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Game System

D&D 5e
  1. What's new in this game
  2. Hi, everyone. Thanks so much for your interest. This game wrapped in late 2023, but -- again -- thanks for your interest.
  3. AL : Eirspar Nailo- Wood Elf Shadow Monk 16 HP: 115/115 | AC: 21 | Speed: 60ft | HD: 16d8/16d8 | Ki: 16/16 Perception: +10 (Passive 25) | Saving Throws:*Can reroll all saving throws for 1 Ki (Diamond Soul) Str +6 Dex +11 Con +8 Int +5 Wis +11 Cha +6 | Spell DC: 18 | Initiative: +5 StatisticsStr +0 Dex +5 Con +2 Int -1 Wis +4 Cha 0 Languages: Common, Elvish, Dwarven Attacks: -Quarter Staff+1 +11 Damage: 1d8+6 • Bludgeoning, Versatile(1d8) -Unarmed Strike +10 Damage: 1d8+5 &bill; Bludgeoning -Dart +10 Damage: 1d4+5 • Piercing, Thrown (20/60) | Magic Items -Quarterstaff +1 -Cloak of Elvinkind -Bag of Holding -Stonespeaker Crystal -Ring of Protection -Robe of Eyes | SkillsAcrobatics: +10* Arcana: -1 Athletics: +5* Animal Handling: +4 Deception: +0 History: -1 Intimidate: +0 Insight: +4 Investigate: -1 Medicine: +4 Nature: -1 Perception: +9* Performance: +0 Persuasion: +0 Religion: -1 Stealth: +10* Sleight of Hand: +5 Survival: +9* Abilities Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.[ Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. Unarmoured Defence While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Ki When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmoured Movement Your speed increases by 10 feet while you are not wearing armor or wielding a shield. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part o f the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. Shadow Arts Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Shadow Step At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. Cloak of Shadows By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. Tongue of Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. Observant Increases your Intelligence or Wisdom by 1, to a maximum of 20. • If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips. • You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores. Spells Cantrips Known: Minor Illusion Spells: Darkness, Darkvision, Pass without Trace, Silence Descriptive words.
  4. *points to omegoku's post below* :) *nods vigorously* You are correct! Unfortunately, no goodies since last time (boo hiss). *grins* *shakes head* *sighs loudly* mhm! :)
  5. Echoing Stiehle's thoughts - this was a ton of fun and congrats to QJ for getting us to the end, even without the End-of-the-First-Star-Wars style pat on the head from Bruenor. On Horek: Some PCs just incline themselves a certain way, and you need to play them like that or it feels kinda wrong and awkward. (I never intended Elena to be as earnest and straight-laced as I did - i was intending them to be a funny but bitchy kind of drag queen, but that was the way the PC "wanted" to be played.)
  6. Thanks QJ and to everyone involved! I enjoyed Horek (he was kind of an ass, but fun to play with all of you), and also playing as Orcus! I'll be seeing you around the boards for sure! :)
  7. Lol. Time travel shenanigans are the best shenanigans.
  8. Maybe drop by Bruenor and say, "hey, we solved the problem before you commissioned us, because we're that good?"
  9. Thanks so much, ! That was really great. I presume we get a level up now. I don't think we found any goodies since the last level up, though, is that right?
  10. I don't think we went back to the dwarves the second time.
  11. Playing a PbF game unfortunately does not count for service awards. Also, we don't even get a pat on the head from Bruenor? We need an agent. Or is the lack of rewards from Bruenor a side-effect of the wibbly-wobbly time travel?
  12. Good question! You should definitely check into it -- same for anyone else who's interested. :)
  13. Thanks so much for playing, everyone. :) I'm going to hop over to the & let everyone know we've wrapped. I appreciate all of you spending your time and energy in this with me. It's been very rewarding to collaborate with each of you and venture through the published content, telling our own story and seeing where your choices led. Thanks for the opportunity to learn and grow, and for the fellowship. :) Wishing everyone -- especially our brave heroes -- the very best as we venture away to new horizons.
  14. Years after their heroic exploits in the Underdark, the tales of Elena, Aldrich, Eirspar, Horek, and Chance had become woven into the fabric of folklore. Among the common folk on the surface, stories abounded—tales of bravery, sacrifice, and triumph in the face of unspeakable darkness. Legends spoke of the valiant adventurers who ventured into the depths, their deeds recounted in songs sung by bards in taverns across the land. The stories painted vivid portraits of battles against demon lords and the salvation of entire realms, leaving an indelible mark on the collective memory of the people. Amidst these retellings, whispers of a new disturbance within the Underdark began to surface. It was not a direct concern for the heroes themselves, who had moved on with their lives, but rather a shadowy presence hinted at in the latest tales spun by troubadours and minstrels. The legends that celebrated their past triumphs now mingled with rumors of an awakening threat in the depths below. These murmurs, woven into the tapestry of folklore, hinted at a stirring darkness—an echo of the past or an ominous portent of the future. As the stories continued to circulate among the common folk, the heroes' exploits became part of a larger saga—a tale that persisted through time, interweaving their past glories with a subtle undercurrent of uncertainty. The legends endured, ensuring that the legacy of their deeds would live on, even as new whispers of unrest emerged from the depths of the Underdark. - fin -
  15. 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TG Drow Elf Conquest Paladin 6/Whispers Bard 8 (CG) AC: 17/22Half Plate/Militades' Shield+3 | HP: 94/94 | Temp HP: 30/30 | HD: 14/6d10+8d8 | Status/Effects: "StatBlock" Drow Conquest Paladin/Bard CG AC 22/17 (Half-Plate) HP 21/114 Temp HP 0/20 Speed 30ft Str 23[13] (+1) Dex 16 (+3) Con 12 (+1) Wis 8 (-1) Int 8 (-1) Cha 20 (+5) Attacks +2 Whip +12 1d4+8 Mace (either) +10 1d6+6 Long Bow +7 1d8+3 Mace of Terror DC 15/Fear Channel Divinity DC19/Fear Bardic Inspiration: 6/6 Spell slots: 4(4)/ 3(3)/ 2(3)/ 1(3) /0(2)/1(1) AC: 22Half-Plate+Militades’ Shield | Initiative: +4 | Passive Perception: 12 Saving Throws STR 23[13] (+13) DEX 16(+10] CON 12 (+8) INT 8 (+5) WIS * 8 (+10) CHA * 18 (+18) Proficient Skills: Acrobatics +7, Deception +16, Intimidation+16, Perception +4, Persuasion +11, Performance +11. Jack of All Trades Add Half Proficiency to skill checks without proficiency Inspiring Leader Feat Add (Level + CHA) bonus Temp HP to up to six friendly creatures Languages: Common, Elvish, Undercommon Tool proficiencies: Disguise Kit, Thieve's Tools, Pipes Elena contains their horror at forced musical theater with a novel idea: "Perhaps, having saved the Underdark, we can get two archmages at King Bruenor's court to create simulacra of us. Those can attend the opera, and then we can mercy-kill our duplicates - that would be the humane option."
  16. Horek AC 17 or 18 (when wielding two-weapons) | HP 108/108 +40 THP | Init +4 | Perception +7 | Stealth +7 | Speed 30' | Second Wind Used 0/1 | Action Surge Used 0/1 HD Used None | Spell Slots Used: 1st Level 3 (of 4); 2nd Level 0 (of 3); 3rd Level 0 (of 2) | Inspiration No Horek chuckles darkly and winks at Elena. "You just don't know where to look, darlin'. I do. More fun than huntin' around for edible fungus and water you can drink without dyin' of stomach cramps in this damn place, I can tell ye that."
  17. Chance Steele | Neutral Good, Male High Elf Rogue 11 (Arcane Trickster) HP: 100/100 (Aid) + 20 temp | HD: 11/11 (d8) | AC: 17 | Initiative: +5 | PP: 18 | Speed: 30 ft (30ft swim) | Prof Bonus: +4 Status: Blessed | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 | DefensesAdv vs being charmed and can't be put to sleep by magical means Stat Block Attributes, Saves and Skills Str 8Save -1 Athletics +3 (proficient) Dex 20Save +9 (proficient) Acrobatics +13 (proficient, expertise) Sleight of Hand +5 Stealth +9 (proficient) Thieves' Tools +13 (proficient, expertise) Con 14Save +2 Int 16Save +7 (proficient) Arcana +3 History +7 (proficient) Investigation +11 (proficient, expertise) Nature +3 Religion +3 Wis 10Save +0 Animal Handling +0 Insight +0 Medicine +0 Perception +8 (proficient, expertise) Survival +0 Cha 10Save +0 Deception +0 Intimidation +0 Performance +0 Persuasion +4 (proficient) Race Features: Darkvision, Keen Senses, Fey Ancestry, Trance, Elf Weapon Training, CantripBooming Blade, Extra LanguageCelestial Background Feature: Position of Privilege Class Features: ExpertiseAcrobatics, Investigation, Sneak Attack (6d6), Thieves' Cant, Cunning Action, Uncanny Dodge, ExpertisePerception, Thieves' Tools, Evasion, Reliable Talent Subclass Features (Arcane Trickster): Spellcasting, Mage Hand Legerdemain, Magical Ambush Feats: Piercer* +1 Dexterity * Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll. * When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes., Elven Accuracy* +1 Intelligence * Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Story Awards: Faction FavorYou have won the favor of two of the great factions: The Emerald Enclave, the Order of the Gauntlet. As the bearer of this award, you may at any time replace your own background feature with the Safe Haven background feature (Sword Coast Adventurer’s Guide). In addition, you may call upon these factions to cast raise dead on your character if your remains are taken to Waterdeep. Doing so removes this story award from your record. You can use this favor even if you don’t have the Faction Agent background., Friends in Hot PlacesYour actions today have earned you the gratitude of a very powerful creature. Should you ever find yourself back on the Elemental Plane of Fire and visiting the City of Brass, you will be welcomed as a friend., Charm of Animal Conjuring (3 uses)This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you. Attacks +1 Rapier +10 attack, 1d8+6 piercing Dagger +9 attack, 1d4+5 piercing +1 Longbow +10 attack, 1d8+6 piercing Languages, Tool Proficiencies Common, Elvish, Thieves' Cant, Celestial, Draconic Spells Rogue: +7, DC 15 Cantrips: Booming Blade, Green-Flame Blade, Mage Hand, Message, Minor Illusion, Dancing Lights (RoSS), Light (RoSS) Level 1: Shield, Silent Image, Faerie Fire (RoSS) Level 2: Hold Person, Invisibility, Mirror Image, Spider Climb, Suggestion, Tasha's Mind Whip Magic Items Consumable Magic Items: 2 Potions of Healing, 4 Potions of Greater Healing, Potion of Superior Healing, Dust of Disappearance, Elixir of Health Permanent Magic Items: Hat of Disguise (attuned), +1 Rapier, Iron Bands of Bilarro, Ring of Shooting Stars (attuned), +1 Longbow, Mariner's Studded Leather Inactive Magic Items: Potion of Frost Giant Strength, Quaal's Feather Token (Swan Boat), Goggles of Night, Lantern of Revealing, Sending Stones, Spell Scroll of Invisibility Chance sighed as Elena mentioned the long trek back. Head down, he got ready to start walking back. Suddenly, however, his head shot up and he stood straight up, no longer moving. He looked over at Elena, a look of sheer horror on his face. "You don't think Jarn and Oliva will make us listen to their opera, do you?" he stammered, his voice quivering in fear.
  18. 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TG Drow Elf Conquest Paladin 6/Whispers Bard 8 (CG) AC: 17/22Half Plate/Militades' Shield+3 | HP: 94/94 | Temp HP: 30/30 | HD: 14/6d10+8d8 | Status/Effects: "StatBlock" Drow Conquest Paladin/Bard CG AC 22/17 (Half-Plate) HP 21/114 Temp HP 0/20 Speed 30ft Str 23[13] (+1) Dex 16 (+3) Con 12 (+1) Wis 8 (-1) Int 8 (-1) Cha 20 (+5) Attacks +2 Whip +12 1d4+8 Mace (either) +10 1d6+6 Long Bow +7 1d8+3 Mace of Terror DC 15/Fear Channel Divinity DC19/Fear Bardic Inspiration: 6/6 Spell slots: 4(4)/ 3(3)/ 2(3)/ 1(3) /0(2)/1(1) AC: 22Half-Plate+Militades’ Shield | Initiative: +4 | Passive Perception: 12 Saving Throws STR 23[13] (+13) DEX 16(+10] CON 12 (+8) INT 8 (+5) WIS * 8 (+10) CHA * 18 (+18) Proficient Skills: Acrobatics +7, Deception +16, Intimidation+16, Perception +4, Persuasion +11, Performance +11. Jack of All Trades Add Half Proficiency to skill checks without proficiency Inspiring Leader Feat Add (Level + CHA) bonus Temp HP to up to six friendly creatures Languages: Common, Elvish, Undercommon Tool proficiencies: Disguise Kit, Thieve's Tools, Pipes Elena nods, satisfied, puts away the holy relic, and starts to Prestidigate away the demon ichor. They mutter under their breath: "Find a willing woman? Orcus is more likely to get a gig as a stand-in for Lathander." They then look around, irritated: "Of course, we forgot to ask De Vir for a teleportation circle scroll. So a long trek back to the surface it is. I'll need new boots at the end of this."
  19. Probably going to retire Elena from MW after this: there's few hardcovers that go to Level 14+. I think if you run 15 or 20 hours of AL content, you'd have enough service award hours to award yourself a Staff of Power. Hmm, as players can claim service awards from participating in a streaming session, does playing a PbF game count as "streaming?" Might be worth asking Ma'at on the official discord...
  20. Pretty sure the Wand of Orcus is verboten. And the rationale for using the Orderer is gone with the Demon Lords dispatched.
  21. Whatever we do next, is Elena still going to be around? Making my header and wondering if the stick is still available to borrow
  22. Yeah, the Bands worked super well. I didn't realized until actually using them that the target only gets one chance to try to break them. That's a pretty hefty save-or-suck magic item (even better that it's check-or-suck, I suppose). I'm so happy they didn't break!
  23. So, I'm not sure that the Wand of Orcus is technically available, and am guessing that the content catalog likely confirms this. Don't presently have that on hand, but earlier FAQ's indicate "no". :( *sad trombone* Orcus didn't appear to have any other treasure, although there's the nearby "Orderer" device that transported a number of you back in time to when you were originally captives, and there's plenty of ichor about from the destruction that took place here. The magic / talisman that brought the DL's here in the first place has been expended, but you could presumably take what remains of that if you'd like.
  24. *claps, claps and claps some more* Was hoping Orcus might have some beefy resistances / immunities, but apparently no.
  25. Great, now I don’t have to fix the coding on Elena’s header. Nice job with the Bands, Lemonstyx. That screwed him over nicely.
  26.  
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