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Who will stand against the Tyranny of Dragons?

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D&D 5e

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Where the game is currently being played out Our cast of current characters A record of the story so far Maps of places we've been and may yet go Factions, cults, and other collectives

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The Cult of the Dragon rises.

Long a powerful organization in the darker workings of Toril, the Cult of the Dragon has lacked primary leadership for a long time. Disparate but widespread, their disorganized cells, relics, resources, and personnel has never allowed them the prestige, power, or threat that other organizations have gained over the many years. The Cult of the Dragon is powerful, but not world-threatening.

Until now.

For the first time in its long history, whispers speak of a unified Cult, led by a new, mysterious leader, who seeks to bring strange Draconic relics together for nefarious purposes. As attacks increase across the newly reunited Forgotten Realms, and panic begins to spread, brave adventurers are sought to fight back the rising tide of Cultists and Dragons that terrorize the Sword Coast.

But are they enough to stand against the Tyranny of Dragons?

  1. What's new in this game
  2. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur took a long breath and lowered his bow before looking to his employer, "Better to make sure they don't attract anymore vermin to the caravans," he quickly explained as he began rushing forward. He knew for a fact that he wasn't going to catch up in the rate Wendihorse and Theodric were going, but he could certainly slow down the ettercaps. His mind went back to the cultists and how he was able to stop one by a well placed arrow. He wondered if the same could apply here only by simply firing at their feet. Thankfully, arrows had a long range. OOC Attack Action: Will be firing an arrow in front of the ettercaps to slow them down. Bonus Action: Movement:
  3. Wendy AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 16, passive Investigation 11 Wild Shapes: 0/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 8 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals 2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/15 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 75/75 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Day 8: Spider Woods (30 Kythorn) Round 5 Wendiwarhorse stamps her foot and snorts and breys, waggling her head at the real horses all escaping in terror. She then indicates the rope that apparently landed at his feet. As soon as Theodoric is on her back, off she shoots like an arrow! OOC Movement: Remaining movement, up to 60 feet, towards the horses! Bonus Action: — Interact-with-Object: — Action(s): — Reaction: — Concentration: — Wendiwarhorse Large Beast, Lawful Good Armor Class 11 Hit Points 23 (3d10 + 3) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 12 (+1) 18 (+4) 8 (–1) Proficiency Bonus +2 Saving Throws Int +3, Wis +6 Skills Acrobatics +4, Perception +6, Stealth +4, Survival +6 Senses passive Perception 15 Languages understands Common, Goblin, and Druidic but can’t speak Challenge 1 (200 XP) Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Environment: Urban Source: MM, page 340. Also found in CoS; PotA; RoT; SKT; ToA; BGDIA; EGW; CRCotN; DSotDQ; DoDk. Available in the SRD. To Whom It May Concern . . .
  4. Theodoric | AC: 20 (Plate & Shield) | HP: 30/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. 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. 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. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 0/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 0/3 Day 8: Spider Woods With the arachnid enemies vanquished, Theodoric places his hammer back into its holster at his side and breathes deeply, flushing the spider's poison from his body. He barely has time to think about how to best handle the horses before Wendy approaches, hands him a length of rope, demands that he "ride her", and transforms in a warhorse. He does little more than cock an eyebrow before tying the rope into a lasso and mounting up onto the newly-transformed Wendihorse. "Onward, then." OOC Day 8 Combat! Movement: Half to mount up on Wendiwarhorse! Bonus Action: Action: Tie rope into a lasso! Reaction:
  5. Wendy AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 16, passive Investigation 11 Wild Shapes: 0/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 8 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals 2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/15 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 75/75 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Day 8: Spider Woods (30 Kythorn) Round 5 With the remaining ettercaps asleep and the spiders defeated, Wendy moves over to Theodoric. As a bonus action, Wendibear turns back into Wendy. Without skipping a beat, using an interact-with-object, Wendy yanks her 50′ hempen rope off her belt loop and hands it to Theodoric. “Tie that into a lasso and ride me, cowboy!” she says. Before the paladin has a chance to process the rather unfortunately potential—and entirely unintended—double entendre, Wendy uses her action to transform into Wendiwarhorse. OOC Movement: Move to Theodoric Bonus Action: Transform back into Wendy Interact-with-Object: Hand Theodoric her 50′ hempen rope Action(s): Transform into Wendiwarhorse Reaction: — Concentration: — Wendiwarhorse Large Beast, Lawful Good Armor Class 11 Hit Points 23 (3d10 + 3) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 12 (+1) 18 (+4) 8 (–1) Proficiency Bonus +2 Saving Throws Int +3, Wis +6 Skills Acrobatics +4, Perception +6, Stealth +4, Survival +6 Senses passive Perception 15 Languages understands Common, Goblin, and Druidic but can’t speak Challenge 1 (200 XP) Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Environment: Urban Source: MM, page 340. Also found in CoS; PotA; RoT; SKT; ToA; BGDIA; EGW; CRCotN; DSotDQ; DoDk. Available in the SRD. To Whom It May Concern . . .
  6. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: • ○ ○ ○ (1st) | • ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | • ○ (metamagic) 30th Kythorn: Spider Woods Taliesin reassumed the mantle, after a short breakthrough by the idealistic young Aralim. Felt odd, didn't it? A breath of cynicism and world-weariness, after the unflinching optimism of Empyrean? Did he like being the Wanderer? Certainly the persona was more in tune with the world-as-is, rather than should-be. He gave a sigh and followed Wendy and Theodoric, helping the druid with however she chose to calm the animals. They would all benefit by keeping the animals alive and contributing. That night, where he could, the Wanderer intended on building more bridges within the Blackgate Company. Perhaps tonight he should try to get to know Gargamel and Teravaniel in the second wagon. Try to figure out how Threadtwister got his name? He'd approach with drinks after seeing to his own wagon when they stopped for the night. Help out setting up camp. Everyone appreciated a helping hand. Mechanics Action: Using the Help action for whatever Wendy wants to do. Bonus Action: Move: Other:
  7. Day 8: Horse Thieves' Lament ⚔ Round IV ⚔ As Wendibear rips through the webbing yet again, the ettercap finds itself besieged by the others. Theodoric charges, the spider's pincher snatching at him and catching him in the shoulder, injectingSpider 2 Attack 23 vs. Theodoric AC 20, hit for 5 piercing damage and Theodoric must make a DC 11 Constitution save. On a success, he takes 6 poison damage; on a failure, he takes 12 poison damage a venom into the aasimar with vigor: at the same time, the spider begins to freeze, the armor of Agathys fulfilling its call and leaving a burning freeze on the spider's face, as Sulesdeg and Carlona prepare to finish it off. Theodoric heads off, as the ettercap takes an arrow to the stomach and Belmund's arrow goes wide; the webbing breaks and Wendibear and Theodoric run beside one another, hitting like a wave of bear paws and hammer blows as Aralim's spell gives Theodoric a heroic burst. Blood gushes from the wounds, from the orifices of the arachnid humanoid, eyes burst and jaw dislodged. It is to this state Dani fires a fiery bolt directly into the ettercap, erupting it into flames as it turns and flees into the woods, never to be seen again by the living but beloved as a feast for the dead. Behind, Sulesdeg and Carlona work as a team to bring down the spider to its side by removing two legs; Carlona then shoves her borrowed blade into the spider's frozen face; it writhes, and then twitches into oblivion. The horses are safe: and everyone is only a little worse for wear. Sulesdeg, turning his frame to his employer Achreny, waves, indicating safety, then looks at the nearby Belmund, Dani, and Rahnur, and nods. "You all fight well." Carlona comes over to Lucienne and gives her a nod, an unclear motion: did the others tell her she was a Harper? She cuts Lucienne free of the webbing and offers a hand to pull her free. "Icky stuff. Hate to get it myself. So you're a mage, are you?" Only one problem, which Wendibear and Theodoric get a first-hand account of: the horses being carried off by the ettercap, now free, are scared of the fire and ready to flee! Can they stop them in time? Out of Character Allies Sulesdeg-AC 16, 46/65 HP Carlona-AC 16, 51/51 HP Enemies Ettercap 1-AC 13, 5/44 HP, Asleep Ettercap 2-AC 13, 0/44 HP Ettercap 3-AC 13, 12/44 HP, Asleep Giant Spider 2-AC 14, 0/26 HP Combat is effectively over! Let's catch the horses (get creative, DC is 10), and then bring them back to Achreny, and then let's move forward in this caravan! We have our tenday rest days to explore! Out of Character Caravan Stats 85/84 Travelers 12/12 Wagons 8/60 days passed Yay! General rules: Influencing the Caravan is an optional rule you can use, as conflict may potentially come up and other caravaneers may help you out if you're friendly with them. Persuasion, Deception, etc. come to mind. If a wagon or individual members of a wagon are friendly towards you, you may get support. The Dc will depend on who you're trying to influence and how. If you want to learn about a NPC or wagon beforehand, you have the manifest and thus list of names and goods, but influencing people is a different matter. Green Imsa is friendly to everyone, but Evermor is only friendly to Dani, for example. Imsa is one person, but Evermor has a whole wagon. Some cart drivers will be downright hostile, thus influencing individual people makes more sense. Rahnur: To learn sign language, it takes 10 days minus your Intelligence modifier, so 9 days. These can be stretched out over the whole of the caravan ride, and will take 25 gp from your salary (I'm modifying it since there's no reason for it to cost 25 gp per tenday), and will be done separately from your salaried work. Roll a d100 and we'll discuss complications as they arise. Day 5: Rahnur, Dani, and Aralim has bless on them for 5 days. Use it wisely.
  8. Theodoric | AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. 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. 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. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 0/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 0/3 Day 8: Spider Woods As Taliesin placed a hand on his shoulder, Theodoric felt a surge of strength flow through him, heightening his resolve. His mind flashed back to the battle at Open Hand, when Aria had imbued him with a similar spell, and in that moment he made a vow that none of his new allies would fall in the same way. Grim determination gripped him, and he swung his warhammer at the ettercap once more. What began as a clumsy swing that the ettercap was ready to easily dodge turned into a decisive strike as Baldriel guided his arm! OOC Day 8 Combat! Movement: Bonus Action: Action: Reaction: Warhammer attack on ettercap 2! Going to use Channel Divinity on Guided Strike, adding +10 to the attack roll!
  9. Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15 AS:2/3 Almost like clockwork, as the Ettercaps slipped into magical slumber, Rahnur and Belmund took on a new moving target. Nocked and ready, Belmund let another shaft sail from his longbow with a satisfying thwip. OOC Belmund continues to Pulp Fiction with Rahnur Action: Longbow attack (same target as Rahnur) Bonus: Movement:
  10. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: ○ ○ ○ ○ (1st) | • ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | • ○ (metamagic) 30th Kythorn: Spider Woods His breath burned in his lungs as he ran up behind Theodoric, facing the final ettercap. The others could take care of the spiders, but Taliesin knew they could ill-afford to lose the horses. He put a hand on the paladin's shoulder as he stepped up, pitching his voice low and hoping none others could hear it over the din of battle. "Theodoric, by the bond we share and the light of justice and the dawn. Stand firm and unyielding. Bring the illumination of civilization and justice to these wild lands. You will be our bulwark." Try as he might to conceal it, the Wanderer could not keep the glow of his faith from enveloping the two of them. "Agh, well it can't be helped," Taliesin remarked with a cynical smile as he unlimbered his mace. He stepped up beside the aasimar and nodded in grim determination. Mechanics Action: Cast Heroism on Theodoric. you get one more melee attack as a reaction under my Voice of Authority power. You also get 3 temporary hit points next round. Bonus Action: Move: Close to melee range with the ettercap. Other:
  11. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur would watch as Dani and Aralim did their combo although not as successful as usual before taking aim at the ettercap that was still awake and taking fire. OOC Attack Action: Bonus Action: Movement:
  12. Theodoric | AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. 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. 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. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 0/3 Day 8: Spider Woods As the spider's head implodes from the blow of his warhammer, Theodoric takes a quick moment to survey the battle. Taliesin's well-placed spell had put two of the ettercaps into a deep slumber, while the final one was attempting to lead the horse away on its own. The remaining giant spider assaults him, but he blocks its fangs easily with his shield. He gives both Sulesdeg and Carlona a nod before moving away from the spider towards the remaining ettercap, intentionally leaving himself open to entice the spider to attack him and trigger the retributive fury of his icy armor. He dashes ahead with Wendibear, the shapeshifted druid barely slowed by the webbing hocked at her snout, and slams the head of his warhammer into the ettercap's side. It is not the strongest blow, but Theodoric further infuses it with the divine fury of Tyr, resulting in a burst of radiant energy! OOC Day 8 Combat! Movement: Away from the giant spider to the ettercap, intentionally provoking an Opportunity Attack. Might trigger Armor of Agathys! Bonus Action: None. Action: Attack ettercap 2 with warhammer. Adding Divine Smite on hit! Total of 6 bludgeoning and 6 radiant damage.
  13. Wendy AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 16, passive Investigation 11 Wild Shapes: 1/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 8 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals 2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/15 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 75/75 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Day 8: Spider Woods (30 Kythorn) Round 4 The ettercap webbed her again! How dare it! She’ll tear it limb from limb! Wendibear tries to bite her way through the webbing. Free of her webs, she moves back into the ettercap’s face and slashes at the fowl arachnoid abomination! She deals 12 slashing damage to the ettercap! OOC Movement: Movement to close distance with ettercap Action(s): Multiattack: Bite Attackato get free and Claw Attack the ettercap, she deals 12 slashing damage. Bonus Action: — Reaction: — Interact-with-Object: — Concentration: — Wendibear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 8 (–1) Proficiency Bonus +2 Saving Throws Int +3, Wis +5 Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5 Senses passive Perception 15 Languages understands Common, Goblin, and Druidic but can’t speak Challenge 1 (200 XP) Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Environment: Arctic, Forest, Hill Source: MM, page 319. Also found in PotA; SKT; TftYP; GoS; IMR; MOT; IDRotF; WBtW. Available in the SRD. To Whom It May Concern . . . —
  14. Day 4: Payback Carlona snorts at Wendy's mention of Dungsnout. "Weren't so nice in my opinion, but I lost friends to that hag. Didn't realize it until the affair was over, but there it was. Got what she deserved." She sounds somewhat bitter about it, and sighs. "Still, I miss the place. Gonna be good to see it again." Carlona nods along. "Well, I do like milk and cheese. I suppose it depends on if it's Tethyrian yellow or ripe Chessentan, I'd steal that cheese in a heartbeat." She nods. "I appreciate it, whether it comes up with the others or not. You all've done me a lot of good. Selebon gave us all hell about you newcomers being a waste, but what a waste you aren't, saving my hide." Her thanks is sincere, as is her belief in the group that's saved her. Carlona can be trusted, as far as Belmund can tell. Day 8: Spider Woods ⚔ Round III ⚔ Webbed as they are, Wendibear and Dani do their best to break free or at least act. While the bear breaks free and tears towards the remaining ettercaps, Dani fires off a barrage of spells which catch the ettercap, almost bringing it down, leaving marks as each one impacts with a crack. Rahnur and Belmund act in concordance with one another, almost bringing down another, while Theodoric hits his spider for the last time: its head implodes from the blow, and the spider falls. That's one down. Aralim, as Taliesin, summons forth the dawn to bring forth a spell of sleep upon the creatures, and two of the ettercaps, nearest death, collapse into a snoring, gurgling fit of blood: not dying, only resting. The other spider and last ettercap, however, continue their assaults and attempts, the spider moving to Theodoric and missing with its pincherGiant Spider 2 Attack 9 vs. Theodoric AC 20, miss, the other ettercap clicking as it tries to lead the horse by itself; the horse begins to resist, and the ettercap begins to panic, looking at the attackers and the horse: should it eat it? Should it abandon it and fight for its life, or simply flee? As Wendibear comes barreling towards it, it makes a noise like hocking a big expectorant from its mouth and fires another wad of webbing at her: it hits Wendibear smackRecharge roll: 5 Ettercap 2 Web Attack 19 vs. Wendibear AC 11, hit, ensnared in webs; see previous post for details in the face, then spreads all over the ground, ensnaring her once more. The ettercap hisses in joy. While Carlona misses the spider, Sulesdeg's massive blow cleaves off half of its pincher and a few eyes with it. If they're quick, they can still save the horse. Out of Character No map, pure TotM Initiative Spiders9 Party8.5 Allies Sulesdeg-AC 16, 46/65 HP Carlona-AC 16, 51/51 HP Enemies Ettercap 1-AC 13, 5/44 HP, Asleep Ettercap 2-AC 13, 41/44 HP Ettercap 3-AC 13, 12/44 HP, Asleep Giant Spider 1-AC 14, 0/26 HP Giant Spider 2-AC 14, 18/26 HP Out of Character Caravan Stats 85/84 Travelers 12/12 Wagons 8/60 days passed Yay! General rules: Influencing the Caravan is an optional rule you can use, as conflict may potentially come up and other caravaneers may help you out if you're friendly with them. Persuasion, Deception, etc. come to mind. If a wagon or individual members of a wagon are friendly towards you, you may get support. The Dc will depend on who you're trying to influence and how. If you want to learn about a NPC or wagon beforehand, you have the manifest and thus list of names and goods, but influencing people is a different matter. Green Imsa is friendly to everyone, but Evermor is only friendly to Dani, for example. Imsa is one person, but Evermor has a whole wagon. Some cart drivers will be downright hostile, thus influencing individual people makes more sense. Rahnur: To learn sign language, it takes 10 days minus your Intelligence modifier, so 9 days. These can be stretched out over the whole of the caravan ride, and will take 25 gp from your salary (I'm modifying it since there's no reason for it to cost 25 gp per tenday), and will be done separately from your salaried work. Roll a d100 and we'll discuss complications as they arise. Day 3: Decided to keep the results of your roll to myself, Foxxe. Day 5: Rahnur, Dani, and Aralim has bless on them for 5 days. Use it wisely.
  15. Theodoric | AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. 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. 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. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 1/3 Day 3: Animal Abuse Ninnywithers's further threats draw no response from Theodoric as he walks away. The pompous noble and his retainers may not be dragon cultists, but they had the capability to be just as problematic. Looking to Rahnur, he says in a low tone, "We'll need to watch that one. Take care." If the knight was fool enough to try anything, well... Theodoric knew many ways to punish the wicked. Day 4: Payback Theodoric makes an effort to appear like he's barely listening to Daniella as she relays her information about the Cult wagon, idly polishing his shield. Her comments on Carlona do draw a response in return - "Understood, and agreed. Though this 'lost mutt' may be more loyal than expected." He glances pointedly at Wendy's staff, then back at Daniella, hoping she would get the idea. Later, during the private talk with Carlona, the mention of Selebon by name helps to put Theodoric further at ease. "It seems our journeys and alliances align. I may not Harp, but I walk with my allies all the same. If our enemy is the same as well, I am more than happy to assist in your vengeance." Day 8: Spider Woods Despite their best efforts, the ettercaps begin to make significant distance from the caravan, riding the horses into the woods beyond. Theodoric instead turns his attention to the spider attempting to bear down on him, slamming his warhammer into the cluster of eyes atop the arachnid's head. OOC Day 8 Combat! Movement: None at the moment. Bonus Action: None. Action: Smack the spider that tried to bite me.
  16. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: ○ ○ ○ ○ (1st) | • ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | • ○ (metamagic) 26th Kythorn: Payback Taliesin sighed at the mess he'd made with Barbarna. He knew he needed to be more pragmatic, but to be fair when he was speaking to her, he wasn't solely speaking to her. There were other ears around, and if this woman was set on her 'me-first' ways... well, there were others around that might be more persuadable. He drank and diced, but also looked around for other opportunities to gain trust. Were there any sympathetic faces? 30th Kythorn: Spider Woods The Wanderer ducked as he ran full speed, just barely out of the way of a flying web. We need to keep them bunched up, to save the horses. Are we far enough away from the others for me to sling spells, and still keep my cover? I suppose we'll find out. Can't prevent Sulesdeg and and Carlona seeing, though I care less about dropping character in front of the Harper. It was a combination that had worked for them in the past, and this time it needed to be right for them to recover the horses. These spiders were tougher than anything they'd faced before but with Lady Lucienne's mystic impact on them, Taliesin hoped it would be enough. He stretched out a hand and gathered more power than he'd ever used in such an attempt. As he did so, something occurred to him... what about putting the horses to sleep? If the ettercaps couldn't lead them away, it might give them time to catch up and defeat the spiderkin. He murmured in a low voice, "Sleep, so you can see the dawn." Mechanics Action: Upcast Sleep, spending one sorcery point on Distant Spell. Centered on the horses, if it happens to be enough to catch the injured ettercap then fantastic. Try not to catch Wendibear in the area of effect. Bonus Action: Move: Continue toward the nearest ettercap. Other:
  17. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Day Five: Golden Stag Rahnur had been quick to blink away from what he was focusing on before turning to him, "Appreciate the offer to talk, stranger," he said with a slight smile before looking back to his work, "I'm mostly fine. Just...shocked I would get a thank you like that. Especially from...someone like him." Rahnur didn't know how to exactly place it. He still didn't know if the stag was a god's servant or the victim of a spell gone wrong, but he had to admit he could feel the loneliness radiating from the elf and wondered what happened to him once he was able to get away. Hopefully, he was able to find some way home. Day Eight: Spiderwood Rahnur knocked another arrow and fired. He had to admit these things were becoming just as if not more annoying than the kobolds. At least the kobolds didn't have webs. OOC Attack Action: Longbow strike to the fleeing ettercap he struck last turn if alive. If not, directed to the next one Bonus Action: Movement:
  18. Lucienne d'Amaranthine AC: 12 | HP: 22/22 | PP: 15 | WS: 0/2 | Spell Slots1st: 4/4 2nd: 2/2 | Insp: ✅ | Languages: Common, Chondothan, Elvish, Draconic, Infernal Day 3 - 25 Kythorn, 1489 DR Lucienne nearly choked on her own laughter at Oyn’s implication that she had experience with heroism. “Ha! If you know nothing else about me, Oyn, you should at least know that I am no fool. I may be stubborn, but that is only because I am often right, and many think that just because I did not speak my knowledge in a way that they see as ‘nice’ then I am not worth listening to. Foolish, really. I’ve attempted to publish a few textbooks back in Suzail but clearly I did not grease enough palms for my published works to see the candlelight of the city library.” She brushed his attempt to learn about her aside and instead provided a lie in its stead. She had never attempted to publish any books back in Suzail, and if she had, they certainly wouldn’t be found published under the name Lucienne. Day 8 - 30 Kythorn, 1489 DR Luci scowled at the ettercaps’ surprising level of resistance to her magic. The expression was followed by a grunt of aggravation as the webs planted her to the ground by her boots. “Blast it all to the nine hells...” She grumbled, only slightly losing her Chondothan accent in the chaos of it all. “Put the damned horse down, wretch. Down!” She extended a hand and conjured three spiraling bolts of magical force, aglow with a bright purple hue. The bolts shot through the air in erratic patterns and found their home in the back of one of the fleeing ettercaps. Actions Day 8 Actions: Action - Cast Magic Missile (Level 1; 3 bolts at Ettercap 1 unless it’s dead then I will target Ettercap 3.) Movement - Web, no move :c
  19. Wendy AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 16, passive Investigation 11 Wild Shapes: 2/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 8 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals 2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/15 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 75/75 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Day 4: Payback (26 Kythorn) At Taliesin's questions about Waterdeep, she smiles. "North Ward. Near Trollskull Alley, if you're familiar. Got some friends there, and I wish I could say in high places." “Ooh! I remember Trollskull Alley!” Wendy chirped. “It was all such a scandal when it was discovered that the so-called ‘orphanage’ that nice old lady, Thelinis Dungsnout, turned out to be a hag that was cooking and eating the children. Oh, poor Ulkoria Stonemarrow—she’s an archmage in waterdeep—must have been so distraught when she learned her old manor was used like that.” "Quite alright, Dardanelle. Quite a staff, well-made besides. Bet it looks gorgeous in the light of the moon." “Thank you, Miss Carlona! Mother Aderyn gave me this as a parting gift! It’s very precious to me!” Day 8: Spider Woods (30 Kythorn) Round 3 Wendibear took a gamble and attempted to use her claws to slash the webbing restraining her, knowing that once free, she’d be able to run up and bite the ettercap . . . up until the webs were more plucked like guitar strings rather than slashed. With a frustrated growl, she bit and tore open her webbing restraints with her maw. With a mighty roar, she rushed up onto the ettercap that dared to web her! She’d tear it limb from limb next turn! OOC Movement: Movement to close distance with ettercap Action(s): Multiattack: Bite & Claw Attacks to get free. Bonus Action: — Reaction: — Interact-with-Object: — Concentration: — Wendibear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 8 (–1) Proficiency Bonus +2 Saving Throws Int +3, Wis +5 Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5 Senses passive Perception 15 Languages understands Common, Goblin, and Druidic but can’t speak Challenge 1 (200 XP) Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Environment: Arctic, Forest, Hill Source: MM, page 319. Also found in PotA; SKT; TftYP; GoS; IMR; MOT; IDRotF; WBtW. Available in the SRD. To Whom It May Concern . . . —
  20. Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15 AS:3/3 Carlona Conundrum! At the mention of Selebon's name and two dead Harpers, Belmund was glad this conversation was taking place in private. Still, he considered each of her words as she said them, looking for any cryptic meanings. He knew, at times, he could be too trusting, but people tended to reveal themselves in ways they were not able to control, especially when they thought they had a trustworthy audience. Belmund found playing that audience to be more useful than not. "Ahh cannae say," he started, dropping his Murdoc accent if only for the sake of building that implied trust further, "best if each o' them makes a choice o' showin' a true face, as ye kin likely agree. Ahh've found a different approach teh be more, say, effective. In any ol' case, yer story be indicatin' that eyes be watchin' fer us, so best limit what each o' us knows lest we be caught an' forced teh implicate others. Keep low, fer now. If anyone else asks, ye theived milk n' cheese from another wagon fer fear o' starvation due to bein' robbed yerself. Agreed?" Combat Cacophony! The initial chaos of the battle started to slip into a dance of sorts as the Heroes opened their arsenals. Just as Belmund's first shot landed true, burying deep in the Ettercap's side, he had another arrow ripping from his bow as he uttered the carefully memorized phonemes to mark his wounded target. OOC Insight check on Carlona's response, as he continues to evaluate her intentions, fellow Harper or not. He also tries to invent a cover story in case any of the other caraveers comes quetsioning. Belmund drops Hunter's Mark on the Ettercap he and Rahnur are shooting at, firing another arrow at the same. Action: Longbow to Ettercap (same target as Rahnur) Bonus: Movement:
  21. Werond grins at Rahnur's wry deception, not detecting a hint of it. "Unique is a funny way of putting it, but you're not wrong." While Edhelri smiles at the compliment, she says little more to Rahnur. The twins, however, are extremely pleased that Rahnur is showing interest in learning their sign language. "Of course we'll teach you; Selvek is an able teacher and I know he'll appreciate someone else he can speak with." The lessons begin with simple things, like parts of the cart and instruments Rahnur might use to carve with, then food and times of day. What Rahnur retains is entirely up to him. Day 3: Animal Abuse As Wendibear intimidates, the lone knight maintains his vigil between his employer and the valiant. He eyes Theodoric's glowing eyes and Rahnur's look, and grins at the two men. "Perhaps I shall. I'd like to see that sword arm, and that bow, put to good use. Otherwise it'll be a boring set of days." With that, he walks off. Elsewhere, Lucienne trades barbs of her own, her "brilliance" getting a smile out of Evermor. "How very self-aware you are, Lucienne. A wonder you're not already a published debutante of Waterdeep, at the rate you're going: and so knowledgeable about heroism! Have much experience with that?" Dare she take the bait? Day 4: Payback Cleaned up, Carlona sheepishly takes the invitations to join well. "I suppose that makes sense. From what it sounds like, the rest of the caravan would sooner see me dead than join you all, so I'll take what meager offerings I can get." Though she does not seem to suspect Theodoric's distrust, she smiles to each of them, her smile waning as she tries to make sense of his glowing face. At Taliesin's questions about Waterdeep, she smiles. "North Ward. Near Trollskull Alley, if you're familiar. Got some friends there, and I wish I could say in high places." Elsewhere, Evermor hoots with laughter. "Heroes are so easily called fools by the sane, but let's see how this bears out." When she goes to say her peace, Oyn watches her curiously, and from the reactions of the others, seems to approve at a distance. As Taliesin heads elsewhere to confront the elderly, Wendy reveals more about her affiliation and presumably the others; Carlona's eyes light up at the sight of the harp and moon on her staff. "Quite alright, Dardanelle. Quite a staff, well-made besides. Bet it looks gorgeous in the light of the moon." Imsa doesn't seem any the wiser for that. Carlona offers her a wink and wants to know more, but lets discretion get the better of her. She talks of Waterdeep, of the North Ward and her adolescence there: she is originally from Amphail but moved after a troll attacked and killed her father and uncle. When later comes, Belmund reveals himself as well, and Carlona takes the bait. "How many of you all Harp? Dardanelle told me she was a bit earlier, and I guess you've all seen my tattoo; need to cast a spell to cover that. Out of my mind, I am. There were three of us before, in the last caravan. We left a day before you arrived; Selebon warned me more would be coming after us. The other two... didn't make it. Killed outright, their bodies hidden presumably because the caravan was none the wiser when they put me in the ground. I'd like the chance to avenge them, if I can." Barbarna shakes her head at everything Taliesin has to say, except the extra ale. "I'll drink to that: but just that. You're a right fool, Wanderer." Day 8: Spider Woods ⚔ Round II ⚔ The group strikes out against the arachnid threat. Wendibear takes a chunk out of her ettercap, two in fact, before turning and fleeing. Theorodic's hammer does no good while Rahnur and Belmund's attacks are quite successful, though no one falls. Indeed, Aralim's bow catches a spider in a clutch of eyes but does not drop it. When Dani brings worth the weight of her world upon the fleeing ettercaps and horse, it temporarily stuns them but they keep onEttercaps 2 and 3 and Horse 1 and 2 Con saves 14, 17, 20 and 16 each vs. Dani DC 14, all saved for half damage. Indeed, the two ettercaps keep on with the horses, though they turn back to hiss. Sulesdeg and Carlona keep at the fray as well, Sulesdeg hacking off the leg of one spider with his massive blade and Carlona missing the other by a wide margin. The ettercap hissing at Wendibear puts its pinchers together and fires off a shot of webbing at her, catching her in the back and webbing her where she standsEttercap 1 Web Shot 19 vs. Wendibear AC 11, hit; Wendy is restrained, unless she makes an 11 Strength check or deals 5 damage to the webbing, AC 10.. The maimed spider strikes out at Sulesdeg, while the other goes for Theodoric; one catches Sulesdeg, and while the other catches Theodoric, it does notGiant spider 2 Attack 19 vs. Theodoric AC 20, miss damn you! pierce his skin, a fortunate thing as Sulesdeg is injected further with poison. The other two fleeing ettercaps fire off webs as well, one at Aralim and one at Dani: while Aralim dodges deftlyEttercap 2 Web Attack 14 vs. Aralim AC 20, miss, Dani does not, catching it square in the bootsEttercap 3 Web Shot 12 vs. Dani AC 12, hit; Dani is restrained, unless she makes an 11 Strength check or deals 5 damage to the webbing, AC 10.. With that, they begin to head deeper into the woods and out of sight with the horses, worse for wear due to the gravitational weight placed upon them. Out of Character No map, pure TotM Initiative Spiders9 Party8.5 Allies Sulesdeg-AC 16, 46/65 HP Carlona-AC 16, 51/51 HP Enemies Ettercap 1-AC 13, 14/44 HP Ettercap 2-AC 13, 41/44 HP Ettercap 3-AC 13, 25/44 HP Giant Spider 1-AC 14, 1/26 HP Giant Spider 2-AC 14, 26/26 HP Out of Character Caravan Stats 85/84 Travelers 12/12 Wagons 8/60 days passed Yay! General rules: Influencing the Caravan is an optional rule you can use, as conflict may potentially come up and other caravaneers may help you out if you're friendly with them. Persuasion, Deception, etc. come to mind. If a wagon or individual members of a wagon are friendly towards you, you may get support. The Dc will depend on who you're trying to influence and how. If you want to learn about a NPC or wagon beforehand, you have the manifest and thus list of names and goods, but influencing people is a different matter. Green Imsa is friendly to everyone, but Evermor is only friendly to Dani, for example. Imsa is one person, but Evermor has a whole wagon. Some cart drivers will be downright hostile, thus influencing individual people makes more sense. Rahnur: To learn sign language, it takes 10 days minus your Intelligence modifier, so 9 days. These can be stretched out over the whole of the caravan ride, and will take 25 gp from your salary (I'm modifying it since there's no reason for it to cost 25 gp per tenday), and will be done separately from your salaried work. Roll a d100 and we'll discuss complications as they arise. Day 4: I can provide guidance on revealing to Carlona most of you are Harpers and what you're doing. If you plan on doing so, I can reveal further information as you like; if you rolled Insight already, I'll provide answers accordingly to confirm or deny trust. Day 5: Rahnur, Dani, and Aralim has bless on them for 5 days. Use it wisely.
  22. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: ○ ○ ○ ○ (1st) | ○ ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | ○ ○ (metamagic) 26th Kythorn: Payback Taliesin's eyes widened as he caught a glance of the Harper tattoo. It seemed they'd done right in freeing the woman, even if it meant sticking their heads above the parapets. Tongues would wag, and he'd have to do what he can to make sure they stayed undercover. Though in speaking to the woman later that evening, he was sure they'd done well. "Waterdeep, eh? I know my way around the city, here and there. Taliesin Wanderer, at your service. Whereabouts in the city? Mayhap I can help out." Later, around the campfires, he found that "Silent" Piter lived up to his name. Not much luck with him, unfortunately. "Bloody" Barbarna, by the same token, seemed the same. "March back there and put her down? This isn't a dog, or a pack animal. Of course we need to be careful, and she'll need some watching. But she may yet prove an asset to us. "And cold-blooded execution can bring bad luck out here on the road. Attracts the wrong kind of spiritual attention; it can bring the local undead running. That's why the method is used in the first place. By the time the accused is dead, the caravan is long gone. And who's to say we're not being used by Tymora or Beshaba? They're the true executioners, or deliverers of mercy." Pshh. He'd done it again, let his mouth run off when he oughtn't to. Need to let the woman save some face. "Come on Barbarna. I'll share some ale with you, and I wager it will be more fun to put that down than anything at the back of the caravan. I have some dice around here as well, if you're amenable." 27th/28th Kythorn: The Golden Stag Taliesin knew Rahnur was affected more than anyone else in their little group. He made it a point to check in with his friend during the day. "I take it we both are glad the hunt wasn't successful, but you look like the omen means more to you than anyone else. Care to talk about it?" 30th Kythorn: Spider Woods He ran to close ground with the spiders, but used his light crossbow in the meantime. One shot, then he'd ready his mace and shield for the next opportunity. There were other, more flashy things he could do; spiritual hammer came to mind, or even heals. But he thought that would only bring more attention their way. Why would a priest be traveling as a laborer? Uncomfortable questions, to be sure. So: mundane weapons until absolutely necessary. Mechanics Action: Attack with light crossbow, then ready mace and shield. Bonus Action: Move: Straight toward the nearest ettercap. Other:
  23. Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15 Carlona Conundrum! Belmund did not know the woman by name or reputation, but he knew a Harper's mark when he saw one. A thought burned through his mind, one where he was found out. Most of the caravaneers would not bat an eye at Harpers being among them. In fact, some might expect it. But it was getting more difficult to tell, almost by the hour, who whispered to the Cult and who kept their own secrets. Carlona's tattoo was another matter. Anyone could get a tattoo. It was harder to come by a Harper brooch without earning it, though that could be done with a little effort. Her ink did not prove her character by any stretch of the imagination, but she had what appeared to be genuine gratitude for her rescue. That was a start and would have to be good enough for Belmund. "Ay--ahh, sniffing will often turn up trouble," he said, struggling with his accent a bit as held back his questions, "old friend used to say 'ye be sniffing arse, be ready fer the wind!'" Belmund laughed, more to releive his own tension more than anything. He was a dwarf of principles, but he was worried that sticking by his principle of helping people was going to give him a heart attack. Or worse, make him a grumpy old sod. Wendy joined in, her Dardanelle persona chipper and welcoming as ever. She was quite observant, so there was no way she missed the Harper mark. He nodded to her, knowing that she'd cozy right up to the woman and get the information they needed far better than he ever could. He'd hold his questions, for now. There would certainly be time enough on this journey. Eyes were on them now, largely because he had never quite learned to temper his desire to help people break free, be it from the brainwashing of a Cult or the tyranny of life itself. Belmund believed everyone deserved a second chance, which often left him more vulnerable to exploitation than he cared to admit, but really, where would the world be without second chances? Belmund did not want to find out. Approaching Carlona privately before everyone settled for the night, he spoke with her. "I tend to make a few new friends each time I travel, but this time is something special. Thing is, this lot'll have yer back if you have theirs, no truer words will ya hear this side of the Sword Coast. Now, I don't mean any presumption, but it seems to me that your last group didn't quite have the same bond. Past is past, so long as we use what we learned to forge a better future, if I don't mind sayin'. Know that the choice is yours, Carlona. They'll welcome ya if you let 'em." Combat Cacophony! Belmund's task of checking the wagon axle for stress cracks was more for show, than anything, but it was still rudely interrupted by shouts and neighs. The now-familiar huff of Wendibear charging into the fray told him they were definitely being attacked this time and it was not just another social scuffle. Theo was off like a shot, and the twang of Rahnur's bow told him to snag his own from its hiding place on the side of the card. in a flash, he had an arrow knocked and released following Rahnur's. OOC Carlona: Belmund invites her to be part of the group in hopes that quells any shady stuff she wants to do. Combat: Longbow shot to Ettercap Rahnur is shooting at. Action: Longbow to Ettercap (same target as Rahnur) Bonus: Movement:
  24. Lucienne d'Amaranthine AC: 12 | HP: 22/22 | PP: 15 | WS: 0/2 | Spell Slots1st: 4/4 2nd: 2/2 | Insp: ✅ | Languages: Common, Chondothan, Elvish, Draconic, Infernal Day 3 - 25 Kythorn, 1489 DR Making her way back to the cart, Lucienne climbed aboard and seated herself next to Evermoor in a straight posture. “I see we have a few noble heroes who have risen to the occasion. Obviously they have plenty to compensate for.” She says the term ‘noble heroes’ with unveiled derision and does not look towards Evermoor to see his reaction. As the matter is resolved and the caravan begins to move again, Lucienne extends her break to discuss heroism and its place in society. “You are no fool, Oyn. You know Heroism is not defined by societal structures like class. Nor is it a pre-defined, genetic trait. More often than not, It is merely a mixture of three things.” She raises three gloved fingers as she counts them off, “A dull mind - incapable of conjuring a better plan, a stubborn heart - incapable of adapting to change…and an ocean of cowards behind them, egging them on to do what they are too afraid to do themselves.” She dropped her hand to her purse and pulled her journal from the extra dimensional space along with its adjoining mechanical quill. She began to scribble something on a page that was already filled with notes, illegible to anyone but herself. “Hold. I need to write that down — Gods, I can be brilliant sometimes.” She gave a side-eyed look to Evermoor and grinned. After a moment, she finished and tucked the journal back into her purse. “Anyway, as for what makes a noble fit for rule I’d have to answer with…” A wry grin greets her lips once more as she relishes the chance to speak ill of other nobles and their rule. “…a complete unwillingness to lead. Anyone who wants to lead does not deserve it. It only means they crave power, and anyone who craves power should not have i-“ She stopped herself at that, perhaps coming to a self-realization about her own goals. Her face fell and her eyes went distant. She did not talk for a long moment, and when she finally did it was to excuse herself. “I have work to do.” With that, the conversation was over. Day 4 - 26 Kythorn, 1489 DR Sitting next to Evermoor, Lucienne shakes her head as she watches her undercover allies carouse with their adopted guard. “Imagine my surprise to find that we do, in fact, have individuals in our caravan that possess all three qualities of Heroism.” The words sound complimentary but the tone suggests it is not. “You’ll have to forgive me, Evermoor, if urging you to use that brain of yours is bothersome to you.” She gives him a smirk, indicating her intent was playful. She had actually come to enjoy spending her days around Oyn more and more. Dani did not have many inquisitive minds willing to debate ethics and politics within her little group of ‘heroes’, and so Luci would learn to relish the time spent with someone who was willing. Although, perhaps it had more to do with the fact that Evermoor, being the quiet and contemplative sort, allowed her to spout her opinions freely without deriding her for being ‘arrogant’. Later in the evening, Luci nonchalantly made her way towards the Dardendelle camp. She did not make a direct approach, appearing to be casually stretching her legs while loosing her platinum locks from their bindings. She did speak, but only approached Theodoric to do so, and attempted to make her conversation appear to be boring to her. Or perhaps it actually was. “Ah, just the man in a mask I was looking for." She proceeded to explain what she had found in one of the Cult wagons, confirming their suspicions. She then followed up her intel with a word of advice, "Tell your caravan partners to seek a medic to plug their damnable bleeding hearts.” Her voice grew more sharp as the sentence continued, but remained quiet. “If they do not stop they will draw the eyes of certain individuals and earn themselves a sharp edge in their gut while they sleep. We are here do a job, not pick up every lost mutt we stumble across.” With a huff Lucienne turned on a heel and started back towards her tent. Day 8 - 30 Kythorn, 1489 DR Arriving later than most others, Lucienne scowled at the sight of the abominations, focusing her attention specifically on the Etterkins attempting to steal away the horses. “Oh no you do not.” She announced in her Chondothan accent, sounding not unlike a lecturing mother. She thrust a hand forward while performing a series of intricate gestures with her fingers. Then, as if pulling a series of threads from the space in front of her, she yanked downwards. The spell fell upon the two Etterkins — and, regrettably, the horses as well — like a ton of bricks, hopefully weighing them down further to impede their escape. Actions Day 8 Actions: Action - Cast Magnify Gravity (DC 14 CON or 2d8 force damage and reduce speed by 10 feet. Save takes half damage and doesn’t reduce speed.) She will center it in a way (hopefully) to only hit the ettercaps (and probably the horses, but I don’t THINK it will kill them…) Movement - Stay within 30 feet of the stealing Ettercaps while keeping a fair distance from any other enemies if possible.
  25. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Day One Rahnur couldn't help the blush that came to his cheeks before he cleared his throat and made a motion that would show his wedding ring until he recalled he wore it around his neck instead. Instead, he opted for a smile that was still polite, "Well, I can't say for anyone else. I like to think I'm uniquely handsome." he said although his stomach was churning at the words. He knew it was going to be harder to be undercover because of what he was. Unfortunately, he knew he had to pretend to be single for the time being as to not tip off any unwanted eyes or ears. Rahnur would listen to Edhelri's love of animals and almost had to laugh, "We all have our passions, and I'm sure the animals within the gate appreciate yours for them as well as these horses." Whenever Rhanur spoke with the brothers, he would carefully watch how the sign languages went and even asked politely if he could learn a few easy ones, "Or at least enough for us to communicate in case you're unavailable," he would say to Selvek and then Noorhar. Day Three: Animal Abuse Rahnur already regretted saving the idiot's life as he laid out his implications and his threats before he pointed to his bow, "If you chose to escalte this afterwards, I won't hesitate to protect my employer and her wagon. Trust me, you don't want to be on the pointed end of my shot," he warned before he lead Edhelri back to their wagon. He would try to stay up as long as he thought Ninnywithers would to ensure he wouldn't try anything. Day Five: Golden Stag Rahnur does not speak about his dream when he awakes from it although he is quick to have one of his works being one of the stag as if he was in a daze. Day Eight: Spider Wood "Damnit," Rahnur muttered to himself as he took another arrow and aimed for the ettercap that Theodric has not engaged. OOC Attack Action: Attacking horse stealing ettercap that Theo isn't attacking Bonus Action: Movement:
  26. Theodoric | AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. 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. 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. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 1/3 Day 3: Animal Abuse The barest of grins shows on Theodoric's burnt features as Lord Dravish falls off his horse and flat on his back at Wendibear's arrival. He was growing to like his "employer" more and more by the day - the intimidation factor of a goblin turning into a massive bear was easy for him to appreciate and respect. The grin turns to a scowl at the implications Dravish throws towards Edhelri, and his radiant eyes narrow to pinpricks behind the thin cloth covering his eyes as the pompous noble's knight threatens Wendy. A dark chuckle escapes his lips, and with a sadistic smile he answers Ninnywithers with, "Try anything, and it will be your final mistake." After a long, tense moment, he gives a nod to Edhelri before turning and following behind Wendy. While the praise from the other caravan riders is appreciated, he does not gloat in it - a simple nod and word of thanks are his usual answer. Day 4: Payback Though still wary of the woman, Theodoric is relieved to see that her loyalties seemingly lie with the Harpers, and that she was heading towards Waterdeep herself. Perhaps an advance scout infiltrating a Cult wagon, then. The offer to help in a fight doesn't hurt, either. He allows the others with deeper Harper ties to reveal their allegiances in their own way, and remains the watchful eye for now. Day 8: Spider Woods Clad in prismatic ice, Theodoric practically barrels through the ettercap and two spiders blocking the way, almost daring them to strike him, and closes into melee with one of the ettercaps stealing Achreny's horses. A raised hammer and challenge in Celestial of, "Adoian ol!" forms a radiant chain between himself and the ettercap that fades over a moment, and he swings his warhammer at the disgusting arachnoid creature! OOC Day 8 Combat! Movement: 15' through the enemy front-line to one of the horse-stealing ettercaps, provoking Opportunity Attacks and potentially triggering Armor of Agathys! Bonus Action: Cast Compelled Duel on the ettercap he's in melee with! It will need to make a DC 13 Wisdom saving throw or be affected. Action: Attack the ettercap with my warhammer!
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