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D&D 5e

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05/30/2024

Detailed Description

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5 players. Anything official is allowed when it comes to character creation. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.

No punches will be pulled.

Level 1.

Flavour

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Your group of adventurers joined a desert caravan only to become lost in the desert. Caught in powerful sandstorms, leaving only shifting dunes. To the East you went.

Days passed. Your mounts died and you soon drank the last of your water. The end of the desert was not in sight. And then...

  1. What's new in this game
  2. Name: Sister Tessina Class: Sorcerer Race: Yuan-Ti Sister Tessina fires off a Ray of Frost at one of the beetles. OoC -
  3. OOC: Honestly I'm not sure, I thought we killed one and am waiting for the bug turn.
  4. Stilgar Horden | 10/10 HP | 13 AC | Variant Human/Warlock "Hey down there!" Stilgar shouts, "anymore of those bugs down there? If not, I'm coming down!" Stilgar's
  5. Stilgar Horden | 10/10 HP | 13 AC | Variant Human/Warlock Stilgar throws his hands up at the threat then watches as he goes down. He waits until he heard shouting, but before a wave of dizziness came over him, leaving as soon as it came. As he regained his senses, he heard a fight breaking down below, he gets on the ladder, heads down and sees some bugs and blasts one with an eldritch blast. Stilgar's
  6. Al Nahr lashes through chitin, leaving a very bloody glowing beetle, the blood somewhat orange.
  7. Al Nahr Al Bariyu Lieashirat Al Dabab Al Baeid (Wild River of the the Far Mist clan) AC: 18 (chain mail 16 + shield 2) or 16 (chain mail 16); HP: 13/13 (1/1d10 + 3) 100%; Speed: 30 ft., climb 30 ft.; Proficiency Bonus: +2 STR: 17 (+3)save: (+5) athletics (+5) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 12 (+1)save (+1) acrobatics (+1) sleight-of-hand (+1) stealth (+1) initiative (+1); CON: 16 (+3)save (+5); INT: 8 (−1)save (−1) arcana (−1) history (−1) investigation (−1) nature (−1) religion (−1); WIS: 13 (+1)save (+1) animal-handling (+3) insight (+3) medicine (+3) perception (+3) survival (+3); CHA: 8 (−1)save (−1) deception (−1) intimidation (−1) performance (−1) persuasion (−1) Senses: darkvision 60 ft., passive Perception 13, passive Insight 13, passive Investigation 9; Tools: brewers’ supplies, thieves’ tools; Armor: heavy armor, medium armor, light armor, shields; Weapons: martial weapons, simple weapons; Languages: Common, Dwarvish; Size: Medium; Age: 21; Height: 6′–6″ (198 cm); Weight: 190 lb. (86.3 kg); Fur: black, white, and orange; Eyes: orange Inventory Money PP 0 GP 15 SP 0 EP 0 CP 0 10 gp Gems 0 50 gp Gems 0 100 gp Gems 0 500 gp Gems 0 1,000 gp Gems 0 5,000 gp Gems 0 25 gp Art Objects 0 250 gp Art Objects 0 750 gp Art Objects 0 2,500 gp Art Objects 0 7,500 gp Art Objects 0 Starting Gold: 15 from background. Inventory 1 Mason’s Tools; Artisan’s tools; 10 gp, 8 lb.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. History. Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it. Investigation. You gain additional insight when inspecting areas within stone structures. Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. Demolition. Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks. 1 Letter of Introduction from Your Guild 1 Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Chain Mail; Heavy armor; 75 gp, 55 lb.; AC 16; Source: PHB, page 145. Available in the SRD and the Basic Rules. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. 1 Whip; Weapon; Martial weapon, melee weapon; 2 gp, 3 lb.; 1d4 slashing - finesse, reach; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. 1 Shield; Armor (shield); 10 gp, 6 lb.; AC +2; Source: PHB, page 144. Available in the SRD and the Basic Rules. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. 1 Light Crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. 20/20 Crossbow Bolts (20); Ammunition; 1 gp, 1½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Explorer’s Pack; Adventuring gear; 10 gp, 59 lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules. Includes: 1 Backpack; Adventuring gear; 2 gp, 5 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. 1 Bedroll; Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Mess Kit; Adventuring gear; 2 sp, 1 lb.; Source: PHB, page 152. Available in the SRD and the Basic Rules. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. 1 Tinderbox; Adventuring gear; 5 sp, 1 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. 9/10 Torch; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. 10/10 Rations (1 day); Adventuring gear; 5 sp, 2 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 1 Waterskin; Adventuring gear; 2 sp, 5 lb. (full); Source: PHB, page 153. Available in the SRD and the Basic Rules.; A waterskin can hold up to 4 pints of liquid. 1 Hempen Rope (50 feet); Adventuring gear; 1 gp, 10 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. “My words are bold”, ‘my thoughts are slanted,’, and my actions are plain. Al Nahr climbs down the ladder and attacks the remaining red fire beetle with his whip from 10 feet whilst holding his shield protectively before him. OOC — To Whom It May Concern . . . —
  8. The beetle is caught by the spell across half of it's epidermis, notably slowing and it's red light now glazed blue over it. It keeps coming. (3 damage)
  9. Violet Kurosaki | AC: 15 | HP: 10/10 | Spell Slots: 2 | Condition: Violet keeps her produce flame alight and casts Frostbite on the fire beetle nearest her Statblock [b][url=/sheets/?id=2432070]Violet Kurosaki[/url][/b] [i]Variant Human Cleric (Arcana Domain) 1 TN [/i] [b]AC[/b] 15 [b]HP[/b] 10 [b]Speed[/b] ft [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 12 (1) [b]Wis[/b] 16 (3) [b]Int[/b] 14 (2) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Mace[/b] +1 1d6-1 [b]Dagger[/b] +4 1d4+2 [b]Attack Cantrips[/b] +5 1d8/1d10 [b]Save Cantrips[/b] DC13 1d8/1d12 [b]Magic Missile[/b] 1d4+1 x3 Variant Human Cleric (Arcana Domain) 1 TN AC 15 HP 10 Speed ft Str 8 (-1) Dex 14 (2) Con 12 (1) Wis 16 (3) Int 14 (2) Cha 10 (0) Attacks Mace +1 1d6-1 Dagger +4 1d4+2 Attack Cantrips +5 1d8/1d10 Save Cantrips DC13 1d8/1d12 Magic Missile 1d4+1 x3
  10. The stone slab budges; with but a little aid it will be shifted. Varen smashes a beetle; Violet moves beside him, finding herself in some kind of storage room. Revealed by the light of your spell, there are large, covered clay pots, a foundry to your left, and statue pieces of bronze. There are stone slab doors to the northwest, east and southwest. Your dizzyness slips away quick as it came. We are now in "initiative". The Fire Beetles go last, everyone else may act once this round, no rolls needed. This Round of Initiative Varen Violet (Excluding single remaining action) Everyone Else Fire Beetle Fire Beetle
  11. Violet Kurosaki | AC: 15 | HP: 10/10 | Spell Slots: 2 | Condition: Violet feeling a little dizzy attempts to make her way to ladder to climb down it "I think you might be right about that gas..." She moaned Statblock [b][url=/sheets/?id=2432070]Violet Kurosaki[/url][/b] [i]Variant Human Cleric (Arcana Domain) 1 TN [/i] [b]AC[/b] 15 [b]HP[/b] 10 [b]Speed[/b] ft [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 12 (1) [b]Wis[/b] 16 (3) [b]Int[/b] 14 (2) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Mace[/b] +1 1d6-1 [b]Dagger[/b] +4 1d4+2 [b]Attack Cantrips[/b] +5 1d8/1d10 [b]Save Cantrips[/b] DC13 1d8/1d12 [b]Magic Missile[/b] 1d4+1 x3 Variant Human Cleric (Arcana Domain) 1 TN AC 15 HP 10 Speed ft Str 8 (-1) Dex 14 (2) Con 12 (1) Wis 16 (3) Int 14 (2) Cha 10 (0) Attacks Mace +1 1d6-1 Dagger +4 1d4+2 Attack Cantrips +5 1d8/1d10 Save Cantrips DC13 1d8/1d12 Magic Missile 1d4+1 x3
  12. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft Varen draws his Warhammer, not bothering to spit out the dagger from his mouth, grabs the blunt weapon with both hands, and swings toward the bugs swarming his sword. Mumbling something to Al Nahr his green eyes darting toward the slab, a combination of mumbling and gestures can be roughly translated as asking him to help Tessina so all 3 of them can face the bugs and give space to others. Dragonborn eyes closest bug and brings down the hammer with both hands on its glowing chittin. Hoping glowing doesn't denote acid. Tools of the Trade Weapons: Mwk Greataxe: 1d20+4, 2d6+2 Warhammer: 1d20+4, 1d8+2/1d10+2, Dagger: 1d20+4, 1d4+2 Armor: Chain Mail None: Actions/OOC Free: Swift: Move: Standard: Immediate: Abilities: Divine 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. Lay On HandsYour 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 x 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 the 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. OOC:
  13. The greatsword clatters down the cylinder chute with a heavy thump. You hear a skittering immediately following it. Jumping into the cylinder over the open hole, Varen sees that beneath are three 2 foot long glowing red beetles circling his greatsword, casting a few feet of light. Glancing above, you see levers spotted across the cylinder, and a long open tube trailing to the top. Al Nahr waits for your lead, holding onto the door over the pit with easy grace. Sister Tessina is confronted by the stone slab; unless she moves it (15 strength check), she'll be barred from this place and the rest of the party. Stilgar and Violet feel a little dizzy all of a sudden.
  14. Name: Sister Tessina Class: Sorcerer Race: Yuan-Ti Sister Tessina likewise followed the others and took hold of the ladder, she kept pace with the others. It was difficult to ascertain where they were going, the Yuan-Ti kept watching out for any trouble by looking in the direction that they were going. OoC -
  15. Al Nahr Al Bariyu Lieashirat Al Dabab Al Baeid (Wild River of the the Far Mist clan) AC: 18 (chain mail 16 + shield 2) or 16 (chain mail 16); HP: 13/13 (1/1d10 + 3) 100%; Speed: 30 ft., climb 30 ft.; Proficiency Bonus: +2 STR: 17 (+3)save: (+5) athletics (+5) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 12 (+1)save (+1) acrobatics (+1) sleight-of-hand (+1) stealth (+1) initiative (+1); CON: 16 (+3)save (+5); INT: 8 (−1)save (−1) arcana (−1) history (−1) investigation (−1) nature (−1) religion (−1); WIS: 13 (+1)save (+1) animal-handling (+3) insight (+3) medicine (+3) perception (+3) survival (+3); CHA: 8 (−1)save (−1) deception (−1) intimidation (−1) performance (−1) persuasion (−1) Senses: darkvision 60 ft., passive Perception 13, passive Insight 13, passive Investigation 9; Tools: brewers’ supplies, thieves’ tools; Armor: heavy armor, medium armor, light armor, shields; Weapons: martial weapons, simple weapons; Languages: Common, Dwarvish; Size: Medium; Age: 21; Height: 6′–6″ (198 cm); Weight: 190 lb. (86.3 kg); Fur: black, white, and orange; Eyes: orange Inventory Money PP 0 GP 15 SP 0 EP 0 CP 0 10 gp Gems 0 50 gp Gems 0 100 gp Gems 0 500 gp Gems 0 1,000 gp Gems 0 5,000 gp Gems 0 25 gp Art Objects 0 250 gp Art Objects 0 750 gp Art Objects 0 2,500 gp Art Objects 0 7,500 gp Art Objects 0 Starting Gold: 15 from background. Inventory 1 Mason’s Tools; Artisan’s tools; 10 gp, 8 lb.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. History. Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it. Investigation. You gain additional insight when inspecting areas within stone structures. Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. Demolition. Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks. 1 Letter of Introduction from Your Guild 1 Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Chain Mail; Heavy armor; 75 gp, 55 lb.; AC 16; Source: PHB, page 145. Available in the SRD and the Basic Rules. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. 1 Whip; Weapon; Martial weapon, melee weapon; 2 gp, 3 lb.; 1d4 slashing - finesse, reach; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. 1 Shield; Armor (shield); 10 gp, 6 lb.; AC +2; Source: PHB, page 144. Available in the SRD and the Basic Rules. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. 1 Light Crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. 20/20 Crossbow Bolts (20); Ammunition; 1 gp, 1½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Explorer’s Pack; Adventuring gear; 10 gp, 59 lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules. Includes: 1 Backpack; Adventuring gear; 2 gp, 5 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. 1 Bedroll; Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Mess Kit; Adventuring gear; 2 sp, 1 lb.; Source: PHB, page 152. Available in the SRD and the Basic Rules. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. 1 Tinderbox; Adventuring gear; 5 sp, 1 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. 9/10 Torch; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. 10/10 Rations (1 day); Adventuring gear; 5 sp, 2 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 1 Waterskin; Adventuring gear; 2 sp, 5 lb. (full); Source: PHB, page 153. Available in the SRD and the Basic Rules.; A waterskin can hold up to 4 pints of liquid. 1 Hempen Rope (50 feet); Adventuring gear; 1 gp, 10 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. “My words are bold”, ‘my thoughts are slanted,’, and my actions are plain. Al Nahr unties his rope from the handle, re-bundles it, hangs it from his waist, and then follows Varen down the ladder. OOC — To Whom It May Concern . . . —
  16. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft "Sure, you do. Bahamut be my witness, if you don't do anything useful soon I'm throwing you in the next room to test for traps. I bloody paid for this backpack, and it complains significantly less." Dragonborn sheets cumbersome Greatsword that would just get in his way in the cylinder and takes out the dagger. He nods to Al Nahr "If you don't hear me screaming drop my backpack after me." With that, he places a dagger between his teeth and shoves his bulk inside before following the ladder. Tools of the Trade Weapons: Mwk Greataxe: 1d20+4, 2d6+2 Warhammer: 1d20+4, 1d8+2/1d10+2, Dagger: 1d20+4, 1d4+2 Armor: Chain Mail None: Actions/OOC Free: Swift: Move: Standard: Immediate: Abilities: Divine 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. Lay On HandsYour 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 x 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 the 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. OOC:
  17. Stilgar Horden | 10/10 HP | 13 AC | Variant Human/Warlock Stilgar curls up and tries to make himself as small as he can as the room moves and bangs and scares the living hells out of him. "I didn't do that!" He said to the group, "but it looks like we now have some way of getting down from this floor, unfortunately, the last scare has my heart rate going wild, someone else should look and let an old man catch his breath." Stilgar's
  18. As Al Nahr leans back on the rope and Tessina watches from the passage, there is a shoor as the doorway is dustily blocked by a stone slab rolling out of the wall. And then, the bronze cylinder door is actually opened. The rightmost cylinder swings open at the same time as the tile just before it drops away - hitting the ground below with a heavy thud. Within the cylinder, you see a iron ladder.
  19. Al Nahr Al Bariyu Lieashirat Al Dabab Al Baeid (Wild River of the the Far Mist clan) AC: 18 (chain mail 16 + shield 2) or 16 (chain mail 16); HP: 13/13 (1/1d10 + 3) 100%; Speed: 30 ft., climb 30 ft.; Proficiency Bonus: +2 STR: 17 (+3)save: (+5) athletics (+5) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 12 (+1)save (+1) acrobatics (+1) sleight-of-hand (+1) stealth (+1) initiative (+1); CON: 16 (+3)save (+5); INT: 8 (−1)save (−1) arcana (−1) history (−1) investigation (−1) nature (−1) religion (−1); WIS: 13 (+1)save (+1) animal-handling (+3) insight (+3) medicine (+3) perception (+3) survival (+3); CHA: 8 (−1)save (−1) deception (−1) intimidation (−1) performance (−1) persuasion (−1) Senses: darkvision 60 ft., passive Perception 13, passive Insight 13, passive Investigation 9; Tools: brewers’ supplies, thieves’ tools; Armor: heavy armor, medium armor, light armor, shields; Weapons: martial weapons, simple weapons; Languages: Common, Dwarvish; Size: Medium; Age: 21; Height: 6′–6″ (198 cm); Weight: 190 lb. (86.3 kg); Fur: black, white, and orange; Eyes: orange Inventory Money PP 0 GP 15 SP 0 EP 0 CP 0 10 gp Gems 0 50 gp Gems 0 100 gp Gems 0 500 gp Gems 0 1,000 gp Gems 0 5,000 gp Gems 0 25 gp Art Objects 0 250 gp Art Objects 0 750 gp Art Objects 0 2,500 gp Art Objects 0 7,500 gp Art Objects 0 Starting Gold: 15 from background. Inventory 1 Mason’s Tools; Artisan’s tools; 10 gp, 8 lb.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. History. Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it. Investigation. You gain additional insight when inspecting areas within stone structures. Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. Demolition. Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks. 1 Letter of Introduction from Your Guild 1 Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Chain Mail; Heavy armor; 75 gp, 55 lb.; AC 16; Source: PHB, page 145. Available in the SRD and the Basic Rules. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. 1 Whip; Weapon; Martial weapon, melee weapon; 2 gp, 3 lb.; 1d4 slashing - finesse, reach; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. 1 Shield; Armor (shield); 10 gp, 6 lb.; AC +2; Source: PHB, page 144. Available in the SRD and the Basic Rules. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. 1 Light Crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. 20/20 Crossbow Bolts (20); Ammunition; 1 gp, 1½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Explorer’s Pack; Adventuring gear; 10 gp, 59 lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules. Includes: 1 Backpack; Adventuring gear; 2 gp, 5 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. 1 Bedroll; Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 Mess Kit; Adventuring gear; 2 sp, 1 lb.; Source: PHB, page 152. Available in the SRD and the Basic Rules. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. 1 Tinderbox; Adventuring gear; 5 sp, 1 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. 9/10 Torch; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. 10/10 Rations (1 day); Adventuring gear; 5 sp, 2 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 1 Waterskin; Adventuring gear; 2 sp, 5 lb. (full); Source: PHB, page 153. Available in the SRD and the Basic Rules.; A waterskin can hold up to 4 pints of liquid. 1 Hempen Rope (50 feet); Adventuring gear; 1 gp, 10 lb.; Source: PHB, page 153. Available in the SRD and the Basic Rules.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. “My words are bold”, ‘my thoughts are slanted,’, and my actions are plain. With everyone in position, Al Nahr pulls the rope, to open the door. OOC — To Whom It May Concern . . . —
  20. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft Dragonborn positions himself accordingly and as the added security cover himself more with the width of the sword "I hope for the projectile, a whiff of poison gas would ruin this wonderful adventure...where we got lost as soon as we left civilization." Tools of the Trade Weapons: Mwk Greataxe: 1d20+4, 2d6+2 Warhammer: 1d20+4, 1d8+2/1d10+2, Dagger: 1d20+4, 1d4+2 Armor: Chain Mail None: Actions/OOC Free: Swift: Move: Standard: Immediate: Abilities: Divine 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. Lay On HandsYour 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 x 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 the 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. OOC:
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