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Rumours of the Duskwalker. Toppled Stone Circles. The names of a respectable group of local heroes in an untroubled land, damningly carved in stone for a fresh round of trouble. And who else, would find it, but them?

Game System

D&D 5e

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06/17/2024

Detailed Description

Amongst the half-elves, of your Yuirwood forest, there is talk of the star elves, and a visitor, the Duskwalker. Others speak of missing travellers and lost goods, all pointing to a circle of fallen stones within the forest. And now there is talk of you, all five, and what you have done before in these quiet lands and what, perhaps, you are planning to do now. Scarce read runes spell your names; all around know of the ambition you have. Was it you? Can you stop it? Are you heroes, or a big problem?

 

Your reputation precedes you...

Please include your previous level 1 exploits in your character sheet application.

The truth behind the tale...

5 players wanted. All character creation options allowed so long as it's official. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.

  1. What's new in this game
  2. - Human - Circle of Moon Druid - Level 2 AC: 13/15 (Leather, Shield) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 15, Insight 13, Investigation 11. StrSave: +0 Athletics: +2: 10 (+0) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: +3 Arcana: +1 History: +1 Investigation: +1 Nature: +3 Religion: +1: 12 (+1) | WisSave: +5 Animal Handling: +3 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 17 (+3) | ChaSave: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Elvish Spell Slots: L1 3/3 | L2 0/0 | Wild Shapes: 2/2 The druid perked up at the question, turning his gaze to the barmaid. He had not really considered the idea of finding the stone with his name on it, part of him still thinking that any number of Ravens might be around. Maybe the stone just wanted the actual bird to be part of destiny. Maybe he should find one to bring with him. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: -
  3. - Human Aberrant Mind Sorcerer - Level 2 AC: 15 (Mage Armor) | HP: 14/14 | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 14, Insight 12, Investigation 9 StrSave: +2 Athletics: +4: 8 (-1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 9 (-1) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 14 (+2) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Deep Speech, Draconic Spell Slots: L1 2/3 | L2 0/0 | Sorcery Points: 2/2 "I am admittedly not a 'forest person', but we could ask one of the locals, rather than wandering off randomly into the woods...", Vidger suggests. "It seems to have been a topic of some local consideration, I'm sure someone must know at least a general location." While probably not as appealing to her as Varis, the gaunt man asks the barmaid, "Miss? Do you know where the standing stones that people say bear our names are? Or someone who would have that information?" OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources %5Bb%5D%5Burl%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2908257%5DVidger%20Vadz%5B%2Furl%5D%5B%2Fb%5D%20%0A%5Bi%5DHuman%20(Variant)%20Sorcerer%20(Aberrant%20Mind)%202%20CN%5B%2Fi%5D%20%0A%0A%5Bb%5DAC%5B%2Fb%5D%2015%20%5Bb%5DHP%5B%2Fb%5D%2014%20%5Bb%5DSpeed%5B%2Fb%5D%2030ft%20%0A%0A%5Bb%5DStr%5B%2Fb%5D%208%20(-1)%20%5Bb%5DDex%5B%2Fb%5D%2014%20(2)%20%5Bb%5DCon%5B%2Fb%5D%2014%20(2)%20%5Bb%5DWis%5B%2Fb%5D%2014%20(2)%20%5Bb%5DInt%5B%2Fb%5D%209%20(-1)%20%5Bb%5DCha%5B%2Fb%5D%2016%20(3)%0A%0A%5Bb%5DAttacks%5B%2Fb%5D%0A%5Bb%5DLight%20Crossbow%20(80%2F320)%5B%2Fb%5D%20%2B4%20%20%5B20%5D%201d8%2B2%20P%0A%5Bb%5DDagger%20(20%2F60)%5B%2Fb%5D%20%2B4%20%20%5B2%5D%201d4%2B2%20P%0A%5Bb%5DMind%20Sliver%20(60')%5B%2Fb%5D%20Int%20Save%201d6%20Ps%0A%5Bb%5DChill%20Touch%20(120')%5B%2Fb%5D%20%2B5%201d8%20N%0A%5Bb%5DMagic%20Missile%20(120')%5B%2Fb%5D%20Auto%20%20%5Bx3%5D%201d4%2B1%20F%0A%0AASI%3A%20%20%2B1%20Cha%2C%20%2B1%20Con%0A%0ABonus%20Skill%3A%20%20Persuasion%0A%0ABonus%20Feat%3A%20%20Telekinetic%0A--%20%2B1%20Cha%0A--%20Mage%20Hand%20Cantrip%0A--%20Shove%20(30'%20range%2C%20DC%2013%20Str%20save%2C%20move%20creature%205'%2C%20bonus%20action)%0A%0ABackground%20Feature%3A%20%20Heart%20of%20Darkness%0A%0ASorcerous%20Origin%3A%20%20Aberrant%20Mind%0A%0ATelepathic%3A%20%202m%20duration%2C%203%20mi%20range%0A%0AFont%20of%20Magic%20(bonus%20action)%0A--%20Sorcery%20Points%3A%202%20%5B2%5D%0A--%20Flexible%20Casting Human (Variant) Sorcerer (Aberrant Mind) 2 CN AC 15 HP 14 Speed 30ft Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 9 (-1) Cha 16 (3) Attacks Light Crossbow (80/320) +4 [20] 1d8+2 P Dagger (20/60) +4 [2] 1d4+2 P Mind Sliver (60') Int Save 1d6 Ps Chill Touch (120') +5 1d8 N Magic Missile (120') Auto [x3] 1d4+1 F ASI: +1 Cha, +1 Con Bonus Skill: Persuasion Bonus Feat: Telekinetic -- +1 Cha -- Mage Hand Cantrip -- Shove (30' range, DC 13 Str save, move creature 5', bonus action) Background Feature: Heart of Darkness Sorcerous Origin: Aberrant Mind Telepathic: 2m duration, 3 mi range Font of Magic (bonus action) -- Sorcery Points: 2 [2] -- Flexible Casting
  4. Gnome WarrenGuard AC: 18 (Studded Leather, Shield) | HP: 20/20 () | HD: 2/2 | Speed: 25 ft. | Initiative: +4 Senses: Passive Perception 12, Insight 10, Investigation 8. StrSave: +2 Athletics: +4: 14 (+2) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 18 (+4) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 7 (-2) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Elvish, Sylvan, Speak with Small Beasts Spell Slots: L1 2/2 | L2 0/0 Whilst he thinks, the little gnome runs a tanned hand through wild flaxen hair, the latter resisting even this mild attempt at taming. "Well if it's destiny I'm sure it won't be hard to find them. A wander into the woods and follow our noses I imagine. We'll find adventure one way or another." He begins to quietly sing a small ditty with a smile "there's a stone with my name and it calls me / and where I go-o / no-one kno-ows..." The leatherclad warrior kicks his dangling feet, as if ready to jump up and set off right now. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage. Finesse Shortbow . Ranged Weapon Attack: +6 to hit, ranged 80/320 ft., one target. Hit: 1d6+4 piercing damage. 20/20, Two-Handed Dagger . Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., thrown 20/60 ft., one target. Hit: 1d4+4 piercing damage. Finesse Javelin [2]. Melee/Thrown Weapon Attack: +4 to hit, reach 5 ft., thrown 30/60 ft., one target. Hit: 1d6+2 piercing damage. Bonus Actions: - Reactions: - Class/Other Features: Divine Sense . (4/4 Long Rest) - The 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. Lay on Hands . (10/10) - Your 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 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.
  5. erel Half-Elf Fey Pact Warlock AC: 13 | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 10 StrSave: +2 Athletics: +4: 12 (+1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 13 (+1) | ConSave: +2: 12 (+1) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 10 (0) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 9 (-1) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 18 (+4) Languages: Common, Elven, Orcish Spell Slots: L1 2/2 His ale is dropped off quickly, and he tosses the barmaid a silver with a wink. That earns him a giggle and a blush before she goes back to her duties and he turns his attention back to his companions. "Something like that, anyway," he agrees when Wrenlen repeats his words back to him. "There's a bit of a tale there, and I don't mind telling it - but we might want to work out how to even find these stones with our names on them first." Business before pleasure, and all that. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions and Features Actions: Shortsword Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d6+1 piercing damage. Sling Ranged Weapon Attack: +3 to hit, ranged 30/120 ft, one target. Hit: 1d8+1 bludgeoning damage. Dagger Melee/Thrown Weapon Attack: +3 to hit, reach 5 ft, thrown 20/60 ft., one target. Hit: 1d4+1 piercing damage. Finesse Eldritch Blast Ranged Spell Attack: +6 to hit, ranged 120 ft, one target. Hit: 1d10+4 force damage. Bonus Actions: -Magic Stone -Hex -Expeditious Retreat Reactions: - Class/Other Features: Fey Presence Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
  6. - Human - Circle of Moon Druid - Level 2 AC: 13/15 (Leather, Shield) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 15, Insight 13, Investigation 11. StrSave: +0 Athletics: +2: 10 (+0) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: +3 Arcana: +1 History: +1 Investigation: +1 Nature: +3 Religion: +1: 12 (+1) | WisSave: +5 Animal Handling: +3 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 17 (+3) | ChaSave: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Elvish Spell Slots: L1 3/3 | L2 0/0 | Wild Shapes: 2/2 Raven stares across the table at the gnome for several moments, "Visiting the stones? Interesting idea." He sits petting the cat for a few moments, "The old stones are often places of power." Raven did not know where these particular stones were located. He wondered how they might find them. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: -
  7. No worries! That kinda thing is to be expected in PbP.
  8. I'm gonna be out of town until Monday, so while I'll still be able to respond via mobile, I may be a little more spotty for a few days. If everything is formatted weird, that's why. My apologies. :)
  9. Gnome WarrenGuard AC: 18 (Studded Leather, Shield) | HP: 20/20 () | HD: 2/2 | Speed: 25 ft. | Initiative: +4 Senses: Passive Perception 12, Insight 10, Investigation 8. StrSave: +2 Athletics: +4: 14 (+2) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 18 (+4) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 7 (-2) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Elvish, Sylvan, Speak with Small Beasts Spell Slots: L1 2/2 | L2 0/0 "From the forest you may be foroaisegnomish for "wild-speaker" - colloquial term for non-gnomes who can speak with animals., but I have never met you. Though I suppose it is wide, and deep, and ancient. I suspect there are many secrets in its trees we have none of us met," the little gnome concedes to Raven's point. "I'm not sure destiny pays in any currency but glory and fame, though I suppose it also takes its wages in hardship and challenge. Up to you if that's a good trade. Might be able to turn some of it to coin." Tall-folk - those who lived in the cities at least - were always obsessed with coin it seemed. The forest gnome warrens were much more communal about these things. Wrenlen was a WarrenGuard, a job he couldn't do as well dead, and thus was fed. Much the same logic was applied to all the gnomes within the warren, each doing their part for the burrows. "Contractually obligated?" Wren asks with interest as he continued to drink his beer. Mugs tended to last him much longer, which was a small blessing of his size, pun not intended. "Sounds like a good idea to go investigate them ourselves anyway. If they're all carved together maybe something good-interesting will happen when we attend together," he suggested with relentless optimism. "If not, I should probably be making sure it isn't a threat to the burrows anyway. So I guess I'm actually obligated as well if you put it like that." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage. Finesse Shortbow . Ranged Weapon Attack: +6 to hit, ranged 80/320 ft., one target. Hit: 1d6+4 piercing damage. 20/20, Two-Handed Dagger . Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., thrown 20/60 ft., one target. Hit: 1d4+4 piercing damage. Finesse Javelin [2]. Melee/Thrown Weapon Attack: +4 to hit, reach 5 ft., thrown 30/60 ft., one target. Hit: 1d6+2 piercing damage. Bonus Actions: - Reactions: - Class/Other Features: Divine Sense . (4/4 Long Rest) - The 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. Lay on Hands . (10/10) - Your 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 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.
  10. erel Half-Elf Fey Pact Warlock AC: 13 | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 10 StrSave: +2 Athletics: +4: 12 (+1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 13 (+1) | ConSave: +2: 12 (+1) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 10 (0) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 9 (-1) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 18 (+4) Languages: Common, Elven, Orcish Spell Slots: L1 2/2 Varis leans back in his chair again as the conversation flows on, glancing around at each member of this odd little party and nodding along when points are made that he agrees with. Though he shares Wrenlen's optimism for the most part (it wouldn't exactly be interesting for He-or-She-of-the-Sidhe if he went into these woods and got squashed without further ado, now would it?) he can certainly understand Vidger's more cautious attitude and Edgar's apparent unease. "I'm not from around here myself. If not for these rumors, I'd still be on the road." With a wry little smile of his own, he adds, "You might say I'm contractually obligated to stick my nose into anything strange or interesting in the offing, and this certainly qualifies." He pauses long enough to flag down a passing barmaid and order an ale, then continues, "But it does seem odd that none of the rumors have even tried to guess who did the carving or why. At least, none of the ones I've heard." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions and Features Actions: Shortsword Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d6+1 piercing damage. Sling Ranged Weapon Attack: +3 to hit, ranged 30/120 ft, one target. Hit: 1d8+1 bludgeoning damage. Dagger Melee/Thrown Weapon Attack: +3 to hit, reach 5 ft, thrown 20/60 ft., one target. Hit: 1d4+1 piercing damage. Finesse Eldritch Blast Ranged Spell Attack: +6 to hit, ranged 120 ft, one target. Hit: 1d10+4 force damage. Bonus Actions: -Magic Stone -Hex -Expeditious Retreat Reactions: - Class/Other Features: Fey Presence Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
  11. - Human Aberrant Mind Sorcerer - Level 2 AC: 15 (Mage Armor) | HP: 14/14 | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 14, Insight 12, Investigation 9 StrSave: +2 Athletics: +4: 8 (-1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 9 (-1) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 14 (+2) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Deep Speech, Draconic Spell Slots: L1 2/3 | L2 0/0 | Sorcery Points: 2/2 "Yes, great, interesting, things", Vidgar replies to the gnome's attempt to put a positive spin on their situation, smiling wanly. The gaunt man shrugs in reply to Red Edgar's questions. "I'm here because word reached me that my name was etched on the stones. That seemed enough to warrant investigation. Unless it's the author, I'm not aware of anyone organizing this, and I'm certainly not aware of anyone offering payment or direction." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources %5Bb%5D%5Burl%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2908257%5DVidger%20Vadz%5B%2Furl%5D%5B%2Fb%5D%20%0A%5Bi%5DHuman%20(Variant)%20Sorcerer%20(Aberrant%20Mind)%202%20CN%5B%2Fi%5D%20%0A%0A%5Bb%5DAC%5B%2Fb%5D%2015%20%5Bb%5DHP%5B%2Fb%5D%2014%20%5Bb%5DSpeed%5B%2Fb%5D%2030ft%20%0A%0A%5Bb%5DStr%5B%2Fb%5D%208%20(-1)%20%5Bb%5DDex%5B%2Fb%5D%2014%20(2)%20%5Bb%5DCon%5B%2Fb%5D%2014%20(2)%20%5Bb%5DWis%5B%2Fb%5D%2014%20(2)%20%5Bb%5DInt%5B%2Fb%5D%209%20(-1)%20%5Bb%5DCha%5B%2Fb%5D%2016%20(3)%0A%0A%5Bb%5DAttacks%5B%2Fb%5D%0A%5Bb%5DLight%20Crossbow%20(80%2F320)%5B%2Fb%5D%20%2B4%20%20%5B20%5D%201d8%2B2%20P%0A%5Bb%5DDagger%20(20%2F60)%5B%2Fb%5D%20%2B4%20%20%5B2%5D%201d4%2B2%20P%0A%5Bb%5DMind%20Sliver%20(60')%5B%2Fb%5D%20Int%20Save%201d6%20Ps%0A%5Bb%5DChill%20Touch%20(120')%5B%2Fb%5D%20%2B5%201d8%20N%0A%5Bb%5DMagic%20Missile%20(120')%5B%2Fb%5D%20Auto%20%20%5Bx3%5D%201d4%2B1%20F%0A%0AASI%3A%20%20%2B1%20Cha%2C%20%2B1%20Con%0A%0ABonus%20Skill%3A%20%20Persuasion%0A%0ABonus%20Feat%3A%20%20Telekinetic%0A--%20%2B1%20Cha%0A--%20Mage%20Hand%20Cantrip%0A--%20Shove%20(30'%20range%2C%20DC%2013%20Str%20save%2C%20move%20creature%205'%2C%20bonus%20action)%0A%0ABackground%20Feature%3A%20%20Heart%20of%20Darkness%0A%0ASorcerous%20Origin%3A%20%20Aberrant%20Mind%0A%0ATelepathic%3A%20%202m%20duration%2C%203%20mi%20range%0A%0AFont%20of%20Magic%20(bonus%20action)%0A--%20Sorcery%20Points%3A%202%20%5B2%5D%0A--%20Flexible%20Casting Human (Variant) Sorcerer (Aberrant Mind) 2 CN AC 15 HP 14 Speed 30ft Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 9 (-1) Cha 16 (3) Attacks Light Crossbow (80/320) +4 [20] 1d8+2 P Dagger (20/60) +4 [2] 1d4+2 P Mind Sliver (60') Int Save 1d6 Ps Chill Touch (120') +5 1d8 N Magic Missile (120') Auto [x3] 1d4+1 F ASI: +1 Cha, +1 Con Bonus Skill: Persuasion Bonus Feat: Telekinetic -- +1 Cha -- Mage Hand Cantrip -- Shove (30' range, DC 13 Str save, move creature 5', bonus action) Background Feature: Heart of Darkness Sorcerous Origin: Aberrant Mind Telepathic: 2m duration, 3 mi range Font of Magic (bonus action) -- Sorcery Points: 2 [2] -- Flexible Casting
  12. - Human - Circle of Moon Druid - Level 2 AC: 13/15 (Leather, Shield) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 15, Insight 13, Investigation 11. StrSave: +0 Athletics: +2: 10 (+0) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: +3 Arcana: +1 History: +1 Investigation: +1 Nature: +3 Religion: +1: 12 (+1) | WisSave: +5 Animal Handling: +3 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 17 (+3) | ChaSave: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Elvish Spell Slots: L1 3/3 | L2 0/0 | Wild Shapes: 2/2 Raven does not look at Edgar the warrior, instead staring off at a wall. "You assume much." The slight human shrugs, "Have you not heard? Destiny is coming." The druid seems to be considering, "Does destiny pay well?" OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: -
  13. AC: 13 | HP: 19/19 () | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 13 Str: 17 (+3) | Dex: 13 (+1) | Con: 14 (+2) | Int: 11 (0) | Wis: 12 (+1) | Cha: 12 (+1) Edgar looks these strange individuals up and down. "Is this all anyone knows about these names and rocks and whatnot? I was really hoping this would turn into a job, I've been seeking gainful employment since... well, anyway, I'm looking for the type of job one does with steel in hand. Is that the same for the lot of you? Is someone coming to take charge? " He looks to the cat. "I assume you're not really talking to that cat, are you? Who is coming? I haven't lived in the forest for far too long it seems." Edgar seems uncomfortable at the idea of a leaderless group of misfits. He fidgets nervously with his hands, picking the dirt out from under his fingernails. Surely anyone's leadership would be better than none, even that of someone heralded by overly communicative cats.
  14. - Human - Circle of Moon Druid - Level 2 AC: 13/15 (Leather, Shield) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 15, Insight 13, Investigation 11. StrSave: +0 Athletics: +2: 10 (+0) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: +3 Arcana: +1 History: +1 Investigation: +1 Nature: +3 Religion: +1: 12 (+1) | WisSave: +5 Animal Handling: +3 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 17 (+3) | ChaSave: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Elvish Spell Slots: L1 3/3 | L2 0/0 | Wild Shapes: 2/2 As you look at Raven, trying to figure him out as so many do, he is as many have described him "odd". By human standards, he appears nearly fully grown, at 5'4" tall he might be near his full adult height, but has that awkwardness of a someone in their late teens, not sure of the body he has grown into. But a human male should be showing facial hair and his voice would have deepened, which does not seem to be the case. Raven has an odd way of one minute staring at you, unblinking while you talk, although you aren't sure where his thoughts might be. The next minute he is talking to the tavern cat with a gleeful smile on his face. If you do look into his ash grey eyes, you get this odd sense of age, of wisdom somewhere in there which doesn't fit even a full adult human. Some might say he has an old soul. Raven smiles at Wren's comment about Trufflehunter, "He did ask, but sadly I had nothing to offer him." The cat meows at Raven again, this time he responds in common, "I know, she is coming." Many of the deeper thoughts seem to go over Raven's head, although at one point he notes. "Many of us are from the forest." OOC I put some more details IC. Physically, he looks late teens (18) except a few things just don't fit what you might expect of someone that age. So, not a 10 year old of anything like that although talking to the cat certainly fits. Usually I'm playing a grumpy old dwarf. We'll see if I mess this up entirely :) Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: -
  15. Gnome WarrenGuard AC: 18 (Studded Leather, Shield) | HP: 20/20 () | HD: 2/2 | Speed: 25 ft. | Initiative: +4 Senses: Passive Perception 12, Insight 10, Investigation 8. StrSave: +2 Athletics: +4: 14 (+2) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 18 (+4) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 7 (-2) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Elvish, Sylvan, Speak with Small Beasts Spell Slots: L1 2/2 | L2 0/0 Wrenlen takes in the various people that trickle towards his table - all tall folk it seemed, but at least the child was closer to his height. It seems a few of them were here already, but none had yet taken to introductions. Not that he disapproved of watching first. The Gnomish gods were very clear on that kind of thing, unlike many other pantheons. A little misdirection, trickery and ambush were positively encouraged as the best way of fighting and avoiding the spillage of gnomish blood. None of this declared duels and swords at dawn. Silly thing really. His bushy eyebrows jump up his face like energetic caterpillars at Raven's introduction, as his mind rushes through who his friend could be. After a few seconds he concludes it could only be Trufflehunter. He'd never otherwise been to this little village, and he'd not seen any gnomes on the way in. Better unseen his folk. Obviously it wasn't unusual for them to talk to the beasts of the forest as they would any other folk, but humans were usually less inclusive. Perhaps it was because this ones head was still closer to the earth. "Oh thankyou! Pleasure to meet you Raven. You're clearly a good egg to be talking to Trufflehuter like that. Hope he's enjoying those nuts and berries. Don't give him any more though, no matter what he says. He's a greedy thing and fed plenty well enough!" As they are joined by Vigdan he replies, "Well that's rather gloomy isn't it. Well met to you Vigdan, and you Varis. I think we're probably looking forward to great times, rather than anything else." A few moments later the last human joins. Five names, five faces. Seems like they all made it. "Not sure what links us altogether though, I'd not recognised any of your names and now I don't recognise any of your faces, though I'm native to the woods." OOC How old is Raven, roughly? Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage. Finesse Shortbow . Ranged Weapon Attack: +6 to hit, ranged 80/320 ft., one target. Hit: 1d6+4 piercing damage. 20/20, Two-Handed Dagger . Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., thrown 20/60 ft., one target. Hit: 1d4+4 piercing damage. Finesse Javelin [2]. Melee/Thrown Weapon Attack: +4 to hit, reach 5 ft., thrown 30/60 ft., one target. Hit: 1d6+2 piercing damage. Bonus Actions: - Reactions: - Class/Other Features: Divine Sense . (4/4 Long Rest) - The 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. Lay on Hands . (10/10) - Your 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 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.
  16. erel Half-Elf Fey Pact Warlock AC: 13 | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 10 StrSave: +2 Athletics: +4: 12 (+1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 13 (+1) | ConSave: +2: 12 (+1) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 10 (0) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 9 (-1) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 18 (+4) Languages: Common, Elven, Orcish Spell Slots: L1 2/2 Varis, for his part, leans back in his chair as he contemplates his fellow travelers, letting their talk wash over him. They really are a mismatched set, aren't they? Two apparent humans, a gnome or possibly halfling, and a half-elf, of all different ages and -if their varied armors and other bits of kit are anything to go by- very different walks of life. If there's some common thread that would lead someone or something to carve all their names into a standing stone, he certainly can't see it. He's brought out of his musings by the sound of the tavern door opening, letting his chair fall back down onto all four legs and turning to examine the new arrival - made easier as the man heads their way. "Hail and well met. Sounds as if you've run across the same rumor as the rest of us - of our names being carved into a standing stone by parties unknown for reasons unknown." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions and Features Actions: Shortsword Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d6+1 piercing damage. Sling Ranged Weapon Attack: +3 to hit, ranged 30/120 ft, one target. Hit: 1d8+1 bludgeoning damage. Dagger Melee/Thrown Weapon Attack: +3 to hit, reach 5 ft, thrown 20/60 ft., one target. Hit: 1d4+1 piercing damage. Finesse Eldritch Blast Ranged Spell Attack: +6 to hit, ranged 120 ft, one target. Hit: 1d10+4 force damage. Bonus Actions: -Magic Stone -Hex -Expeditious Retreat Reactions: - Class/Other Features: Fey Presence Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
  17. AC: 13 | HP: 19/19 () | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 13 Str: 17 (+3) | Dex: 13 (+1) | Con: 14 (+2) | Int: 11 (0) | Wis: 12 (+1) | Cha: 12 (+1) Opening the door and squinting into the tavern, n man steps in, scraping the mud off his boots. "I heard someone was looking for me around here somewhere, is that right? I'm Red Edgar, the folks in the town just South of here had said someone had brought up my name. I've been out of the wood for quite a while, does that ring a bell to anyone?" He's uncertain, and it shows in the awkwardness of his shoulders and the darting about of his pupils. Aside from his mail and gambeson, and the worn maroon cloak about his shoulders, he doesn't look too different from the other humans in the Yuirwood, brown hair and a nondescript face. His eyes settle on the gnome and young man with their shields. He heads that direction.
  18. - Human Aberrant Mind Sorcerer - Level 2 AC: 15 (Mage Armor) | HP: 14/14 | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 14, Insight 12, Investigation 9 StrSave: +2 Athletics: +4: 8 (-1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 9 (-1) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 14 (+2) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Deep Speech, Draconic Spell Slots: L1 2/3 | L2 0/0 | Sorcery Points: 2/2 "Thank you?", Vidgar replies to the old young man's remark about his eyes. "They were a gift to me...." "As our new friend here has suggested, we are all interesting. 'May you live in interesting times', such a cruel blessing." He cocks his head to the side a moment as though listening and nods, "Yes. Second only to 'May we walk in the light of the gods' regard and be justly rewarded, according to our deeds....'" OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources %5Bb%5D%5Burl%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2908257%5DVidger%20Vadz%5B%2Furl%5D%5B%2Fb%5D%20%0A%5Bi%5DHuman%20(Variant)%20Sorcerer%20(Aberrant%20Mind)%202%20CN%5B%2Fi%5D%20%0A%0A%5Bb%5DAC%5B%2Fb%5D%2015%20%5Bb%5DHP%5B%2Fb%5D%2014%20%5Bb%5DSpeed%5B%2Fb%5D%2030ft%20%0A%0A%5Bb%5DStr%5B%2Fb%5D%208%20(-1)%20%5Bb%5DDex%5B%2Fb%5D%2014%20(2)%20%5Bb%5DCon%5B%2Fb%5D%2014%20(2)%20%5Bb%5DWis%5B%2Fb%5D%2014%20(2)%20%5Bb%5DInt%5B%2Fb%5D%209%20(-1)%20%5Bb%5DCha%5B%2Fb%5D%2016%20(3)%0A%0A%5Bb%5DAttacks%5B%2Fb%5D%0A%5Bb%5DLight%20Crossbow%20(80%2F320)%5B%2Fb%5D%20%2B4%20%20%5B20%5D%201d8%2B2%20P%0A%5Bb%5DDagger%20(20%2F60)%5B%2Fb%5D%20%2B4%20%20%5B2%5D%201d4%2B2%20P%0A%5Bb%5DMind%20Sliver%20(60')%5B%2Fb%5D%20Int%20Save%201d6%20Ps%0A%5Bb%5DChill%20Touch%20(120')%5B%2Fb%5D%20%2B5%201d8%20N%0A%5Bb%5DMagic%20Missile%20(120')%5B%2Fb%5D%20Auto%20%20%5Bx3%5D%201d4%2B1%20F%0A%0AASI%3A%20%20%2B1%20Cha%2C%20%2B1%20Con%0A%0ABonus%20Skill%3A%20%20Persuasion%0A%0ABonus%20Feat%3A%20%20Telekinetic%0A--%20%2B1%20Cha%0A--%20Mage%20Hand%20Cantrip%0A--%20Shove%20(30'%20range%2C%20DC%2013%20Str%20save%2C%20move%20creature%205'%2C%20bonus%20action)%0A%0ABackground%20Feature%3A%20%20Heart%20of%20Darkness%0A%0ASorcerous%20Origin%3A%20%20Aberrant%20Mind%0A%0ATelepathic%3A%20%202m%20duration%2C%203%20mi%20range%0A%0AFont%20of%20Magic%20(bonus%20action)%0A--%20Sorcery%20Points%3A%202%20%5B2%5D%0A--%20Flexible%20Casting Human (Variant) Sorcerer (Aberrant Mind) 2 CN AC 15 HP 14 Speed 30ft Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 9 (-1) Cha 16 (3) Attacks Light Crossbow (80/320) +4 [20] 1d8+2 P Dagger (20/60) +4 [2] 1d4+2 P Mind Sliver (60') Int Save 1d6 Ps Chill Touch (120') +5 1d8 N Magic Missile (120') Auto [x3] 1d4+1 F ASI: +1 Cha, +1 Con Bonus Skill: Persuasion Bonus Feat: Telekinetic -- +1 Cha -- Mage Hand Cantrip -- Shove (30' range, DC 13 Str save, move creature 5', bonus action) Background Feature: Heart of Darkness Sorcerous Origin: Aberrant Mind Telepathic: 2m duration, 3 mi range Font of Magic (bonus action) -- Sorcery Points: 2 [2] -- Flexible Casting
  19. - Human - Circle of Moon Druid - Level 2 AC: 13/15 (Leather, Shield) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 15, Insight 13, Investigation 11. StrSave: +0 Athletics: +2: 10 (+0) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: +3 Arcana: +1 History: +1 Investigation: +1 Nature: +3 Religion: +1: 12 (+1) | WisSave: +5 Animal Handling: +3 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 17 (+3) | ChaSave: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Elvish Spell Slots: L1 3/3 | L2 0/0 | Wild Shapes: 2/2 The dark haired druid stares at Vidger, meeting the strangers glowing eyes, his own ash grey eyes unblinking and seeming to reflect an age far older than his boyish features would indicate. Raven tilts his head to one side before finally saying, "You have interesting eyes." Turning as Varis introduces himself, his gaze instead finds the door behind the latest arrival. He could still leave, despite what Stelitha had said about not being able to avoid destiny, he could still try. Just leave and return the wilds, let destiny try to find him there. With another in a long line of sighs, the boy drops his pack and shield unceremoniously to the floor, slipping up onto a bench near the table as a cat might, he curls his legs underneath him. The tavern cat strolls across to bench to meow at the druid that it would like some food. The boy smiles at the feline, making a meowing sound in return that he would ask when the waitress returned. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: -
  20. erel Half-Elf Fey Pact Warlock AC: 13 | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +1 Senses: Passive Perception 10 StrSave: +2 Athletics: +4: 12 (+1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 13 (+1) | ConSave: +2: 12 (+1) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 10 (0) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 9 (-1) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 18 (+4) Languages: Common, Elven, Orcish Spell Slots: L1 2/2 Varis had started to make a name for himself in the year or so since he and Haruk parted ways, since that fateful week's-end he still can't remember properly. So it isn't entirely surprising, to be greeted by name in a town he hasn't been to before. The reason for it, though... to hear that is name is etched into an ancient standing stone, alongside the names of four others. Just thinking about it makes the back of his neck prickle, and recalls the only clear memory he has from the lost two days. A man's voice, rich with amusement, in oddly-accented Elven, "Now, let us see what interesting things you'll do." He shakes himself out of his reverie and makes his way into the tavern, tossing his hood back and eyeing the bar and tables speculatively. All he knows about the other four are their names, nothing of their appearances - but if the rather mismatched group gathered around one of the tables nearest to the bar isn't them, it's still as good a place as any to start looking. The tavern isn't large, and his hearing is keen; he catches what seems to be the latest in a string of introductions, and that's all the confirmation he needs to stride over and join in. "Interesting things are afoot, certainly. I wouldn't be surprised if they turn out to be a good deal more interesting than any of us bargained for." Especially if his mysterious patron really does have a hand in this. "I'm Varis, by the by. Well met, all of you." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions and Features Actions: Shortsword Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d6+1 piercing damage. Sling Ranged Weapon Attack: +3 to hit, ranged 30/120 ft, one target. Hit: 1d8+1 bludgeoning damage. Dagger Melee/Thrown Weapon Attack: +3 to hit, reach 5 ft, thrown 20/60 ft., one target. Hit: 1d4+1 piercing damage. Finesse Eldritch Blast Ranged Spell Attack: +6 to hit, ranged 120 ft, one target. Hit: 1d10+4 force damage. Bonus Actions: -Magic Stone -Hex -Expeditious Retreat Reactions: - Class/Other Features: Fey Presence Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
  21. - Human Aberrant Mind Sorcerer - Level 2 AC: 15 (Mage Armor) | HP: 14/14 | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 14, Insight 12, Investigation 9 StrSave: +2 Athletics: +4: 8 (-1) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 9 (-1) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 14 (+2) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Deep Speech, Draconic Spell Slots: L1 2/3 | L2 0/0 | Sorcery Points: 2/2 A tall, gaunt man sits at the bar with a double whiskey in front of him. One elbow rests on the bar and he holds his head in that hand. He is idly spinning a top with four faces (happy, sad, wrathful, dead) inscribed with on its sides. He has shaggy, unkempt, white hair and a short-cropped beard and mustache, though he looks a bit too young for that coloring, and a haggard expression. His clothing is worn and ill-fitting, looking like it might have been stolen from a scarecrow. He has a tattered jacket, worn and patched at the elbows, a white shirt, misbuttoned and worn open at the collar, and pants torn at the knees and belted with a bit of rope. After spinning five dead faces in a row, the man shudders and stows the top away deep in the pocket of his jacket. "What's in a name?", he mutters, turning his pale blue, nearly luminous eyes, on the pair that have introduced themselves. "A knave by any other name would still be as cursed. Mine is Vidger Vance. By yours, it seems someone, or something, wishes to entwine our fates. I expect only bad things can result...." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources %5Bb%5D%5Burl%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2908257%5DVidger%20Vadz%5B%2Furl%5D%5B%2Fb%5D%20%0A%5Bi%5DHuman%20(Variant)%20Sorcerer%20(Aberrant%20Mind)%202%20CN%5B%2Fi%5D%20%0A%0A%5Bb%5DAC%5B%2Fb%5D%2015%20%5Bb%5DHP%5B%2Fb%5D%2014%20%5Bb%5DSpeed%5B%2Fb%5D%2030ft%20%0A%0A%5Bb%5DStr%5B%2Fb%5D%208%20(-1)%20%5Bb%5DDex%5B%2Fb%5D%2014%20(2)%20%5Bb%5DCon%5B%2Fb%5D%2014%20(2)%20%5Bb%5DWis%5B%2Fb%5D%2014%20(2)%20%5Bb%5DInt%5B%2Fb%5D%209%20(-1)%20%5Bb%5DCha%5B%2Fb%5D%2016%20(3)%0A%0A%5Bb%5DAttacks%5B%2Fb%5D%0A%5Bb%5DLight%20Crossbow%20(80%2F320)%5B%2Fb%5D%20%2B4%20%20%5B20%5D%201d8%2B2%20P%0A%5Bb%5DDagger%20(20%2F60)%5B%2Fb%5D%20%2B4%20%20%5B2%5D%201d4%2B2%20P%0A%5Bb%5DMind%20Sliver%20(60')%5B%2Fb%5D%20Int%20Save%201d6%20Ps%0A%5Bb%5DChill%20Touch%20(120')%5B%2Fb%5D%20%2B5%201d8%20N%0A%5Bb%5DMagic%20Missile%20(120')%5B%2Fb%5D%20Auto%20%20%5Bx3%5D%201d4%2B1%20F%0A%0AASI%3A%20%20%2B1%20Cha%2C%20%2B1%20Con%0A%0ABonus%20Skill%3A%20%20Persuasion%0A%0ABonus%20Feat%3A%20%20Telekinetic%0A--%20%2B1%20Cha%0A--%20Mage%20Hand%20Cantrip%0A--%20Shove%20(30'%20range%2C%20DC%2013%20Str%20save%2C%20move%20creature%205'%2C%20bonus%20action)%0A%0ABackground%20Feature%3A%20%20Heart%20of%20Darkness%0A%0ASorcerous%20Origin%3A%20%20Aberrant%20Mind%0A%0ATelepathic%3A%20%202m%20duration%2C%203%20mi%20range%0A%0AFont%20of%20Magic%20(bonus%20action)%0A--%20Sorcery%20Points%3A%202%20%5B2%5D%0A--%20Flexible%20Casting Human (Variant) Sorcerer (Aberrant Mind) 2 CN AC 15 HP 14 Speed 30ft Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 9 (-1) Cha 16 (3) Attacks Light Crossbow (80/320) +4 [20] 1d8+2 P Dagger (20/60) +4 [2] 1d4+2 P Mind Sliver (60') Int Save 1d6 Ps Chill Touch (120') +5 1d8 N Magic Missile (120') Auto [x3] 1d4+1 F ASI: +1 Cha, +1 Con Bonus Skill: Persuasion Bonus Feat: Telekinetic -- +1 Cha -- Mage Hand Cantrip -- Shove (30' range, DC 13 Str save, move creature 5', bonus action) Background Feature: Heart of Darkness Sorcerous Origin: Aberrant Mind Telepathic: 2m duration, 3 mi range Font of Magic (bonus action) -- Sorcery Points: 2 [2] -- Flexible Casting
  22. I put the fluff together for my character (including some first level exploits). Let me know if you need me to expand on and/or amend anything. I also switched a couple of spells, in particular using the ability to change a spell each level to swap Silvery Barbs for Arms of Hadar. Let me know if this isn't ok.
  23. Please feel free to steal - I did not create it originally either! I just like having everything in the post so I don't have to look at the sheet as much in a separate tab. I see you worked out the image as well - I usually put it on the same line as the name if it's larger
  24. - Human - Circle of Moon Druid - Level 2 AC: 13/15 (Leather, Shield) | HP: 17/17 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 15, Insight 13, Investigation 11. StrSave: +0 Athletics: +2: 10 (+0) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2: 14 (+2) | ConSave: +2: 14 (+2) | IntSave: +3 Arcana: +1 History: +1 Investigation: +1 Nature: +3 Religion: +1: 12 (+1) | WisSave: +5 Animal Handling: +3 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 17 (+3) | ChaSave: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Elvish Spell Slots: L1 3/3 | L2 0/0 | Wild Shapes: 2/2 The boy with long coal black hair had been sitting cross legged on the ground across from the tavern for sometime now, staring mostly unblinking at the front of the building. He had been here long enough that passers by had began to take note of the odd human, dressed in worn leather armor and a green cloak, a worn staff and plain wood shield laying on the ground beside him. Although he was clearly in his late teens and fully grown, boy still seemed appropriate for this underfed, wide eyed person who appeared to not even have started shaving yet. Raven was still not sure why he was here. Most of the villagers from his home village had barely bothered to learn his name, well until the rumors that it was etched in some ancient stone had started to circulate. Always the subject of suspicion, the looks and whispers had only intensified. Could this strange boy from their village be the "Raven" from the stone carvings? No, that wasn't possible, he was just that odd beggar who lived with the old witch Stelitha outside of town. Stelitha, however, had insisted that he was in fact the Raven and that she had always known he was destined for some great destiny. This was in fact why she had adopted him all those years ago, at the instruction of her mysterious patron, so that he would be prepared for what was yet to come. As the boy was considering getting up and walking away, destiny or no destiny, the giant badger arrived carrying the short warrior. Raven smiled at the woodland creature as the rider went into the tavern. With a sigh, Raven rose from the ground, picking up his staff and shield, and walked across the street, not to the tavern entrance but instead to the giant badger. Keeping a respectful distance from the notoriously ill tempered creatures, Raven asked the creature its name and complimented it on its fine claws and strength in carrying its companion, finally asking if Trufflehunter liked the rider he served. He nodded attentively as the badger growled some responses. "Hopefully we will be able to talk again soon." the druid added as he walked toward the tavern door. Entering the tavern, Raven stands near the door for a long moment, wide ash grey eyes looking more like a lost deer than a tavern patron. With another sigh he walks up to where Wren has seated himself. As the gnome introduced himself, Raven recognized one of the names he had heard rumored to be named on the stones. Raven accepted the extended hand, a custom which still felt odd to him, "Raven" he said simply as he stared at the gnome. Then adding somewhat awkwardly, "Your friend outside says you are nice." OOC: I really liked your compact posting header, so I stole it :) I'm still pretty new to this site, so still figuring out how to do things better. I'll try to figure out an image and get it added later. OOC Action: - Ritual cast of speak with animals. Bonus Action: - Movement: - Reaction: - Object Interaction: -
  25. Gnome WarrenGuard AC: 18 (Studded Leather, Shield) | HP: 20/20 () | HD: 2/2 | Speed: 25 ft. | Initiative: +4 Senses: Passive Perception 12, Insight 10, Investigation 8. StrSave: +2 Athletics: +4: 14 (+2) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 18 (+4) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 7 (-2) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Elvish, Sylvan, Speak with Small Beasts Spell Slots: L1 2/2 | L2 0/0 Wrenlen jumps off Trufflehunter, his giant badger, and hitches the beast up outside the tavern alongside a mule and horse already present. The smaller animal snuffles, nosing through the hay, and Wrenlen sprinkles a few pellets of food in for the study creature to find whilst he stretches, and heads inside. Standing around average height for a gnome - 3'6" - he reaches up for the door handle, and makes his way inside. He is dressed in muddy brown leather armour, patterned with dark forest greens, and carries a sturdy oaken shield that appears remarkably door-shaped. At his waist hangs a narrow rapier, and tucked into his knee-high boots is a plain steel dirk. He slips his cold wrought iron helmet from his head, revealing an explosion of wild flaxen hair and bright walnut eyes that flick around the tavern eagerly seeking the other strangers named. He was hardly surprised his own name had been etched upon the stones - well obviously he had been surprised it was etched upon those specific stones - but that he was clearly meant for greater things? Well that was just manifest destiny. He jumped up onto the comfortable furred benches - the whole tavern designed once again for taller folk than he, and looks around for a maid to fetch some kind of warming brew. When the first of the strangers joins him, he introduces himself cheerfully and openly, offering a tanned and slightly callused hand across the table. Whilst clean, he clearly lives an outdoors life. "Wrenlen Flickerfen, but please call me Wren." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage. Finesse Shortbow . Ranged Weapon Attack: +6 to hit, ranged 80/320 ft., one target. Hit: 1d6+4 piercing damage. 20/20, Two-Handed Dagger . Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., thrown 20/60 ft., one target. Hit: 1d4+4 piercing damage. Finesse Javelin [2]. Melee/Thrown Weapon Attack: +4 to hit, reach 5 ft., thrown 30/60 ft., one target. Hit: 1d6+2 piercing damage. Bonus Actions: - Reactions: - Class/Other Features: Divine Sense . (4/4 Long Rest) - The 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. Lay on Hands . (10/10) - Your 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 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.
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