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About This Game

An untamed wild region far-flung from the comforts and protection of civilization.

Game System

D&D 5e
  1. What's new in this game
  2. Where did you get that from. His last post was he was busy for Easter and that things should get back to normal after. Did he post something somewhere else?
  3. Well it sounds like our Game Master is bowing out.  Good wishes to him and to all of you.  Unless someone wants to step up and GM this game for us...
  4. No worries.  Next two weeks are pretty busy for me.  I will be traveling and so won't be able to post very often.
  5. Will do, right now Easter Bunny letters and paid DM Fantasy Grounds games have me swamped.  That will stop in about a week and a half as we approach Easter.  right now, I am doing my best.
  6. @bwatford  When you get a chance, I think that we can move on to the next round.  I understant that your RL is keeping your busy, so no worries.  I just don't think that we should wait on the other player to post to move forward.  I think they are having some RL issues as well, but they can always jump back in when they get more time.  Thanks for all you do.
  7. Multiclassing, feats, and variant humans were not allowed in this campaign.
  8. I have a question: I know this game is not using Feats, but are we allowed to multiclass?
  9.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 Quell darts ahead, filling in the voids left behind the frontline who move to pursue the scaly creatures. He draws his bow and takes aim, firing down the corridor at one of the remaining enemy.    Mechanics Main Hand: Shortbow Off Hand: Shortbow Action: Attacking nearest, surviving kobold Bonus Action: Disengage Reaction: Free Action:  Move: Move W, N, N, N Manipulate:  Rapier Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist Feature Historical Knowledge When 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Quiver (Arrows) 18/20  Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  10. Uthemar "Roth" Rothenel - Half-elf Druid AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1 | 1st 2/2 Seeing his companions surge forward and close the window for diplomacy with the little lizards, the druid steps forward to join the melee wielding his staff. Mechanics Main Hand: Druid focus (staff) Off Hand: Wooden Shield Action: Attack a kobold with Shillelagh Bonus Action: Move: Move forward enough to attack a kobold either 2. 3. or 7 Manipulate:  Concentration: Active Spell: Shillelagh                
  11. Cyran Astrucia - Elf Cleric of Darach-Albith character sheet AC: 18 HP: 14/19 HD: 2/2d8 Spell Slots, 1st: 2/3 Warding Flare: 2/3 LR CD: 1/1 SR  Cyran has flashbacks to the goblins they fought a few days ago. Who knows how many of these vermin are around the corner. But there is nothing else to do but try to destroy them. He keeps his shield aloft and moves forward past Nalla to get between the first two kobolds. "Let's keep together and press forward." Once he is between them, he raises his holy symbol, "May the Lord of Light shine upon you!" and a burst of light surrounds him, burning at the infidel lizards. Mechanics   ___________________________________________________ Main Hand: Empty Off Hand: Shield ___________________________________________________ Action: Word of Radiance at 2 and 3. Bonus Action: none Move:  move up one , right three squares Manipulate: none Reaction: Warding Flare if attacked Character Sheet   Cyran Astrucia -  Elf Cleric of Darach-Albith   ___________________________________________________ STATS Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 10 (+0) HP 19 HD 2d8 AC 18 (scalemail, shield) Speed 30 ft. Passive Perception 15 Initiative +2 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elvish, Sylvan, Celestial Background Acolyte Feature  Shelter of the Faithful Acolytes can command the respect of people who share their faith. They can expect free healing and services from people who share their faith and temples or shrines dedicated to their deity.   You can call upon priests of your temple to aid you so long as assisting you is not hazardous to them, and you remain in good standing with your temple ___________________________________________________ WEAPONS Shortsword +4 attack, 1d6+2 piercing damage Booming Blade additional 1d8 thunder damage if move. Toll the Dead34 (range 60 ft.) DC 13 WIS, 1d8 / 1d12 necrotic damage Word of Radiance (range 5' ft. radius) DC 13 DEX, 1d6 radiant damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Wisdom +5, Charisma +2  Skills Acrobatics +4, Insight +5, Perception +5, Religion +2, Stealth +4 Weapons Simple weapons, longsword, longbow Armor Light, medium, shields ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES 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.   ___________________________________________________ CLASS FEATURES Warding Flare (3 per day).  Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity (1/SR) At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   Harness Divine Power (Optional, if we are using it) At 2nd level, 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, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.   Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Equipment   ___________________________________________________ General Inventory (112 lbs.) Scalemail - 45 lbs. Shield (with emblem) - 6 lbs. Shortsword - 2 lbs. Amulet (holy symbol) --  Backpack - 5 lbs. Blanket - 3 lbs Bedroll - 7 lbs. 2 x Holy Water - 2 lbs. Prayerbook - 5 lbs. 10 x Candles -- Tinderbox - 1 lb. Waterskin - 5 lbs. 10 x Rations - 20 lbs. 9 x Incense -- 4 x Pouches 4 lbs. Vestments - 4 lbs. Common Clothes - 3 lbs.   Coin Purse (1.04 lbs.) Platinum: 0 Gold: 126 Electrum: 0 Silver: 18 Copper: 20   Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 113.04 lbs. Spells    Cleric Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Booming Blade Guidance Light Toll the Dead 60' Word of Radiance 5' 1st Level (2/3 slots per long rest) Bless 30' Burning Hands 15' Command 60' Detect Magic RC Faerie Fire  Guiding Bolt 120' Healing Word B 30' Notes Travelers Inn 1gp per night. Innkeeper is a halfling named Belia Offers  - A merchant staying in the inn is looking for adventurers that wish to journey to the sea for a mission of legend. Offers up 50 gp each for the undertaking. - Dennel and Larissa Batharda wish to hire a group of adventurers to venture into their recently deceased father's home to recover his will. It seems that Dennel is offering 300 gold as a reward and Larissa is offering 400 gp. Although the offer is listed together, it seems that the siblings are competing for separate adventurers and are offering to make a sport of it. - Tayanna Serrengriff, the new sheriff of Thelport is offering a group of adventurers 500 gp to return with her to help clean up a problem that the town is facing. (far away) Stretching Goat - fancy tavern. barkeep is a male human named Bumbo Wickman. Cyna: Female Human - Cyna has thin golden hair and large green eyes. Cyna is talking quietly with a couple of wounded woodsmen. Fereg: Male Halfling - Fereg has copper hair and blue eyes, and numerous unusual scars. Fereg is also talking quietly with the wounded woodsmen. Audreys Weke: Female Halfling - Audreys is tall and thin, with braided grey hair and narrow green eyes. Audreys currently is seeking opponents for a game of darts. Thrinain: Female Dwarf - Thrinain is thin, with cropped grey hair and large blue eyes. She is sitting alone.  
  12.  Nalla "Stonecrusher" Kalagiano - Goliath Fighter AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 | Nalla decides she is not willing to wait. She moves past Faith. Seeing the first kobold has taken a defensive stance she decides to throw a little surprise of her own as she lashes out at the second one. Mechanics Main Hand: halberd Off Hand: halberd Action: Attack kobold 3   Bonus Action:  Move: 3 squares east if the he fails to drop kobold 3. If he drops kobold 3 he moves into its spot. Manipulate:    Reaction:    Death Saves: 0 Success / 0 Fail        
  13. Arlyn Horskar - Half-Elf Ranger 2 Arlyn moves up closer to be of assistance to her fighting companions. The space is tight so she will wait out this turn and ready herself for the next round of attacks. Sheathing her blades she draws her bow and arrow and prepares to fight a shot next chance she gets.     Mechanics Free Action: Passive Perception 14 ___________________________________________________ Main Hand: Bow Off Hand: Arrow ___________________________________________________ Action: Active Perception  Bonus Action: none Move: W, N, N, N, N, N Manipulate: none Character Sheet Arlyn Horskar - Half-Elf Ranger 2 ___________________________________________________ STATS Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 9 (-1) Wis 14 (+2) Cha 10 (+0) HP 20/20 HD 2d10 AC 16 (scale mail) Speed 30 ft. Passive Perception 14 Initiative +3 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elvish, +2 unlearned languages Background Folk Hero Feature  Rustic Hospitality You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.   Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you ___________________________________________________ WEAPONS Short Swords +5 attack, 1d6+3 piercing damage Longbow (range 150/600) +5 attack, 1d10+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Strength +4  Skills Acrobatics +5, Athletics +4, Animal Handling +4, Nature +1, Perception +4, Survival +4  Weapons All weapons Armor Light, medium, shields ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES 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.   ___________________________________________________ RANGER CLASS FEATURES Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. [1] Fav Enemy: Beasts  [2] Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. [3] Learn 1 language of your choice that is spoken by your favored enemies, if they speak one at all. [4] Choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.   Natural Explorer. You are particularly familiar with one type of natural environment "forest" and make checks with Advantage (Int or Wis). While traveling for an hour or more in your favored terrain, you gain the following benefits: [1] Difficult terrain doesn’t slow your group’s travel. [2] Your group can’t become lost except by magical means. [3] Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. [4] If you are traveling alone, you can move stealthily at a normal pace. [5] When you forage, you find twice as much food as you normally would. [6] While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [7] You choose additional favored terrain types at 6th and 10th level.   Fighting Style. Druidic Warrior - You learn 2 cantrips of your choice from the druid spell list, and can replace 1 with another from the same list at every level.   Spellcasting. You now have access to the ranger spell list. Initially you know 2 spells of 1st level and can replace 1 spell at every level.    Spellcasting Focus. You can use a druid spell focus to cast your spells, i.e., mistletoe, holly, wand, rod, staff, talisman, etc... Equipment   ___________________________________________________ General Inventory (128 lbs.) Short Swords (2) - 4 lbs. Longbow (20 arrows) - 3 lb. Scale Mail armor - 45 lbs. Carpenter's Tools - 6 lbs. Backpack, Bedroll - 12 lbs. Sacks (2), Pouch (3) - 2.5 lb. Waterskin (1), Rations (8) - 21 lbs. Torches (10), Tinderbox - 11 lbs. Hammer (1),  Pitons (10) - 5.5 lbs. Iron Spikes (10) - ?lbs.  loot? Whetstone, Iron pot - 1 lbs. Shovel, Fishing Tackle - 9 lbs. Hemp Rope (50') - 10 lbs. Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 2 Copper: 7   Encumbrance Max Load: 210 lbs. (15 x STR) Current Weight: 128 lbs. Spells   ___________________________________________________   Ranger Spells Cantrips: Create Bonfire, Shape Water 1st: Cure Wounds, Hunter's Mark Spell Save DC: 12 Spell Attack Mod: +4      
  14. Clarabelle the Cold - White Dragonborn Bard AC: 15 HP: 13/13 Spell Slots: 2(3)/- Dragon Breath: 2/2 Bardic Inspiration: 0/3 DM Inspiration: 1 PP: 12   Clarabelle moves up behind her companions and peaks around the corner.  She sees the little draconic people not dissimilar to her own kind only smaller.  "You ugly little lizard, your mama was a snail!"  She yells out.  Not sure if the creature could understand her or if it  could, would it even be insulted.  Then to her companions she say, "Shift forward and I can give what help I can from the back."     Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Lantern ___________________________________________________ Move: W, N, N ,N Action: Vicious Mockery on Kobold 3 (DC 13 WIS save or 4 psychic damage and disadvantage on next attack) Bonus Action: none Manipulate: hold lantern Character Sheet   Clarabelle the Cold - White Dragonborn Bard 2 ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 12 (+1) Wis 13 (+1) Cha 16 (+3) HP 13/13 HD 1d8 AC 15 (draconic studded leather) Speed 30 ft. Resistances Cold Passive Perception 12 Initiative +3 DM Inspiration Yes Languages Common, Goblin, Sylvan Background Feylost  Features: Feywild Connection  Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.   Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark.   Your scales sparkle with faerie dust   Feywild Visitor Whenever you’re sound asleep or in a deep trance during a Long Rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally.   Faerie Dragon ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 Piercing Dagger (range 20/60), +5 attack,1d4+3 Piercing Vicious Mockery DC13 WIS 1d4 Psychic Cold Breath (2/2 per long rest) DC10 CON 1d10 Cold 5 ft. x 30 foot line. Thunderwave DC13 DEX 2d8 Thunder 15 ft cone. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Charisma +5  Skills Deception +5, Performance11 +5, Persuasion +5, Stealth +5, Survival +3 Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light armor Musical Instruments Pan flute, lute, drum ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Breath Weapon (2/2 per long rest). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Damage Resistance. You have resistance to cold damage.   ___________________________________________________ CLASS FEATURES Bardic Inspiration (0/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   Jack of All Trades  Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.   Song of Rest  Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.     Equipment ___________________________________________________ General Inventory (69.4 lbs.) A petrified mouse -- A glass jar containing lard with a label that reads, "Griffon Grease" - 1 lb. A piece of crystal that faintly glows in the moonlight -- wooden flute - 1 lb. Lute - 2 lbs. Rapier - 2 lbs. Dagger - 1 lbs. Studded Leather Armor - 13 lbs. Traveler’s Clothes - 4 lbs. Pouch - 1 lb. Candles (5) -- Crowbar - 5 lbs. Lantern - 2 lbs. 3 x oil - 3 lbs. Rations (5 days) - 10 lbs. Tinderbox - 1 lb.  Waterskin (full) - 5 lbs. Chalk (4 pieces) -- Average lock w/ key - 1 lb. Caltrops (bag of 20) - 2 lbs. Bedroll - 7 lbs. Silk rope (50 ft.) - 5 lbs. Sacks (2) - 2 lbs. Coin Purse (1.40 lbs.) Platinum: 0 Gold: 70 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 69.4 lbs. Spells    Bard Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Minor Illusion [30 ft.][C] Vicious Mockery [60 ft.] 1st Level (2/3 slot per long rest) Healing Word [60 ft.] Disguise Self Charm Person [30 ft.] Sleep [90 ft.] Thuderwave [15ft Cone]          
  15. Act 3: In Search of the Unknown Clarabelle did her best to inspire those that were up front, especially Quell as she did not want to break rank and get in the way of those more inclined to combat than herself. Faith quickly squeezed past Nalla to form a front line with Quell as she thrust her blade into and through the kobold in front of him before kicking the dragon dog off of her blade as it fell lifeless to the floor. Arlyn meanwhile actively scanned their rear flank in case this was an ambush and enemies would be coming from the rear, but she saw no signs of that, at least not yet. Quell drew his rapier and readied for the next opponent as he took a few steps back down south. Nalla moved north, into the corner, as she readied her halberd to repel any others that came forward. Roth moved forward to take the spot next to Faith that Quell had pulled back from, his staff at the ready. Cyran fell in behind Roth as he raised his holy symbol and tried to pull the kobold's life force from him. The small creature resisted the pull. The small creature advanced toward them, spear tip raised but stopped just short of entering combat as it hissed its displeasure and took a defensive stance. Another kobold raced around the corner and came running down the hall, then another appeared from around the corner. Their numbers kept growing.   The Caverns of Quasqueton 3:26 pm WE ARE IN COMBAT Everyone is up. CONDITIONS Clarabelle (lantern) Nalla (light, readied) Roth (readied) Quell (bardic inspiration, bullseye lantern, readied) Kobold #2 (dodge) MAP IS ACTIVE Please state directions (N,S,E,W, etc when moving)   Show Active Maps The Caverns of Quasqueton (Click on Map for Larger Image) Show Bookkeeping PASSIVE PERCEPTION SCORES Cyran 15 | Roth 15 | Arlyn 14 | Quell 14 | Faith 12 | Stonecrusher 12 | Clarabelle 12 INITIATIVE (Round 2) Kobolds PC's MECHANICS Clarabelle Used Bardic Inspiration (1 of 3 remaining) Kobold #1 Takes 5 hit points of slashing damage from Faith's longsword. Has taken a total of 5 hit points of damage. IS DEAD!! CONDITIONS Clarabelle Has a lantern lit (5 hours and 5 minutes remaining.) Nalla Has the Light Spell cast by Cyran (5 minutes remaining.) Quell Has a bullseye lantern lit (5 hours and 5 minutes remaining.) DESCRIPTIONS Bardic Inspiration Once within the next 10 minutes, the creature can roll a D6 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. ARLYN HORSKAR Hit Points: 20/20 (fey ancestry) Hit Dice: 2/2 Spells: 1st - 2/2 *L (+4, DC 12) DM Inspiration: 1/1 Experience Points: 498 / 900 CLARABELLE THE COLD Hit Points: 13/13 (resist cold) Hit Dice: 2/2 Bardic Inspiration: 1/3 *L Breath Weapon: 1/1 *S/L (Cold, DC 10 Con, 15' cone) Spells: 1st - 2/3 *L (+5, DC 13) DM Inspiration: 1/1 Experience Points: 498 / 900 CYRAN ASTRUCIA Hit Points: 14/19 (fey ancestry) Hit Dice: 2/2 Channel Divinity: 1/1 *S/L Warding Flare: 2/3 *L Spells: 1st - 2/3 *L (+5, DC 13) DM Inspiration: 1/1 Experience Points: 498 / 900 FAITH (Needs to Level Up) Hit Points: 12/12 (resist fire) Hit Dice: 1/1 Divine Sense: 4/4 Lay on Hands: 5/5 *L DM Inspiration: 1/1 Experience Points: 311 / 300 NALLA "STONECRUSHER" KALAGIANO (Needs to Level Up) Hit Points: 13/13 Hit Dice: 1/1 Second Wind: 0/1 *S/L Stone's Endurance: 0/1 *S/L DM Inspiration: 1/1 Experience Points: 311 / 300 QUELL Hit Points: 15/15 Hit Dice: 2/2 Kenku Recall: 2/2 *L DM Inspiration: 1/1 Experience Points: 498 / 900 "ROTH" UTHEMAR ROTHENEL Hit Points: 10/10 (fey ancestry) Hit Dice: 1/1 DM Inspiration: 1/1 Experience Points: 28 / 300    
  16. No big issue, I am struggling this week to find time to post myself. Real life keeps kicking my but 
  17. I will be on vacation Thursday through Saturday so will be unavailable to post until maybe Saturday night.
  18. @WolfBirch I am aware and have addressed the issue on my Discord.
  19. @bwatford Just to let you know: I received the following warning from Mythweavers:   You must acknowledge this warning before posting again     Act 3: In Search of the Unknown Warning issued by SerakHawk 3 hours ago   Penalty   Given 0 points which will never expire. Note for member Hello WolfBirch, I am Serakhawk one of the moderators here at Myth Weavers. This warning is in regards to the post you made in Act 3: In Search of the Unknown. I am reaching out because your posts contain url links to sites with known IP-infringing content. The links in questions do not have any agreements with Wizards of the Coast to use their content and breach intellectual property laws in the US where Myth Weaver is hosted. We consider this a serious site rules infringement as we do not want to invite legal action from the various TTRPG publishers that could threaten the site's existence. We recently sent out a site-wide alert, but this applies to all TTRPG content under copyright protection, and not just Dungeons and Dragons. Since this is your first offense we are providing a 0 point warning today as a reminder to check that your links are legitimate. In addition please remove all links that you can from infringing sources; Roll20 and DnDBeyond are the only sites that have agreements with WotC.  I am available to answer any questions, or you can speak to the Lead Moderator Josh or Colin on the admin staff. ~ Your Friendly Neighborhood Ducj     This warning appears to be related to the link in my post header that you created for me.  I believe that it is the link for "Minor Illusion".   Just wanted to let you know.   Sincerely,     Wolf Birch
  20. Cyran Astrucia - Elf Cleric of Darach-Albith character sheet AC: 18 HP: 14/19 HD: 2/2d8 Spell Slots, 1st: 2/3 Warding Flare: 2/3 LR CD: 1/1 SR  Initially unable to se the commotion up ahead, Cyran makes his way north, ending at the top left corner.  "We can't let that one get away." He raises his holy symbol and tries to drain the life out of the kobold at the far end of the hall. Mechanics   ___________________________________________________ Main Hand: Empty Off Hand: Shield ___________________________________________________ Action: Toll the Dead Bonus Action: none Move:  in his usual place Manipulate: none Reaction: Warding Flare if attacked Character Sheet   Cyran Astrucia -  Elf Cleric of Darach-Albith   ___________________________________________________ STATS Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 10 (+0) HP 19 HD 2d8 AC 18 (scalemail, shield) Speed 30 ft. Passive Perception 15 Initiative +2 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elvish, Sylvan, Celestial Background Acolyte Feature  Shelter of the Faithful Acolytes can command the respect of people who share their faith. They can expect free healing and services from people who share their faith and temples or shrines dedicated to their deity.   You can call upon priests of your temple to aid you so long as assisting you is not hazardous to them, and you remain in good standing with your temple ___________________________________________________ WEAPONS Shortsword +4 attack, 1d6+2 piercing damage Booming Blade additional 1d8 thunder damage if move. Toll the Dead34 (range 60 ft.) DC 13 WIS, 1d8 / 1d12 necrotic damage Word of Radiance (range 5' ft. radius) DC 13 DEX, 1d6 radiant damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Wisdom +5, Charisma +2  Skills Acrobatics +4, Insight +5, Perception +5, Religion +2, Stealth +4 Weapons Simple weapons, longsword, longbow Armor Light, medium, shields ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES 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.   ___________________________________________________ CLASS FEATURES Warding Flare (3 per day).  Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity (1/SR) At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   Harness Divine Power (Optional, if we are using it) At 2nd level, 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, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.   Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Equipment   ___________________________________________________ General Inventory (112 lbs.) Scalemail - 45 lbs. Shield (with emblem) - 6 lbs. Shortsword - 2 lbs. Amulet (holy symbol) --  Backpack - 5 lbs. Blanket - 3 lbs Bedroll - 7 lbs. 2 x Holy Water - 2 lbs. Prayerbook - 5 lbs. 10 x Candles -- Tinderbox - 1 lb. Waterskin - 5 lbs. 10 x Rations - 20 lbs. 9 x Incense -- 4 x Pouches 4 lbs. Vestments - 4 lbs. Common Clothes - 3 lbs.   Coin Purse (1.04 lbs.) Platinum: 0 Gold: 126 Electrum: 0 Silver: 18 Copper: 20   Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 113.04 lbs. Spells    Cleric Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Booming Blade (5 ft.) Guidance (C) Light Toll the Dead11 (60 ft.) Word of Radiance (5 ft.) 1st Level (2/3 slots per long rest) Bless (C) (30 ft.) (D) Burning Hands (15 ft cone) Command (60 ft.) Detect Magic (C) (R) (D) Faerie Fire (C) (60 ft.) Guiding Bolt (120 ft.) Healing Word (60 ft.) Notes Travelers Inn 1gp per night. Innkeeper is a halfling named Belia Offers  - A merchant staying in the inn is looking for adventurers that wish to journey to the sea for a mission of legend. Offers up 50 gp each for the undertaking. - Dennel and Larissa Batharda wish to hire a group of adventurers to venture into their recently deceased father's home to recover his will. It seems that Dennel is offering 300 gold as a reward and Larissa is offering 400 gp. Although the offer is listed together, it seems that the siblings are competing for separate adventurers and are offering to make a sport of it. - Tayanna Serrengriff, the new sheriff of Thelport is offering a group of adventurers 500 gp to return with her to help clean up a problem that the town is facing. (far away) Stretching Goat - fancy tavern. barkeep is a male human named Bumbo Wickman. Cyna: Female Human - Cyna has thin golden hair and large green eyes. Cyna is talking quietly with a couple of wounded woodsmen. Fereg: Male Halfling - Fereg has copper hair and blue eyes, and numerous unusual scars. Fereg is also talking quietly with the wounded woodsmen. Audreys Weke: Female Halfling - Audreys is tall and thin, with braided grey hair and narrow green eyes. Audreys currently is seeking opponents for a game of darts. Thrinain: Female Dwarf - Thrinain is thin, with cropped grey hair and large blue eyes. She is sitting alone.  
  21. Uthemar "Roth" Rothenel - Half-elf Druid AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1 Seeing Quell tumble out of melee, Roth moves to join Faith in the front line to attack the creature.  He swats the creature with his staff and tries to kick the little guy. The staff sails over the reptiles head, but Roth's boots connects with its head. Mechanics Main Hand: Open Off Hand: Quarterstaff Action: Bonus Action:  Move: Manipulate:  Concentration:              
  22.  Nalla "Stonecrusher" Kalagiano - Goliath Fighter AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 | Nalla grins when she hears the fighting ahead. She hopes to do better in this fight and prove her worth as something other than a pin cushion. She steps up behind the front line and uses the reach of her halberd to attack the kobold, if he is still standing. If not then she holds her attack for the next kobold to get within reach. Mechanics Main Hand: halberd Off Hand: halberd Action: Attack kobold   Bonus Action:  Move: 2 squares north into the corner Manipulate:    Reaction:    Death Saves: 0 Success / 0 Fail        
  23.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 He found himself at the forefront when the scaly reptilian humanoids attacked. With no hesitation, the kenku slid his rapier free from its scabbard and brandished the needle-like weapon. He heard Clarabelle's voice keenly rise above the immediate noises and felt empowered. Giving the friendly dragonborn a nod of appreciation, he spun on heel and made a vicious lunge at his foe. Using the chaos of the fight, Quell slinked back, letting Faith have access to the front of the group, and offering her support; she was far more armored than he was and likely far more capable of inflicting harm.    Mechanics Main Hand: Rapier Off Hand: Lantern  Action: Attacking nearest kobold Bonus Action: Disengage Reaction: Free Action:  Move: Move S, S Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist Feature Historical Knowledge When 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Quiver (Arrows) 18/20  Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
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