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D&D 5e

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05/30/2024

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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. 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.
  3. 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 . . . —
  4. 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:
  5. Violet Kurosaki | AC: 15 | HP: 10/10 | Spell Slots: 2 | Condition: Violet moved to a safe spot while still trying to help illuminate the room with her produce flame spell 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
  6. Name: Sister Tessina Class: Sorcerer Race: Yuan-Ti Sister Tessina stepped out of the room and gave the others a warning that a bolt might shoot out at them, she kept Tabatha from the room should a bolt fire out. Sister Tessina walked into the room once Al Nhar declared that the room was cleared, she allowed Tabatha to have a roam around if she needed to. "I take it we are good to go" she asked? OoC -
  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. “I’m starting to think we ought to have brought along a 10-foot pole,” Al Nahr comments as he picks up his torch. He follows the tiles that Varen already checked. Once they’re in the room, he’ll set down his torch on the ground to provide himself light—and anyone else on his side of the bronze cylinders. If he finds a sconce into which he can place the torch, all the better! He carefully ties his rope to one of the handles on the door of one of the large bronze cylinders. “I suspect that a crossbow bolt might come whizzing out of one of those holes in the wall—or all of them, so everyone position yourselves so that none of you is in line with the holes!” Once everyone is safely positioned, he stands 10 feet away and pulls on the rope tied to the handle and—tries—to open the bronze door. OOC — To Whom It May Concern . . . —
  8. Name: Sister Tessina Class: Sorcerer Race: Yuan-Ti This damned heat was getting to everyone, everyone was praying for night so they could cool down. A door, a door to the unknown. Well it has to be better than this bloody heat she thought. Tabatha shifted her weight just to let her owner know that she was still there. OoC - I am on my holiday at the moment and I will reduce the picture when I get home next week.
  9. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft Paladin does the same "push test" to tiles directly left and right of himself before turning to others "I'd follow the tiles I already checked, but I'm too young and beautiful to be your mom. Do as you please." He looks at Stilgar "Old Man do you think your Magic Hand could try and open these doors on cylinders?" He looks at cylinders "Oddly as it may seem I think we should try one closest to the blood first." 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:
  10. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft "I don't see any, which doesn't mean that there aren't any." he carefully probes every tile with the Greatsword leaning his entire (significant) weight on the weapon before stepping forward and moving toward his backpack. 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:
  11. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft "Traps like that, good no one rearmed them." he said passing bodies and crossbows. He crouches at the entrance to the new room and scans the floor, especially around the bloody stains. He removes his backpack and tosses it near one. Now he does draw his Greatsword. They were not alone, and looters were not sharing crowd. 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:
  12. Varen finds nothing of interest, whilst Al Nahr's torch bounces off stone some ten feet away, and rocks to a stop before a large crossbow in a small niche before a sharp right turn. He can see the crossbow is unloaded, and it's winch snapped, the crossbow evidently rusted completely. Several footprints, the human, another hobgoblin perhaps and something larger are present in the dust. Violet reflects that this desert has always had it's share of ruins, and the odd disturbing tale coming from them. Anything in this particular part of the desert is probably a cluster of complexes in truth, hidden beneath the sands. Violet's first footstep over the corpse finds a dull click, and the trigger in the crossbow opposite clicks too and then falls out. When she takes the right, she finds a forty foot wide square room. The room smells old and musty. The dust on the floor has been disturbed, though oddly you can't tell the nature of it as before, as if windswept. Three huge bronze cylinders reach from the floor to the ceiling in the middle of the room. In the center of each cylinder, facing her at floor level, is a bronze door, with a bronze handle. Violet sees dried blood before the middle cylinder, small holes in the middle of the west wall, oddly shallow dust before the right cylinder and a small hole in each corner of the room.
  13. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft Varen nods to Violet "Thanks." still he remains looking at the arrow and the body as heat bothered him slightly less than others "Although I suggest watching for traps, for some reason places like this are synonymous with them. If you can wait a few minutes in the shade close to the entrance I'll take a point since I have some experience with them, although a professional in that field would be preferable. Also, others should follow her lead too, you especially my furry friend, my scales prevent, too much moisture from escaping my body, I can only imagine your fur works exactly opposite for you." He says to Al Nahr 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:
  14. Violet Kurosaki | AC: 15 | HP: 10/10 | Spell Slots: 2 | Condition: Violet hummed as she finished studying the body, "Whoever killed this one did so several weeks back, as for history of this desert, I might have heard something..." She hummed "but I'm going to get out of this heat." She walked past the corpse lighting a produce flame in her hand and holding it to illuminate the area around her (10 ft bright, 10 ft dim) 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
  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 lights a torch and chucks it down the hallway—either as far as it will go before hitting a wall and falling to the floor, or 60 feet. OOC — To Whom It May Concern . . . —
  16. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft Varen nods to others "It's clear for now. But we are not first visitors." he points at the tracks "Human-sized. Treasure hunters maybe? Does anyone know anything about the history of this desert, maybe some story about a buried temple or tomb with untold riches? Those things draw adventurers in as dung attracts flies." He slowly moves closer to the body using one of the horse whips to push it around and asses the wound and anything else that could help with would-be killers. 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. Varen cannot see anything with godly eyes. When his natural ones at long last adjust, there is a human sized bootprint visible just beyond the corpse in the dust of the passage contained within, some ten feet wide, it's length dropping into darkness. Violet's approach finds the corpse weeks old.
  18. 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. 10/10 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. "I wonder what could be waiting for us on the other side of this door?" Stilgar whispered to the group. "Should I bring out my mage hand and do a quick check to see if there are any traps waiting for us just through this door?" Without turning or breaking concentration Varen whispers "Wait until my Divine Sense does its thing and we know it's not an ambush first. If it's just a corpse it can wait for a few minutes more until it finishes scanning an entire 60 feet radius. Then when we know we won't be jumped to join it we can approach and glance into that hole better. It does look like an Orc or Hobgoblin feathers but it might be work of a trap just as well. It will take just a bit more than a minute." Al Nahr looks at the dead hobgoblin and tries not to smell it. “I’ll trust your judgement on this one, friend,” he purrs. “I’ll stand back here, whip at the ready.” With that, Al Nahr moves 10 feet back—if for no other reason than to escape the smell of the corpse, not that it did any good. His whip was poised to strike the first thing that came through that opening at them until Varen gave them the go-ahead. And probably Stilgar, with his trap-checking, as well. Still, it’d be nice to get out of this oppressive heat—especially with his thick fur. Al Nahr was surprised he hadn’t joined the horses in their heat-exhausted deaths. He has his shield equipped in his ‘off hand’. OOC — To Whom It May Concern . . . —
  19. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft Without turning or breaking concentration Varen whispers "Wait until my Divine Sense does its thing and we know it's not an ambush first. If it's just a corpse it can wait for a few minutes more until it finishes scanning an entire 60 feet radius. Then when we know we won't be jumped to join it we can approach and glance into that hole better. It does look like an Orc or Hobgoblin feathers but it might be work of a trap just as well. It will take just a bit more than a minute." 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:
  20. Stilgar Horden | 10/10 HP | 13 AC | Variant Human/Warlock Stilgar brushes the sand off of himself, already feeling it where it shouldn't belong, he follows the others and sees the the rotting corpse just lying on the ground, holding an entrance open. "I wonder what could be waiting for us on the other side of this door?" He whispered to the group. "Should I bring out my mage hand and do a quick check to see if there are any traps waiting for us just through this door?" Stilgar's
  21. Violet Kurosaki | AC: 15 | HP: 10/10 | Spell Slots: 2 | Condition: The past couple of days for Violet had been interesting. She had been hired on as a healer for a caravan to cross the desert however a sandstorm quickly consumed the caravan causing people to lose their way. Although they went east, it seems that it was just endless desert and the heat was cooking and consuming everything. Despite Violet's best efforts to use magic to keep a stable water supply, it wasn't enough and soon their mounts died from heat exhaustion and Violet was sure that was the way everyone was going to die. However it seemed life had one more curiosity to show Violet before she baked to death. It seems there was an entrance to an underground chamber of some sort. If it went down enough, the heat of the outside would not be in effect. What was even more curious was a recently killed fat hobgoblin with a steel crossbolt bolt shining in its gut. Violet would approach the corpse and look it over attempting to determine when this Hobogoblin was killed. 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
  22. Varen| AC 16 | Ini: 0 | BAB +4 | Hit Points: 12/12 | Size: Medium | Speed: 30 ft Large Dragonborn lays his hand on the hilt of his sword and makes one step toward the hole. The past several days were...unpleasant, albeit due to thick scales and basically lizard outer shell not as unpleasant as for some. Still, this opening with a corpse did not seem particularly more inviting than continuing to roam around the sand. He activates his 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. to check for any immediate danger while peering into darkness of the entrance. 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:
  23. On the other side... A slab of stone in the sands, begging to be concealed, stuck open by the fat rotting body of a hobgoblin disappearing into blackness and the steel fletching of a crossbow bolt shining from it's stomach.
  24. Goodberry comments: I like the way Slinkman thinks. No, yes. Yes, but only out of cynicism. On paper I now have enough candidates.
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