Jump to content

About This Game

The King of Cristal has received word that the pirate Blindeye Whalebone is looking for an artefact that is buried deep in a vault in Nortonia, this artefact can open the door to the treasury in the royal palace.

Game System

D&D 5e

Advertising

08/10/2023
  1. What's new in this game
  2. It seems this game has unfortunately ground to a creaking, shuddering, stop over the holiday period - as sometimes happens with PbP. It's a shame - I thought Jac was a fun character to mess around with , and I enjoyed gaming you folk, but it seems sensible to call it.
  3. That sounds sensible. I'm not sure what these is to investigate on the statue - but Jac isn't really the one to roll history or investigation haha. Perhaps a detect Magic might be appropriate. Agree treasury records might be found here, there should be some kind of filing system we can work out?
  4. Looking over things in the courtyard? Or looking over the bookshelves and public records? Just my opinion. Up to the group as to what we do. But, if we want to explore and check out the statue. I say we find the records of the treasury first. That way, if things happen... We've already gotten at least some helpful intel.
  5. Finally, between Mizzi and Flynn, they find a secret door that leads to the inner courtyard, stepping into the courtyard you can see that this space was used for sitting outside perhaps to have some peace and quiet. There is a large statue of a man and woman standing next to a large stone, an inscription reads... Mason Kibblet and Marta Bellius founders of Nortonia May Isis keep their spirits safe. If you are going to look anything over then please advise me and make any appropriate rolls with guidance.
  6. HP: 23/30 AC: 15 PP:15 Init: +3 Statblock Ghostwise Halfling Rogue - Arcane Trickster 5 NG AC 15 HP 26 Speed 25ft Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0) Attacks Short sword (piercer) +7 1d6+4 Dagger +6 1d4+3 Shortbow +6 1d6+3 Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames) Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll. Brave - Advantage on saves against being frightened. Halfling Nimbleness - You can move through the space of any creature larger than you. Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range. Expertise - Double Proficency, Stealth, Lockpicks Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it. Uncanny Dodge - Use your reaction to half the damage of an attack that you can see. Arcane Trickster Mage Hand Legerdermain Flynn takes a moment to see what everyone is fussing about, the scuffs in the center of the floor. Before going back to his search of the records, looking for plans for the vault. OOC Move: Attack: Bonus:
  7. Now the scuff has been pointed out yes, anyone can roll an investigation check.
  8. Was finding the scuff mark the Survival check? Now that it's pointed out, can anyone investigate? I'm guessing/hoping it's a secret door. Drop down stairs, or some such. While we are all wondering about the scuff tho, Can we find the plans to the treasury? Where it's at and how to get into it?
  9. Yes, there seems to be a scuff mark that no one can work out why.
  10. Name: Mizzi Shazorwyn Race: Elf Class: Wizard (War) Sheet: Both Gav and Veth notice a scuffed patch on the carpet, it looks puzzling as there is nothing to make such a mark and no one can find a plausible reason for it. Action: Cast MM If there is nothing else to be done here you can move on.
  11. Well Gav was able to Survival really well with that natural 20. He could not investigate for shit though. Lol
  12. Gavarilis "Gav" Ashborn HP: 39/39 Saves: Str 3, Dex 6, Con 1, Int 2, Wis 2, Cha -1 AC: 14, Initiative: 3, Speed: 35 Passive Perception: +15 Drake Companion Small dragon Armor Class: 14 + 3 (natural armor) 17 Hit Points: 30 Speed: 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1) Saving Throws: Dex 4, Wis 5 Damage Immunities: determined by the drake’s Draconic Essence trait Senses: darkvision 60 ft., passive Perception 12 Languages: Draconic Challenge: Proficiency Bonus (PB) 3 Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Umber's Essence is Fire Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. Gav and Umber also steps forward to look over the room, though it was uncertain he would notice anything the others did not. Statblock [b][url=/sheets/?id=2822627][/url][/b] [i]Wood Elf Ranger Drake Warden 5 NG[/i] [b]AC[/b] 14 [b]HP[/b] 39 [b]Speed[/b] 35ft [b]Str[/b] 10 (0) [b]Dex[/b] 17 (3) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]Short Sword[/b] 3 1d6 [b]+1 Longbow x 20 arrows[/b] 9 1d8+4 [b]Dagger[/b] 3 1d4 [b]+1 Short Sword [/b] 4 1d6+1 [b][/b] Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. 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. Wood Elf Ranger Drake Warden 5 NG AC 14 HP 39 Speed 35ft Str 10 (0) Dex 17 (3) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 8 (-1) Attacks Short Sword 3 1d6 +1 Longbow x 20 arrows 9 1d8+4 Dagger 3 1d4 +1 Short Sword 4 1d6+1 Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. 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.
  13. Vethr'zuak HP: 30/50 Saves: Str 3, Dex 4, Con 3, Int 0, Wis 3, Cha 0 AC: 14, Initiative: 1, Speed: 30 Perception: +9, Wildshape (2/day) Vethr'zauk had remained a safe distance behind Flyn, but as soon as the door was finally open, revealing what seemed to be a strange office of some kind, he approaches closer to have a look for himself. Still choosing to remain silent as not to draw attention of things nearby. Statblock [b][url=/sheets/?id=2819729]Vethr'zuak[/url][/b] [i]Lizardfolk Ranger 3, Druid 2 5 Neutral Good[/i] [b]AC[/b] 14 [b]HP[/b] 50 [b]Speed[/b] ft [b]Str[/b] 10 (0) [b]Dex[/b] 13 (1) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 10 (0) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Moon Scimitar[/b] +4 1d6+2 [b]Dagger[/b] +3 1d4+1 [b]Javelin[/b] +3 1d6+1 Senses: Umbral Sight: Darkvision 60' [B]Skills:[/B] Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3 [spoiler=Spells]Spells Ranger DC 13, 3/day 1st: Goodberry, Speak with Animals Druid DC 13 1st: 3 0: Druidcraft, Poison Spray 1st: Create or Destroy water, Cure Wounds, Beast Bond, Purify Food and Drink, Longstrider[/spoiler] [spoiler=Inventory]backpack bedroll blanket mess kit tinderbox 10 torches 10 days of rations waterskin 50 feet of hempen rope traveler's clothes drums Maps of Chult Raptor bone necklace worth 10 gp pouch containing 5 gp [/spoiler] Lizardfolk Ranger 3, Druid 2 5 Neutral Good AC 14 HP 50 Speed ft Str 10 (0) Dex 13 (1) Con 16 (3) Wis 16 (3) Int 10 (0) Cha 10 (0) Attacks Moon Scimitar +4 1d6+2 Dagger +3 1d4+1 Javelin +3 1d6+1 Senses: Umbral Sight: Darkvision 60' Skills: Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3 Spells Spells Ranger DC 13, 3/day 1st: Goodberry, Speak with Animals Druid DC 13 1st: 3 0: Druidcraft, Poison Spray 1st: Create or Destroy water, Cure Wounds, Beast Bond, Purify Food and Drink, Longstrider Inventory backpack bedroll blanket mess kit tinderbox 10 torches 10 days of rations waterskin 50 feet of hempen rope traveler's clothes drums Maps of Chult Raptor bone necklace worth 10 gp pouch containing 5 gp
  14. Survival and investigation are probably best done by not Jac. He's halfway good at the former and happy to assist, but there's probably someone better. The latter he's just plain bad at.
  15. HP: 23/30 AC: 15 PP:15 Init: +3 Statblock Ghostwise Halfling Rogue - Arcane Trickster 5 NG AC 15 HP 26 Speed 25ft Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0) Attacks Short sword (piercer) +7 1d6+4 Dagger +6 1d4+3 Shortbow +6 1d6+3 Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames) Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll. Brave - Advantage on saves against being frightened. Halfling Nimbleness - You can move through the space of any creature larger than you. Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range. Expertise - Double Proficency, Stealth, Lockpicks Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it. Uncanny Dodge - Use your reaction to half the damage of an attack that you can see. Arcane Trickster Mage Hand Legerdermain Flynn looks quickly into the doorway. OOC Move: Attack: Bonus:
  16. Flynn picks the lock and opens the door, inside are masses of pigeon holes filled with record folders. Every street has it's section and thus every building is covered, this must be the public records office. In there somewhere will be the location of the vault and a floor plan of the building, which is handy to know if you know which building you want. Roll me a survival check DC 15, if you make it roll an investigation check, you can have guidance for both rolls.
  17. HP: 23/30 AC: 15 PP:15 Init: +3 Statblock Ghostwise Halfling Rogue - Arcane Trickster 5 NG AC 15 HP 26 Speed 25ft Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0) Attacks Short sword (piercer) +7 1d6+4 Dagger +6 1d4+3 Shortbow +6 1d6+3 Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames) Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll. Brave - Advantage on saves against being frightened. Halfling Nimbleness - You can move through the space of any creature larger than you. Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range. Expertise - Double Proficency, Stealth, Lockpicks Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it. Uncanny Dodge - Use your reaction to half the damage of an attack that you can see. Arcane Trickster Mage Hand Legerdermain Flynn calls his mage hand into existence, silently telling everyone to keep a distance while he picks the lock. OOC Move: Back from the door about 10 feet Attack: Bonus:
  18. Gav finds no trap but finds the doors are locked.
  19. Gavarilis "Gav" Ashborn HP: 39/39 Saves: Str 3, Dex 6, Con 1, Int 2, Wis 2, Cha -1 AC: 14, Initiative: 3, Speed: 35 Passive Perception: +15 Drake Companion Small dragon Armor Class: 14 + 3 (natural armor) 17 Hit Points: 30 Speed: 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1) Saving Throws: Dex 4, Wis 5 Damage Immunities: determined by the drake’s Draconic Essence trait Senses: darkvision 60 ft., passive Perception 12 Languages: Draconic Challenge: Proficiency Bonus (PB) 3 Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Umber's Essence is Fire Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. Gav and Umber also steps forward to look over the doors as well, though it was uncertain he would notice anything the others did not. Statblock [b][url=/sheets/?id=2822627][/url][/b] [i]Wood Elf Ranger Drake Warden 5 NG[/i] [b]AC[/b] 14 [b]HP[/b] 39 [b]Speed[/b] 35ft [b]Str[/b] 10 (0) [b]Dex[/b] 17 (3) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]Short Sword[/b] 3 1d6 [b]+1 Longbow x 20 arrows[/b] 9 1d8+4 [b]Dagger[/b] 3 1d4 [b]+1 Short Sword [/b] 4 1d6+1 [b][/b] Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. 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. Wood Elf Ranger Drake Warden 5 NG AC 14 HP 39 Speed 35ft Str 10 (0) Dex 17 (3) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 8 (-1) Attacks Short Sword 3 1d6 +1 Longbow x 20 arrows 9 1d8+4 Dagger 3 1d4 +1 Short Sword 4 1d6+1 Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. 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.
  20. HP: 23/30 AC: 15 PP:15 Init: +3 Statblock Ghostwise Halfling Rogue - Arcane Trickster 5 NG AC 15 HP 26 Speed 25ft Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0) Attacks Short sword (piercer) +7 1d6+4 Dagger +6 1d4+3 Shortbow +6 1d6+3 Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames) Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll. Brave - Advantage on saves against being frightened. Halfling Nimbleness - You can move through the space of any creature larger than you. Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range. Expertise - Double Proficency, Stealth, Lockpicks Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it. Uncanny Dodge - Use your reaction to half the damage of an attack that you can see. Arcane Trickster Mage Hand Legerdermain Moving ahead to the doors, with Jac nearby. Flynn looks for traps and listens for activity within. OOC Move: Attack: Bonus:
  21. - Half-elf Cleric of Tymora AC: 18 | HP: 38/38 | Initiative: +2 (Adv.) | Passive Perception: 16 (Darkvision 60ft) | HD: 5/5 | Inspiration 0/1 | Lucky 3/3 Concentrating: Pass Without TraceA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. (+10 bonus to Stealth for all) Jac moves up next to Flynn as the thief inspects the door for traps, casting his own experienced eye over it. OOC Everyone remember Pass without Trace is still active, so +10 to those stealth rolls for a shocking 37 on Flynn and still perfectly respectable low 20s on Veth and Gav Stat Block Half-elf Cleric of Tymora, Level 5 Languages Common, Elven, Abyssal Background Treasure Hunter Background Feature Dust DiggerWhen you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. StrSave +0 Athletics +0 10 DexSave +2 Acrobatics +2 | Sleight of Hand +5 | Stealth +5 14 ConSave +2 No skills associated. 14 IntSave -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 8 WisSave +6 Animal Handling +3 | Insight +6 | Medicine +3 | Perception +6 | Survival +3 16 ChaSave +5 Deception +5 | Intimidation +2 | Performance +2 | Persuasion +5 14 Proficiency Bonus +2 Saving Throws Wis, Cha Speed 30 Tools Dice, Thieves Tools Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 3/4 ; L2 1/3 ; L3 2/2 Channel DivinityHarness Divine Power Turn Undead Invoke Duplicity 1/1 (Amulet of the Devout 1/1) Actions Dagger +5 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60 Sling +5 to hit for [1d4+2] bludgeoning damage | 30/120 Sacred Flame DC15 Dex Sv for [2d8] radiant damage | V,S one creature, 60ft | no cover Word of Radiance DC15 Con Sv for [2d6] radiant damage | V,M chosen creatures, 5ft burst Bonus Actions Reactions
  22. I will assume that Flynn moves to the doors, he suspects that the southern ones will most likely be the entrance. Perception and investigation checks if you are looking at the doors.
  23. - Half-elf Cleric of Tymora AC: 18 | HP: 38/38 | Initiative: +2 (Adv.) | Passive Perception: 16 (Darkvision 60ft) | HD: 5/5 | Inspiration 0/1 | Lucky 3/3 Concentrating: Pass Without TraceA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. (+10 bonus to Stealth for all) "I'm guessing it's the whole surrounded by undead and demons that all want to kill us lending a sense of urgency," Jac jokes in reply. "Though I must admit I didn't see anything glittery on our pass through. On fact the whole place seems somewhat gutted already - no vault, no artifact..." He keeps his voice low - whilst Tymora's veil should keep them hidden from the majority of mundane and magical means it didn't help to tempt fate. Not without a payout at least. OOC Everyone remember Pass without Trace is still active, so +10 to those stealth rolls for a shocking 37 on Flynn and still perfectly respectable low 20s on Veth and Gav Stat Block Half-elf Cleric of Tymora, Level 5 Languages Common, Elven, Abyssal Background Treasure Hunter Background Feature Dust DiggerWhen you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. StrSave +0 Athletics +0 10 DexSave +2 Acrobatics +2 | Sleight of Hand +5 | Stealth +5 14 ConSave +2 No skills associated. 14 IntSave -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 8 WisSave +6 Animal Handling +3 | Insight +6 | Medicine +3 | Perception +6 | Survival +3 16 ChaSave +5 Deception +5 | Intimidation +2 | Performance +2 | Persuasion +5 14 Proficiency Bonus +2 Saving Throws Wis, Cha Speed 30 Tools Dice, Thieves Tools Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 3/4 ; L2 1/3 ; L3 2/2 Channel DivinityHarness Divine Power Turn Undead Invoke Duplicity 1/1 (Amulet of the Devout 1/1) Actions Dagger +5 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60 Sling +5 to hit for [1d4+2] bludgeoning damage | 30/120 Sacred Flame DC15 Dex Sv for [2d8] radiant damage | V,S one creature, 60ft | no cover Word of Radiance DC15 Con Sv for [2d6] radiant damage | V,M chosen creatures, 5ft burst Bonus Actions Reactions
  24. Gavarilis "Gav" Ashborn HP: 39/39 Saves: Str 3, Dex 6, Con 1, Int 2, Wis 2, Cha -1 AC: 14, Initiative: 3, Speed: 35 Passive Perception: +15 Drake Companion Small dragon Armor Class: 14 + 3 (natural armor) 17 Hit Points: 30 Speed: 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1) Saving Throws: Dex 4, Wis 5 Damage Immunities: determined by the drake’s Draconic Essence trait Senses: darkvision 60 ft., passive Perception 12 Languages: Draconic Challenge: Proficiency Bonus (PB) 3 Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Umber's Essence is Fire Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. Gav continues to take up the rear of the party. Umber following closely beside him. He sheaves his sword, and has his bow at the ready. He moves as stealthily as he can and he keeps his head on a swivel on the lookout for any dangers that may come at them from ahead and behind. Statblock [b][url=/sheets/?id=2822627][/url][/b] [i]Wood Elf Ranger Drake Warden 5 NG[/i] [b]AC[/b] 14 [b]HP[/b] 39 [b]Speed[/b] 35ft [b]Str[/b] 10 (0) [b]Dex[/b] 17 (3) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]Short Sword[/b] 3 1d6 [b]+1 Longbow x 20 arrows[/b] 9 1d8+4 [b]Dagger[/b] 3 1d4 [b]+1 Short Sword [/b] 4 1d6+1 [b][/b] Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. 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. Wood Elf Ranger Drake Warden 5 NG AC 14 HP 39 Speed 35ft Str 10 (0) Dex 17 (3) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 8 (-1) Attacks Short Sword 3 1d6 +1 Longbow x 20 arrows 9 1d8+4 Dagger 3 1d4 +1 Short Sword 4 1d6+1 Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. 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.
  25.  
×
×
  • Create New...