Jump to content
Sheet Folders in Testing ×

About This Game

On the edges of the Mana Waste stands a monolithic spire of stone, peppered with ancient ruins, and mostly forgotten. The spire contains a temple complex rich in history and steeped in the mysteries of the past, untouched for a millennium, but it is not without its dangers, for ancient evil stagnates within. This is Rultmoork, where, according to legend, the very land died to the sound of a single falling tear.

Game System

D&D 5e

Detailed Description

image.jpeg.c1eafdebe0720d471ac80b9405fcb299.jpeg
 


AS ABOVE ...
... SO BELOW


Explore wasteland ruins and uncover mysterious clues to the past.

image.png.6fd7bd5f1f11e7e458e1b485df4d2ed6.png


The adventurers investigate a solitary spire of stone in on the edges of the barren mountain
wastelands. According to legend, water once sprung forth from this spire,
blessing the land with life.
 

image.jpeg.7050c887421a9bf32c9b9aab033ff59e.jpeg


Now, the land is dry, the ancient site in ruins, and a wondrous waterclock
is stagnant. This stagnation infuses all beings, from the strange cultists on
the surface to the former elemental guardians.
 

image.jpeg.11bafe1ff84814fc82eaa353dec1eb77.jpeg


It is up to the adventurers to defeat the ancient evils within Rultmoork,
restore the waterclock, and bring life back to the land.  
 

image.jpeg.0f51a646564cb37247312e27e53f26d7.jpeg

 


CAMPAIGN FEATURES


  • Playstyles for all player types such as roleplaying, ruin exploration, investigation, riddle and puzzle solving, extreme combat, and dungeon delving.
  • Wasteland Archaeology: Explore ancient ruins, marvel at murals, decipher a lost language, and piece together clues (some of which are magic items!) 
  • Visions of the Past: Travel through time and become priests living 1,000 years in the past to conduct a roleplaying-rich murder investigation 
  • Brutal, unique monsters that require both brains & brawn to defeat.
  • Three nightmarish bosses to challenge even the most experienced groups .
  • Logical environments reward players for paying attention and engaging with the wonders of Rultmoork.
  • New Language: Grekian! Riddles and clues appear in a runic language players must decipher using the lexeme amulet (via a handout wheel) or by devising their own cipher.
     

A WORD OF WARNING


Rultmoork is a challenging and deadly adventure intended for veteran players.
Only the truly skilled and fearless should dare venture into this place.

 


GAMEPLAY DETAILS


 

Theme: Complex Fantasy
Campaign World: Midgard (Kobold Press)
Starting Level: 5th
Ending Level: 10th

Welcome friends to Rultmoork. I would like to lay out my expectations up front.

  1. Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live. Rultmoork is an incredibly challenging adventure designed for the veteran player. It will take all your wits to survive.
  2. I'm a storyteller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together. I also allow a lot of Kobold Press 3rd party material to give my players more options than what is allotted by the base 5e system.
  3. Unless I tell you otherwise... assume you can play with all the beautiful scenery to help craft the story. I expect each of you create interesting scenes, don't just walk into a room, roll the dice, and ask what you found. Tell me what you are saying, and doing, and what your ultimate goal is. If I need a dice roll, I will ask for one.
     

CHARACTER CREATION


Character Creation & Play Guidelines
Get the File by Clicking Here

Character Submissions: You will also need to start a thread in the applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.

5th Level Characters: Since this campaign starts at 5th level, each character will receive an additional 400 gold pieces on top of their starting equipment and can select one magic item from the list below:

  • +1 weapon
  • +1 shield
  • +1 rod of the pact keeper
  • +1 wand of the war mage
  • +1 all-purpose tool (TCE)
  • +1 amulet of the devout (TCE)
  • +1 arcane grimoire (TCE)
  • +1 bloodwell vial (TCE)
  • +1 dragonhide belt (FTD)
  • +1 moon sickle (TCE)
  • +1 rhythm-maker

 


TECHNICAL STUFF


 

Application Deadline: April 20th, 2024 midnight (US Central Standard Time)

Post Requirements: Minimum posting rate of two to three times per week.

Party Size: Looking for 6 players.

Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!

  1. What's new in this game
  2. Deidre O'Ceallaigh Human Artificer 5 AC: 20 (Splintmail+1 and shield) | HP: 47/47 | Initiative: +1 | Passive Perception: 13 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Misty step: 1 (1xday) | Hex: 1 (1xday) | DM Inspiration: 1/1 | Active infusion: Enhanced defense (splintmail), Duplicate item (bag of holding) Deidre listened with rapt attention, her quill dancing across the parchment as she diligently recorded each of Question's responses. However, when the automaton's reaction to the moral dilemma inquiry elicited tears, Deidre's eyebrows shot up in surprise. She watched in astonishment as emotion visibly coursed through Question's features, realizing there was far more depth to the automaton than mere calculations and logic. Could it be... empathy? "It seems there's more to you than meets the eye," Deidre murmured softly, a mixture of curiosity and wonder coloring her tone. "You're not just a machine; you're capable of experiencing genuine emotion." As Question inquired about her own response to the dilemma, Deidre smiled warmly, touched by the unexpected connection. "Indeed, it seems we share a similar perspective," she replied, her gaze thoughtful. "My master asked me the same question before, and my answer was literally the same. Nobody lost anything in the process, and the wizard was paid, at least, for the ingredient he took. It is unfortunate that his time and expertise was not compensated, but he had it coming with his greed." When Willowveil offered food to Question, Deidre nodded approvingly, acknowledging the gesture with a respectful nod. The camaraderie among their group was growing stronger with each passing moment. Eager to share her own knowledge, Deidre gently touched Question's arm, her excitement palpable. "Now, about my armor," she began, her words tumbling out in a rush of enthusiasm. "It's not the armor itself that's magical, but rather the enchantment I've placed upon it." Leaning in, Deidre explained the intricate process with a blend of expertise and passion. "I inscribe old Dwarvish and Elven runes, along with some of my own markings, to create a conduit between my mana and the suit. This allows the armor to synchronize with my movements and relatively respond to my will." Her eyes gleaming with excitement, Deidre continued, "I've also imbued the gauntlet with the ability to distort the ambient mana around targets upon striking them, creating a wave of energy akin to thunder. And for defense, the they generate a quantum field which can deflect potential impact and damage by distorting sudden movements towards me." A smile played on her lips as she concluded, "But that's not all. I can modify the runes to create a stealthy version of the armor, transforming the distorted quantum field into one that force the mana to be stabilized around me, making it sound dampening. In this configuration, there is no possibilities to create quantum distortion, instead, the gauntlet are set to agitate the ambient air to create plasmatic lightning up to a certain distance." She takes a smug stance, clearly proud to talk about her magical achievement in developing these enchantments ''This is just the mark I of the enchantment so far, barely out of prototype phase to be honest. But it is opening to a whole world of opportunities. Maybe I'll find new ideas while we're traveling or uncover lost lore from the ruins.''
  3. Willowveil Willowveil Piney Warlock 5 AC: 15 (leather and shield) | HP: 38/38 | Initiative: +2 | Passive Perception: 12 Spell Slots: 3rd 2/2 | Spell Attack: +7 | Spell DC: 16 As the others engaged with the enigmatic automaton, Willowveil struggled to mask her unease. To her, it was an artificial entity, not born of the natural order she cherished. Yet she mused, "Its creator was spawned by nature, touched by countless generations before. Perhaps, then, there is a thread connecting it to the life force I hold dear." Amidst these contemplations, Willowveil grappled with the nature of this mechanical being. Did it possess true sentience, or was it merely mimicking life through intricate programming? Did it house a spirit? While the notion of a soul was irrelevant to her, she pondered whether its body would return to the earth, contributing to the cycle of life and death, or if it was exempt from this sacred rhythm. With these thoughts swirling in her mind, she approached the automaton and handed it a bowl of mushroom soup and some bread. Her gesture was simple yet meaningful, accompanied by a single word, "Sustenance." In this act, Willowveil sought to bridge the gap between her world and that of the automaton, a tentative acknowledgement of its presence, if not yet its essence. Mechanics Main Hand: Rod of the pact keeper Off Hand: Wooden shield Skills Performance +6, Medicine +4, Survival +4, Arcana +3, Deception +3, History +3, Intimidation +3, Nature +3, Persuasion +3, Acrobatics +2, Sleight of Hand +2, Stealth +2, Animal Handling +1, Insight +1, Perception +1, Investigation +0, Religion +0 Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  4. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 13/14 | Acc. Healing 1/1 | Inspiration: 1/1 Question didn't comment on Deidre's comment about her adaptability. She just put on what she had calculated to be an encouraging smile. The first part of the question was easy to answer. "Yes, I convert calories in food suitable for living creatures such as yourself to fuel." The second part was a bit harder, causing Question to freeze for a few seconds before she phrased her answer. "I do not know exactly how you humans derive pleasure from eating, but I have reasons to believe it is not the same. From my observations, many humans will intentionally try to obtain the same food they have previously enjoyed. That is not the case for me. I seek new experiences and data. It might be appropriate to say I enjoy novel experiences." Though the questions were fairly mundane, it caused Question to freeze up again as she considered all the possible options. "Informative statement: This unit lacks a precise definition of 'enjoyment'," she said as her second level protocols failed. She shivered for a moment as they kicked in again. "My apologies. I will test out various activities to measure the response in my processing faculties. It can give a clue to what my purpose is, which is a strong motivating factor. I'm afraid the answer may be a bit unsatisfactory to you." She listened as Deidre shared the scenario. A single tear ran from each of her eyes as the dying wife was mentioned, but she gave no other hint that the story impacted her. Though the question on the surface was a lot more complicated, the scenario was more limited in its scope, which allowed Question's processes to arrive at a conclusion much faster. "I can empathize with him for doing something illegal to save his wife. If stealing the potion would cause undue harm to other people, directly or indirectly, I would also understand their point of view and their wishes to cause harm back. Morality can not be unambiguously calculated. As such, it would be wrong for me to impose my morality based judgement on him regardless of his decisions, but I can express my agreement with or regret of his actions, as well as evaluate how the laws would view such an action." She tilted her head to the side, giving her a thoughtful look. It was a calculated move to make her feel more human, as she had to intentionally dedicate some processing power to do so. Freezing up would cost no such resources. "The optimal outcome might be that he stole the potion without resorting to violence, left the 500g that the potion is worth, and escaped with his family." Her head tilted upright again, and she looked Deidre straight in the eyes. "Please tell me: What is your own answer to such a scenario?" Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: - Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  5. Deidre O'Ceallaigh Human Artificer 5 AC: 20 (Splintmail+1 and shield) | HP: 47/47 | Initiative: +1 | Passive Perception: 13 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Misty step: 1 (1xday) | Hex: 1 (1xday) | DM Inspiration: 1/1 | Active infusion: Enhanced defense (splintmail), Duplicate item (bag of holding) Deidre stepped into the magically conjured hut, her curiosity piqued by the transformed demeanor of the automaton before her. As Question's simulated movements became more dynamic, she couldn't help but be intrigued by the possibilities presented by this unique interaction. "Wow, this is incredible!" Deidre exclaimed, her eyes scanning the intricacies of the hut before focusing back on Question. "Thank you for activating your second level communication protocols. It's fascinating to witness your adaptability." With a mischievous glint in her eye, Deidre leaned forward, her mind buzzing with questions. "So, Question, do you... eat? And if you do, do you derive pleasure from it? I mean, is there a positive or negative sensory experience for you, like for us humans?" As she awaited the automaton's response, Deidre couldn't resist delving deeper into her inquiries. "And what about other forms of enjoyment? Do you appreciate music, art, the stars, or even the moon? Or is it all just data and calculations for you?" Pausing momentarily, Deidre's expression shifted as she posed a more thought-provoking question. "Maybe we could go with a social and moral question here: If someone wife was near death, and her only hope was a potion that had been discovered by a great wizard who was selling it for an exorbitant price. The potion cost 500 gold coins to make, and the wizard was selling it for 5000 coins. The husband only managed to get 500 gold by selling their land and belongings. He offered what he had to the wizard, and when his offer was rejected, the husband said he would pay the rest later. Still the Wizard refused. In desperation, the husband considered stealing the potion. Would it be wrong for him to do that? Should the husband have broken into the store to steal the potion for his wife? Why or why not?" As she awaited Question's answers, Deidre couldn't help but feel a sense of excitement at the prospect of unraveling the mysteries of this enigmatic automaton. And as promised, she eagerly awaited the opportunity to showcase her magical armor, ready to delve into the intricacies of its design and functionality with the same level of enthusiasm she applied to her inquiries, looking at her with round eyes full of anticipation.
  6. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 13/14 | Acc. Healing 1/1 | Inspiration: 1/1 The calculations were successful, and the tiny magical hut emerged as out of thin air. Question's arms fell down, and she stood entirely still for almost a minute. She spent some time evaluating the process, recording what she did to hopefully repeat the success later. Then she played back all the information recorded by her raven while her sensory suite was disabled. Once she concluded that she had missed nothing of interest, she turned to the artificer. "Inquiry: This unit is available for interaction for approximately 57 minutes. Do you wish to utilize this time for your research?" She walked through the entrance of the hut, leaving the door open for Deidre and the others to go inside. The raven waited outside, watching the others, ready to alert its mistress about something. Only when the last person entered would it be sent to its pocket dimension for the night. When Deidre entered, Question was sitting on the floor, cross-legged. There was a very obvious difference in the way she acted compared to just a minute earlier. She looked a lot more animated, no longer just a static doll. "For your information, I have activated my second level communication protocols," she explained in a much more dynamic voice, "They may need to be disabled in order to access resource-intensive processes such as calculations, depending on your requests." While she was simulating more natural movements and even blinking, it was still just a simulation. If you looked for it, it wouldn't be hard to spot the hints that she was just pretending to be a real person. "Please, ask your questions. In return, I would like you to show me that peculiar armor of yours." Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: - Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  7. Similar to what we had before if the team has no qualms Scouting - Noodle Deirdre Tabs and Sanaa (just Tabs if Sanaa is unavailable) Zelda, Willowveil, and Question in any order For watches, I'd recommend any of these based on perception bonuses: Sanaa doesn't need to stay in the hut if we don't have room. I'd rather not dismiss her because that means I have to take into account summoning her again in the morning and taking up a spell slot/risking magic chaos. If she dies on watch, I can bring her back. She's a lot like a familiar in that manner. First choice (any order) Deirdre, Question, Zelda Zelda (extra time), Taborlin Noodle, Willowveil Deirdre, Zelda Noodle, Willoveil Zelda (extra), Taborlin, Question Noodle, Question Taborlin, Dierdre, Zelda Willowveil, Zelda
  8. Deidre Deidre O'Ceallaigh Human Artificer 5 AC: 20 (Splintmail+1 and shield) | HP: 47/47 | Initiative: +1 | Passive Perception: 13 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Misty step: 1 (1xday) | Hex: 1 (1xday) | DM Inspiration: 1/1 | Active infusion: Enhanced defense (splintmail), Duplicate item (bag of holding) As the day waned and the group settled into their campsite amidst the rugged terrain of Balvonia Pass, Deidre found herself caught between the intricate dance of magic and the harsh realities of survival. While her companions grappled with the challenges presented by the volatile ley lines and the chaotic energies permeating the region, she remained ever vigilant, her mind buzzing with observations. Observing Zelda's struggles with the unpredictable magical fluctuations, Deidre couldn't help but feel a twinge of sympathy. The erratic nature of the ley lines posed a constant threat, testing their abilities and resolve at every turn. She made a mental note to offer her assistance should Zelda require it next time. The capricious chaos of the mana could prove not only annoying but also potentially deadly if left unchecked. Meanwhile, Noodle's boundless energy and penchant for exploration led him on daring scouting missions ahead of the group, his sharp eyes scanning the terrain for any signs of danger or hidden treasures. Deidre watched with a mixture of amusement and admiration, marveling at the creature's fearless spirit amidst the unknown. Turning her attention to Willowveil, Deidre marveled at the tree person's connection to the natural world, his keen eye for identifying safe foraging spots and untainted mushrooms a testament to his wisdom. As Zelda and Willowveil set out to gather ingredients for their meal, Deidre lent a hand where needed, her nimble fingers deftly navigating the rocky terrain in search of edible flora. Once they returned to camp, Deidre slipped out of her magical armor, assisted by the marvelous enchantment that made the armor unfasten and open by itself. She began to assist in preparing the stew, her magical tool transforming into quality cooking utensils adapted to the task. Focusing on the meal preparation helped distract her from the howling winds that whipped through the pass. As the aroma of the hearty meal filled the air, she couldn't help but feel a sense of camaraderie with her companions despite the initial tension that some of them had between themselves. She stole a glance at Taborlin, questioning whether her previous threats against the non-humans had truly been necessary. Mechanics Main Hand: Thunder gauntlet Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  9. Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (5) 1/1 | DM Insp: 1/1 As the group made their way deeper into the pass, Noodles did what he does best...he wandered and he watched and he kept his distance. He also tried hard to control his thoughts, until the faint buzzing faded and he realised the connection was gone. The land around him wasn't familiar, but then again, nothing in these lands was stable or predictable so the unfamiliarity didn't worry him at all. It tasted wrong though! Now and again he would lick the air, his long tongue drooling out from between his sharp teeth...he could almost taste the magical disturbance. As well as watching his surroundings, he also watched the newly formed group. Strange, strange peeps...verrrry odd not-gobs!! he thought as he watched them trudge along, or try to cast their spells. Catching sight of Sanaa again he snapped his teeth shut then chattered them together, grinning inanely He rather liked the big hyena even if her Mistress kept giving him the stink eye. As they set up camp, Noodles found himself at somewhat of a loose end. The foraging and cooking was done, shelter was provided...so he sat and he stared, seemingly into space though in reality his odd coloured eyes were taking in all his surroundings...ever vigilant for danger. Mechanics Main Hand: - empty Off Hand: - empty Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - watch for danger Bonus Action: - none Move: - none Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits
  10. Good decisioning! For watch purposes, remember Zelda is an elf, so she'll be awake longer than some. Perhaps she should take a middle watch, so the sleepers don't have to interrupt their sleeping (not that it makes any mechanical difference). We're mostly fine with the tiny hut, but I suppose it's possible something could dispel it. Say, how many creatures are we, total? The hut holds 9 max, and none larger than Medium. We have 6 characters, a hyena, a shrub, and a raven, am I missing anyone? I'll have to remember not to keep my familiar around in the hut (I expend wild shape to summon her, so it's only ever for an hour at a time). Also something to keep in mind if we take on any NPCs.
  11. Sorry I'm late to the Captain's party...I would have agreed so I'm happy thats who we have 🙂 whaddayamean odd? I'm just a little flavoursome 😛😜🤪😝
  12. so first task. Give me the default marching order for the group and watch order (if any).
  13. I accept OOC captain responsibilities. I'm on the discord channel so I can tap our GM there if we need to. I'm assuming all this means is I'm gonna relay our discussions about what to do, and make tiebreakers if needed, Taborlin isn't the party lead IC, but I'll make sure she's good support and a mediator if there's an IC decision that needs to be made. How's that sound to y'all?
  14. We have multiple candidates here. All three of you are willing to do it. In addition, is supported by Newcomer. is supported by Harding. I'm okay with all three of you. If my vote is the tipping factor, I suggest we go with for now. We can change it later if the consensus changes.
  15. I was interpreting captain as an out-of-character role, so I'd support for that. And I don't want things to slow down too much when I inevitably miss a few days because I'm swamped. If we want a captain in-character, I'd be fine with assigning Zelda as the nominal head of the expedition, but we should make decisions by consensus as far as possible. She's intelligent and wise, and understands the need to have the team working together... but she'll make self-interested decisions when it comes down to it (she's chaotic neutral, but she feels the ends justify the means just enough that there's a potential path where she could slip into evil). But once y'all save her life, your interests will matter nearly as much as her own.
  16. Deidre could be Captain in the sense she have a brain and outside the box thinking, but she's not really a people person (kinda odd individual). But again, we're adventuring in the Wastes so odd persons/things are not a rare sight at all (I'm looking at you Noodle). Otherwise, I would see Zelda in this role. She seems like a well adjusted individual, both intelligent and wise.
  17. I'm okay with Captain in either space if it mainly means I'm communicating team decisions. Taborlin is not great at out of the box thinking though, and can be stubborn if she thinks she is right.
  18. If it's an OOC role, I can do it. If it correlates with the role of leadership in character, Question is close to the bottom on the list of fitting candidates, with only Noodles below her. How about you, ? Paladins are well geared to be frontline leaders. Or does anyone else want to volunteer?
  19. We probably should nominate a group captain as well, to simplify group discussion and final decisions, it is just easier that way. That way when discussions are over the captain can submit a list of what has been decided to me.
  20. Happy for Noodles to scout, and pleased that I have only a few spells so don't need to worry too much!
  21. PC Taborlin Soothsong Human (Variant) Paladin 5 AC: 19 (splint and shield) | HP: 44/44 | Initiative: +1 | Passive Perception: 12 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Lay on Hands: 25/25 | Divine Sense: 4/4 | Channel Divinity: 2/2 |DM Inspiration: 0/1 Sanaa (mount): Summoned, Nearby | HP: 19/19 | AC: 11 | To Willowveil Sanaa placed her head underneath Willowveil's and growled softly as the large hyena got her head scratched. Taborlin only stood and watched, stunned. Normally she had to make sure the great beast didn't react wildly to others approach, especially those that Sanaa hadn't met before. She had to admit it eased quite a bit of her tension over the sudden additions to their small expedition. "Your really showing off your abilities as a guard right now, Sanaa." she chided. The hyena glanced back at her and approximated an eye roll and continued to enjoy the attention from Willowveil Travel/camp The wastes reminded Taborlin of the treks across the southlands desert she had made often. The baser skills needed to cross were similar, though the wild and chaotic way that magic was affected by the leylines made her reevaluate the usefulness of some of her skills. She spent the time listening and observing what she could and keeping an eye on the horizons. It seemed their new additions kept themselves quiet, well except for Noodle, but he was off in the distance, which suited Taborlin just fine for now. Many of her treks, even made with friends and family, were treated this way for long stretches. It was a small comfort ringed with daggers to feel those memories again. She helped with the foraging, though it couldn't be said that she helped very much, only managing to find a few meaty mushrooms to add to the pile. After the cookfire is set, Sanaa lays down and Taborlin doffs her armor and rests against the beast, stretching her legs and arms with loud groans of relief. "Gods, thank you for this day." Mechanics Main Hand: - Off Hand: - Proficiencies: +6 Athletics, Deception | +2 Insight, Medicine, Deception | Viol Languages: Common, Tamesheq (Southlands dialect), Draconic Action: - Bonus Action: - Move: - Manipulate: - Possible Reaction: AOO if possible. Shield ally if possible Mount: Sanaa Status: Summoned Proficiencies: +2 bonus | 11 Passive Perception Weight capacity: 87/540 (no rider) | +180 (Tabs weight)+Carried Weight (Items) when mounted
  22. I agree with Ayeba, Entangle over fairie fire, unless the DM says no plants = no entangle. Also, note that we have a ritually cast "Leomund's Tiny Hut" (thank you, it's one of my fave spells) which is very powerful for what it can do. As well as goodberry, and create water, we should be fairly well provisioned, unless the winds of chaos alter the effects. I too was under the impression that using bonus action would counteract the winds of chaos aspect, but good to know that isn't the case and it's just a reduction, thanks for clarifying. (catching up with posts, timezones do that, sorry if delaying)
  23. I'll tell you right now, Tabs might be competing a bit with her then
  24. Yeah, your build is about as sticky as you can get without going full grapple and pinning people to the ground.
  25.  
×
×
  • Create New...