2 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  12. Half-Orc Gladiator Paladin HP: 14/14 | AC: 18 | HD: 1d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 5/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala moves quickly, seeing the others close the distance to the large, over-sized beasts that were far too smart for their own good. She can't say she had ever fought a worg, but she had seen them before, seen what they had done to other in fighting pits, in attacking prisoners trying to escape. The memories fuel her. With a practiced motion the longsword buries itself deep in the worg's matted fur, Duala gritting her teeth, her face filled with an anger that makes her seem more like her Orcish side than the others have seen until now. OOC Movement: Move to Z16 Action: Attack Worg 2 Bonus Action: -
  13. Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 18/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish Seeing Thoradin next to the pair of worg, Yod can't let even the giant-sized man take all the risks. As he moves, it looks like his traveling companion is about to kill the one, so the dwarf charges at the other, shrugging his maul off his back and into his hands. He feels the familiar wooden haft of the weapon and narrows his eyes at the great beast. He mutters to himself, "Battle father, give me strength!" He quickly reaches the worg and grunts as he slams the metal head of the massive hammer into the side of the worg. It's a solid strike, leaving it with some cracked ribs. OOC Move: Move to AA16 Attack: Draw his maul and attack Worg 2 Attack - Hits Worg 2 for 13 bludgeoning damage. To Whom It May Concern . . .
  14. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . As the second worg flees, Thordin goes on the offensive against his current foe. He swings the haft of his polearm into the creature’s jaw, knocking it off kilter. Then he follows up with a slash to the beast’s chest! “Talking beasts,” he said as he pulls his blade from the corpse. “But a beast nonetheless.” Thordin spins his halberd, throwing worg blood off. He glares at its partner still in his midst. Surely his new traveling companions could dispatch this one. It was the archers that would be a threat to him next. OOC Movement: Interaction: Bonus Action: Attacking Worg 1 with the haft of my halberd Action: Attacking Worg 1 with the blade Reaction: dealt 3 bludgeoning and 14 slashing to worg 1 I think that kills it when combined with damage from the other sources. | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  15. Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none IC: “My words,” | ‘My thoughts,’| My actions . . . "Or not...of course...of all the times to forget they don't know common." Ezra says, Fortunately the armor holds on Thordin. Ezra Then goes into another prayer, this time, with the intent to harm. "Wings of black to guide the soul. Let echoes chime the Raven's toll." Ezra is still learning her way around the Raven Queens blessing as a grave yard bell sounds by the injured Worg. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Toll of the Dead, 3 Damage. to worg 1 Move Action: Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day.
  16. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 1, Concluded Whether the goblins in the bell-tower have heard you or not, you can’t tell, but they seem content to continue playing around ringing the bell. Although the magic of Ezra’s command spell very obviously washes over one of the worgs, it otherwise ignores her command as it has no idea what she said to it. She suddenly remembers that Worgs can only understand the Goblin language and Worg—a language spoken only by worgs. Salivating, worg 1 turns to worg 2 and says, “The big one serves himself on a platter!” “But . . . I have to flee!” worg 2 responds. It then runs in the opposite direction and then dashes! Worg 1 triggers Thordin’s polearm mastery. Sadly, the worg’s thick coat of hair causes the halberd’s blade to slide along its flank, doing no damage. The reaction attack, however, does seem to distract the worg sufficiently to cause its own bite attack to miss him! Worg 2’s snapping bite catches on the chain mail protecting Thordin, dealing no damage to him, either. “Hey! What’s got the worgs in a tizzy, Pojo?” a goblin voice asked from the farm east of the temple. “Let’s go check it out, Tot!” the other responds. “Look! It’s adventurers! Get them!” the first goblin says. The two goblins move and dash to get in position. They’re holding shortbows and arrows with raggity, black feathers. Once in position, they both fired arrows at Thordin, but both arrows fly wide and clear of the giant human! You can see two more goblins in the farm-field to the south (4G) but they’ve made no move towards any of you, nor given any indication that they’ve even noticed anything amiss. A goblin is too busy piliging and pilfering through the ground-floor room in the guard tower in the east (2D) to notice any of you . . . for now. Round 2, Begin! Maps Statblocks Worg Large Monstrosity, Neutral Evil Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Worg HP Max-HP % Remaining Notes 1 18 29 62% — 2 32 32 100% — Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Goblin, Worg Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Environment: Forest, Grassland, Hill Source: MM, page 341. Also found in PotA; SKT; WDMM; ERLW; IDRotF; CM; BMT; DoDk. Available in the SRD. Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Tot (1) 10 10 100% Currently AC 13 Pojo (2) 9 9 100% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  17. Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none IC: “My words,” | ‘My thoughts,’| My actions . . . The trip from Daggerford to Nightstone was long. Ezra was used to long treks but even still found the journey exhausting. She was thankful she prepared for the journey north, not quite knowing what her Raven Queen has in mind for her. The group of travelers are a starting point for her and possible a few may be key to helping her achieve the Raven Queen's mission. The cold does not really bother her for it's the blessed winter coming to make the earth still for a season of rest. What the group would know about Ezra: She is very devout to her Deity, but is respectful to other's beliefs. Ezra even venerates other deities that help support the balance of life and death and who appose undeath. She is a Shadar-Kai, and Ezra is more then happy to share her link to the Shadowfell and the very connection of all Shadar-Kai to the Raven Queen, being reborn to continue service under her. Ezra has travailed the Sword Coast exploring and visiting other temples for over one hundred years, mapping where she has been. The journey started as part of a vision from the head of her temple. Despite her long journey she only has recently come into her Deities blessing of magic. Part of her magic awakening came from a vision showing her to seek out others in Daggerford to begin a journey, perhaps a very important journey. Ezra has a sweet tooth and was sad when the Seed bread she brought along with her ran out. As the come upon their destination, Ezra feels something is off with how things appear to be right now. The lack of guards at the towers and Drawbridge being down were peculiar enough. Seeing the bridge to the keep also damaged filled her with worry. Did she tarry too long? The sound of the bell was almost nauseating to her ears, as they rang continuously. Worgs were seen eating on a dog's carcass which brought a bit of pause to Ezra as the group tried to skirt about to the church and see if any towns people were within calling for help. As Duala and Yod were in the church, the two Worgs began making their move towards the group. Not caring for both of the beasts coming towards them at once, Ezra says a quiet Prayer intended for the Worg yet to be hit. "Mistress of death, this creature brings ruin without peace. By the will of the Raven Queen, I Command you...Flee". The unharmed worg's advance halts as it turns away and tries to escape. "That should gives us time to deal with this one." TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Command on Worg 2 Move Action: Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day.
  18. Inventory Item Weight Location Worth Chainmail 55 Worn 75 GP Shield 6 Right Arm 10 GP Long Sword 3 Right Hip 15 GP Back Pack 5 Back 2 GP Bedroll 7 Backpack 1 GP Rolled in Tent Blanket 3 Backpack 5 SP Rolled in Tent Rations (2Day) 4 Backpack 1 GP Tinder Box 1 Backpack 5 SP Water Skin 5 Hip 2 SP Tent 20 Backpack 2 GP Under Slung Holy Symbol 1 Neck 5 GP Background Clothes (Common) 3 Backpack 5 SP Background Clothes (Trevallies) 4 Worn 2 GP Clothing (Cold Weather) 5 Worn 10 GP Cartographers Tool 6 Backpack 15 GP Map Case 1 Backpack 1 GP Slung on side of pack Parchment (10) -- Scroll Case 1 GP Prayer Book 5 Backpack 25 GP Background Prayer Wheel -- Backpack -- Background Sticks of Incense (5) -- Backpack -- Background Vestments -- Worn over armor -- Background
  19. Class: Cleric 217,197,149 Spell Slots per Spell Level Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — — Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st Proficiencies Armor: light armor, medium armor, shields Weapons: simple weapons Tools: none Saving Throws: Wisdom, Charisma Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion. Starting Equipment You start with the following items, plus anything provided by your background. (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. Spellcasting PHB p56 As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells. Divine Domain PHB p56 Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Domain Spells Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Twilight Domain TCE p34 The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. Twilight Deities Example Deity Pantheon Boldrei Eberron Celestian Greyhawk Dol Arrah Eberron Helm Forgotten Realms Ilmater Forgotten Realms Mishakal Dragonlance Selûne Forgotten Realms Yondalla Halfling Domain Spells 1st-level Twilight Domain feature You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work. Twilight Domain Spells Cleric Level Spells 1st faerie fire, sleep 3rd moonbeam, see invisibility 5th aura of vitality, Leomund’s tiny hut 7th aura of life, greater invisibility 9th circle of power, mislead Bonus Proficiencies TCE p34 1st-level Twilight Domain feature You gain proficiency with martial weapons and heavy armor. Eyes of Night TCE p34 1st-level Twilight Domain feature You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing TCE p34 1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
  20. Background: Acolyte Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. d8 Personality Trait 1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. 2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. 3 I see omens in every event and action. The gods try to speak to us, we just need to listen. 4 Nothing can shake my optimistic attitude. 5 I quote (or misquote) sacred texts and proverbs in almost every situation. 6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. 7 I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. 8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world. d6 Ideal 1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) 2 Charity. I always try to help those in need, no matter what the personal cost. (Good) 3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) 4 Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful) 5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) 6 Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any) d6 Bond 1 I would die to recover an ancient relic of my faith that was lost long ago. 2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. 3 I owe my life to the priest who took me in when my parents died. 4 Everything I do is for the common people. 5 I will do anything to protect the temple where I served. 6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. d6 Flaw 1 I judge others harshly, and myself even more severely. 2 I put too much trust in those who wield power within my temple’s hierarchy. 3 My piety sometimes leads me to blindly trust those that profess faith in my god. 4 I am inflexible in my thinking. 5 I am suspicious of strangers and expect the worst of them. 6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. Source: PHB, page 127. Available in the SRD and the Basic Rules.
  21. Lineage: Shadar-Kai Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 Size: Medium Speed: 30 ft. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Keen Senses. You have proficiency in the Perception skill. Necrotic Resistance. You have resistance to necrotic damage. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character (Sylvan). Source: MPMM, page 31
  22. Thanks! The MW sheet really only needs the numbers and languages on it because supposedly, I will be able to select your character and what I want to roll and just do that here, but lol, it doesn't seem to work, yet. Anyway, I'm feeling a bit generous and have time at work right now, so I'mma post the parts I want in this particular thread for you to save some time and effort on your part, and so you can get to posting as soon as possible. Your token is, on the map in my last game post, where Zhasi's is, so you can react from there. The stuff I'll post in here is mainly for my own quick reference, though, when you get a chance, make an individual post after mine for your Inventory (you only need the items themselves, no list of weights, costs, or locations--again, saving time and effort!), as well as your spell list.
  23. I worked on the in game character sheet. I will work on everything else when I can. Please let me know if I will need to adjust anything or missed anything.
  24. Welcome! Please finish up anything in your character sheet as per . When I get home from work, I'll put your token in place of Zhasi's.
  25. Due to being unable to keep up with post rates, I am stepping down. I apologize for the trouble this will cause but I think this will make gameplay easier in the long run. Please feel free to use Zhasi in any way or form that is needed as a NPC, I would rather the party not lose a healer just because the healer lost it's player. Best of luck to you guys and I'll see you on the weave.
  26.  
×
×
  • Create New...