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Kamishiro_Rin

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  1. Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign - About 3:00 PM★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous Battle at Steel Springs Castle Kalaman When there is a suitable pause, Coltan gets all serious with her, "Lady Michelle, while I need your advice on how to pretend to be a dragonarmy lieutenant, I cannot accept your treatment of your guards. They deserve your respect, because they are just doing their duty. Please apologize to them and treat them with respect going forward." "If you still want to help us, we can do it within the constraints of your situation, as defined by your guards." He stares for her reply. Lady Michelle raises a curious eyebrow and looks down her nose at Coltan. “Perhaps you’re not ready to commit perfidy, Apprentice—I’ll be happy to instruct you another time, as you can’t seem to handle even this rather mild demonstration.” Turning to her guards, she says, “Come along ladies, you can walk alongside the carriage on the way back to the barony. We wouldn’t want your delicate sensibilities bruised any more by li’l o’le Mimi, now would we? Big scawwy dwagon awmy wady in her fwilly gween dwess might huwt yow feewings if you wide in the fancy cawwage wif her. Best ensure that you show me the . . . constraints of my situation . . . make sure I don’t escape along the road!” They bristle but otherwise keep silent, and oddly enough, remain at attention. She walks over to Modri and pats him on the shoulder with wry smile. “Well, do come back safe and sound . . . maybe not so sound. Maybe another cool scar you can show me and tell me all about.” Sighing, she says, “Alas, it seems that my guards need to do some ‘defining’, so I’ll have to see you when you get back to the barony.” With that, she leaves and heads down the opposite set of stairs you were heading. Eventually, as Lady Michelle’s head disappears down the stairs, the guards turn to follow. “Ugh, just great, Brimmle,” one of the guards says to the other, “Now that stupid girl’s all in a huff and we have to walk.” “You’re the one wha’ kep’ buttin’ in’o’er conversation, Crawley,” the one called ‘Brimmle’ barked back. “Hey! I’m just doin’ my job! And what the hell were you doin’ standin’ at attention when she told you to?! An’ she called us ‘honorless shi’bags’ an’ ‘gormless fools’! What even the hell is a ‘gorm’? You’re gonna le’her talk to us like that?” “An’ you didn’?” Brimmle bites back. “An’ so what if she did? What’chu gonna do about it, anyway?” From the bottom of the stairwell, you all hear, “This ‘stupid girl’ can hear you just fine. Now, if you fools ever wanna get out of guarding this ‘stupid girl’, and actually get to go fight in the war, I suggest that I hear a hell of a lot less talking and a lot more marching!” “Damnit, Crawley!” Brimmle sniped in a harsh whisper. “If the guard captain gets wind that you called a noble lady a ‘stupid girl’—who cares if it’s her—we’ll be doing PT until our assholes are sucking buttermilk! Well, you are! I’ll tell’em I had no part in that!” “MARCH, Ladies! I can still hear you!” With that, they disappear. Buying Wagons & Setting Out? Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign - About 5:00 PM★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous It’s easy enough to find a good, quality wagon that will seat the lot of you comfortably, but won’t let you sleep. You’ll need at least two wagons for the eight of you for that. It’s up to you whether you purchase one or two, or as many as you think you need. The wagons cost you 35 gp, each. The wainwrights strongly encourage you to buy the trained draft horses (50 gp, each) to pull it (or them, as the case may be), as well as the feed for each horse you buy (5 cp/day/horse). Eventually everyone meets up at the main gates to the castle. However, it’s fifth hour after noon, and your stomachs are rumbling for supper. You’re certainly free to set out and just eat rations on the road, but its three hours to sunset, and soon you’ll be traveling at night. At some point, you are going to have to stop, if only to let your horses rest—especially the one pulling the wagon. Tiergan and whatever horses you took with you and back from Wheelwatch are now just done: they haven’t got any walk left in them—they covered the 24 miles back to Kalaman. You can rest in your new wagon(s); your horses can’t. Statblocks —
  2. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 6, Concluded As a bonus action, goblin 4 disengages from Duala and Yod, who just came running down the farm-field to the fence separating her from it. Although she would have no problem attack it through the fence, it will take half her movement to climb over or through it to get to the goblin. The same applies to Yod, who is next to her in the field. After disengaging, the goblin nocks an arrow, takes aim and shoots at Yod (OOC: Initially, I had it attack Duala because I accidentally missed Yod’s post, so to correct that, it would have shot at the burly dwarf that nearly killed it, not the scary lady that just ran up.) before scampering and ducking down behind the big boulder lodged in the grass. Because it already used its bonus action to disengage, it cannot also hide. However, goblin 4 does have +5 to its AC (currently) from three-quarters cover behind that big rock! In its haste to scarper from Duala and Yod, its arrow goes wide, landing harmlessly in the field behind him. Goblin 5 pops out from its hiding place behind the farmhouse and once in view of Ezra, shoots at her. She has a +2 to AC from cover, but it has advantage on the attack because it was hiding. It then returns to its position behind the house and as a bonus action, takes the Hide action: DC 15 to spot it with passive Perception or the Search action. Goblin 5’s arrow /thunks dangerously close to Ezra’s head. Goblin 7 pops up and looses an arrow at Thordin. It has disadvantage on the shot due to long range, and Thordin has a +2 to AC from cover. The arrow flies wide. (OOC: I accidentally forgot to replace “Ezra” with “Thordin” in the dice roller.) The goblin then ducks down and takes the Hide action as a bonus action: DC 14 to spot it with passive Perception or the Search action. Goblin 8 pops up from out of a hiding position, canceling out the disadvantage from long-range, and looses an arrow at Thordin, who has cover. Its arrow also flies wide. It, too, drops back down to hide. However, it yips loudly when it stubs its toe, and you can see the top of its green head bobbing up and down. It’s not hidden. It is about now that you all notice that the bell-ringing has stopped and you can hear the yipping sounds of two goblins exiting the temple. Round 7, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. To spot a creature that is hiding, you must first move into a position to see it, if you are not already in one you must either rely upon your passive Perception score, OR you must take the Search action. If your passive Perception score meets or beats the DC given, then you see it automatically and you can act as normal: its attacks do not have advantage against you, and your attacks do not have disadvantage against it. However, you and only you gain this benefit. If your passive Perception does not meet or beat the hiding creature’s Stealth DC, then you must decide whether or not you will take the Search action on your turn to spot it. Taking the Search action costs you your action in combat and you lose your attack. However, if you do take the Search action, everyone gains the benefit of you spotting the creature. ALSO, you do not need to specify which creature you are Searching for. Any creature whose Hide check result is the same or less than your Search check result is now revealed to you and everyone in your party. This does not mean you necessarily see the creature, but you know their position for whatever reason—sound, smell, whatever. Related to the last bit, above, conversely, line of sight on the map does NOT enable your character to spot a hidden creature. If I say that a creature is hidden, it is hidden, and only your character’s passive Perception or their Search action check can reveal it. Just because you can see its token on the map does not mean your character can see the creature. The creature could be hidden in a tall tuft of grass or behind a bush that is not displayed on the map. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 3: −5 11 −45% DEAD! Goblin 4: 1 12 8% AC Currently 13 Goblin 5: 7 7 100% AC Currently 13, Hidden (DC 15) Goblin 6: −2 8 −25% DEAD! Goblin 7: 10 10 100% AC Currently 13, Hidden (DC 14) Goblin 8: 12 12 100% AC Currently 13, Unseen, Hidden (DC 23) Goblin 9: 10 10 100% AC Currently 15 Goblin 10: 11 11 100% AC Currently 15 Goblin 11: 12 12 100% AC Currently 15 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  3. Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft. Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) initiative (+2) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 1/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4)dancing lights, eldritch blast, minor illusion, prestidigitation; Spells Known (4 + 1)(1/1 per day) protection from good and evil comprehend languages, healing word, heroism, sleep Spell Slots: 1st2/2; 2nd—; 3rd—; 4th—; 5th—; 6th—; 7th—; 8th—; 9th— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender Inventory Inventory With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order. Money pp gp ep sp cp 0 9 0 13 13 Spent 4 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 10 gp, 4 sp, 3 cp. Converted 1 gp into 9 sp and 10 cp Worn, Carried, or Otherwise Readily at Hand Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access. 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules. 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 potion of healing; Potion, common; Minor tier; 50 gp, ½ lb.; You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. Found On: Magic Item Table A; Source: DMG, page 187. Also found in PHB, page 153. Available in the SRD. 1 Lords’ Alliance signet ring (from faction); Adventuring gear; 5 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. In Containers Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve. 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules. Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. Disguise Kit Activity :: DC Cover injuries or distinguishing marks :: 10 Spot a disguise being used by someone else :: 15 Copy a humanoid’s appearance :: 20 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background) 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Trinket d100 Trinket 76 A four-leaf clover pressed inside a book discussing manners and etiquette IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) 11 Tarkash, Year of Three Ships Sailing, 1492 DR Stonyeyes District, Outer City, Baldur’s Gate, Sword Coast Quite automatically, Iolanthe reacts almost conversationally with the corpse—its speech and voice were so lifelike. “Oh, thank you for the recommendation! As for the final two questions . . . Question four: ‘Why would the Cult of Zariel be associated with you?’ And question five: ‘What was the real reason you contacted Segren Hall?’.” OOC Movement: — Action: — Bonus Action: — Reaction: — Interact-with-Object: — Concentration: — (To Whom It May Concern . . .) —
  4. Almost invariably 5-foot-squares, so 30 feet is 6 squares. See It's a Dexterity (Stealth) check. That depends mostly on your class, but any character wielding two light melee weapons can make a second attack as a bonus action with their 'off hand' without adding their modifier to their second damage roll. Currently, your rogue is like any other character and has no features that grant him a bonus action. Next level (level 2), you will gain the Cunning Action class feature, which will let you take the dash, disengage, or hide action as a bonus action on your turn. Again, this depends on your class. First and foremost, be very careful not to use mechanical terms to describe your actions unless you mean those specific actions. In this case, 'dash' is a mechanical term that means moving up to your movement-speed as an action in addition to moving your normal movement during your turn. Most characters would either have to move and dash as an action or move and hide as an action. 2nd-level rogues can move, dash as an action, and hide as a bonus action. Equipping, nocking, and drawing an arrow before loosing it are all part of the Ranged Attack action with a long bow, shortbow, or crossbow. The important thing to note here is that if you want to switch weapons (that is to say, un-equip and put away your bow and then draw a new weapon out to fight with), such as switching from using your bow to using a shortsword, takes an action. Alternatively, you can just drop your bow on the ground as a free action and take out your shortsword. Hope this helps.
  5. Cointhief beat me to it, but yes, Guiding Bolt requires you to roll a Ranged Spell Attack (which you did in your post, so no problem there, I believe!). When I said that Bless (d4) goes on the attack, not the damage, I meant that you add the d4 from Bless to your attack roll: 1d20+4+1d4, not your damage, which remains a straight 4d6 and does not get an extra 1d4. On your post, you rolled an 18+4=22 Your damage was 1+1+6+1=9 the 1d4 from bless rolled a 3, so your attack roll is actually 18+4+3=25 to hit. That's why I said adding the bless was academic. There are only 8 creatures in the game (ignoring 3rd-party material) that a 22 wouldn't hit. The 3 from bless doesn't turn your die-roll into a critical success, so you just hit more gooder.
  6. I hate to be the bearer of "bad" news, but the bless die (d4) goes on the attack. In this case, it's purely academic, as you hit with that 22 regardless. Instead of 12 radiant damage, you only did 9. For the sake of clarity in your rolls, you might want to label them a wee bit more thoroughly, and you don't need to write the dice expression: "Guiding Bolt Ranged Spell Attack vs Wolf 4 + Bless" and you can combine the damage rolls into that if you like, or roll separately to see if you hit in the first place (like you did), and then when you roll damage: "Guiding Bolt Radiant Damage". My personal style is to do all three rolls at once (the third roll is if you crit, so you roll extra damage dice), as you can see in my example below. Guiding Bolt Ranged Spell Attack vs Wolf 4 + Bless; Radiant Damage; Crit -> 17; 8; 14. Here, I probably hit with the 17, so I deal 8 radiant damage. If I had crit, then I'd add the 14 to the 8.
  7. Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft. Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) initiative (+2) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 1/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4)dancing lights, eldritch blast, minor illusion, prestidigitation; Spells Known (4 + 1)(1/1 per day) protection from good and evil comprehend languages, healing word, heroism, sleep Spell Slots: 1st2/2; 2nd—; 3rd—; 4th—; 5th—; 6th—; 7th—; 8th—; 9th— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender Inventory Inventory With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order. Money pp gp ep sp cp 0 9 0 13 13 Spent 4 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 10 gp, 4 sp, 3 cp. Converted 1 gp into 9 sp and 10 cp Worn, Carried, or Otherwise Readily at Hand Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access. 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules. 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 potion of healing; Potion, common; Minor tier; 50 gp, ½ lb.; You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. Found On: Magic Item Table A; Source: DMG, page 187. Also found in PHB, page 153. Available in the SRD. 1 Lords’ Alliance signet ring (from faction); Adventuring gear; 5 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. In Containers Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve. 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules. Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. Disguise Kit Activity :: DC Cover injuries or distinguishing marks :: 10 Spot a disguise being used by someone else :: 15 Copy a humanoid’s appearance :: 20 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background) 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Trinket d100 Trinket 76 A four-leaf clover pressed inside a book discussing manners and etiquette IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) 11 Tarkash, Year of Three Ships Sailing, 1492 DR Stonyeyes District, Outer City, Baldur’s Gate, Sword Coast “I like the questions,” Iolanthe says, nodding thoughtfully. “And I like your ideas of leaving some ‘slots’ open depending on what the answers are and how forthcoming Mr. Hallgate’s corpse is with those answers. How about we just start with the first: ‘Who would want to kill you?’, and then go from there?” Somewhat paranoid about the possibility, Iolanthe decides to get all of her ducks in a row . . . just in case . . . “I’m going to ritual-cast the comprehend languages spell upon myself,” Iolanthe explains, “before we get this party started. I know it won’t let me speak any languages I can’t speak, but I’m worried that the corpse will start spouting some demonic gibberish or fiendish gobbledygook, and I’d rather us not be stymied just because some demon or devil possessing this poor lout thinks it’s getting one over on us by answering truthfully in a tongue none of us can understand.” Ten minutes before the Mortarch returns with the priest, takes a seat in the corner, where she won’t contaminate the crime scene—or get any blood on herself!—and she begins playing an odd tune and singing magical words. Unlike normal spell casting, this song takes the form of a chant, repeated a few times, though the verse is quite long in and of itself. ♪♫♪ أيها الآلهة القديرة، إني آتي إليك بالصلاةOh mighty gods, I come to thee in prayer Beseeching for a gift beyond compare Grant me the ability to comprehend All languages of the universe unend With understanding of each spoken word I’ll bridge the gap where language barriers stirred No longer lost in translation’s haze I’ll navigate the world with seamless grace From ancient tongues of long-forgotten lore To futuristic dialects yet to explore I’ll unravel secrets hidden in plain sight And foster unity with newfound insight No longer bound by boundaries of speech I’ll connect with souls beyond my reach Oh gods above, hear my humble plea Bestow upon me this gift, so I may see The beauty in diversity of tongue And forge connections that can’t be undone Grant me the wisdom to comprehend All languages of the universe, my friend For in this mastery, I’ll find my place A vessel of knowledge, a beacon of grace So I implore thee, gods of land and sky Grant me this gift, and let my spirit fly. I’ll travel far and wide, from shore to shore Embracing cultures I’ve yet to explore With every word that I now understand I’ll unite the world, hand in hand Let me be the bridge between mankind With the gift of language, pure and kind Oh gods, grant me this wondrous art And I’ll use it to heal, not tear apart. In every tongue, I’ll hear the song Of humanity’s spirit, pure and strong For language is the key to unlock The mysteries of life, the ticking clock Grant me this gift, oh gods divine And I’ll honor it with all my time To understand, to empathize To see the world through others’ eyes So hear my plea, oh gods above Grant me the gift of universal love Through language, we’ll find our common ground And unity in diversity will abound. With this ability, I’ll bind the world In harmony, where flags are furled And all will know the power of speech To unite us all, within our reach. Oh gods, I pray thee, hear my call And grant me this gift, once and for all With understanding of all tongues I’ll bring peace to all, old and young. In every word, I’ll find a gem And share it with the world, a priceless gem Oh gods, I thank thee for this grace And promise to use it in a virtuous place. So let it be, my destiny foretold To understand all, both young and old With this gift, I’ll soar above And spread the message of universal love. التسول للحصول على هدية لا مثيل لها‘ayuha alalihat alqadirat, ‘iiniy ati ‘iilayk bialsala altasawul lilhusul ealaa hadiat la mathil laha amnahni alqudrat ealaa alfahm kulu lughat alkawn la tantahi mae fahm kuli kalimat mantuqa sa’aqum bisadi alfajwat hayth taharakat hawajiz allugha lam taeud tadie fi dabab altarjama sawf ‘abhar fi alealam biniemat salisatan min allughat alqadimat liltaqalid almansiat mundh zaman tawil ‘iilaa allahajat almustaqbaliat alati lam yatima aistikshafuha baed sa’akshif al’asrar almakhfiat ealaa maraa min aljamie wataeziz alwahdat mae albasirat almuktashafat hadithan lam taeud muqayadat bihudud alkalam sa’atawasal mae alnufus albaeidat ean mutanawal yadi ‘ayuha alalihat ‘aelahu, astamae ‘iilaa nidayiy almutawadie amnahni hadhih alhadiat hataa ‘araa jamal tanawue allisan watakwin aitisalat la yumkin altarajue eanha amnahni alhikmat li’afham kulu lughat alkawn ya sadiqi li’anah fi hadha al’iitqani, sa’ajid makani wiea’ almaerifati, wamanarat alniema lidhalik ‘unashiduk ya alihat al’ard walsama’ ‘aetini hadhih alhadiata, wadae ruhi tatir. sa’usafir beydaan waealaa nitaq wasie, min alshaati ‘iilaa alshaati aihtidan althaqafat alati lam ‘astakshifha baed mae kuli kalimat ‘afhamuha alan sa’uwhid alealami, ydaan biad asmahuu li ‘an ‘akun aljisr bayn albashar mae hadiat allughati, naqiat walatifatan ya ‘iilahi arzuqni hadha alfanu aleajib wasa’astakhdimuh lilshifa’i, walays liltamazuqi. bikuli lisan, sa’asmae al’ughnia min ruh al’iinsaniati, naqiat waqawia li’ana allughat hi miftah alfath ‘asrar alhayati, alsaaeat alati taduqu amnahni hadhih alhadiat yia alihatan ‘iilahiatan wasa’akrimuh bikuli waqtiin lifaham, liltaeatuf ‘an taraa alealam min khilal euyun alakharin fasmae tadaraei ‘ayuha alualihat aleulwia amnahni hadiat alhubi alealamii wamin khilal allughati, sanajid al’ardiat almushtarakat baynana wasawf takthur alwahdat fi altanawuei. bihadhih alqudrati, sa’arbit alealam fi wiaam, hayth yatimu lafu al’aelam wasayaerif aljamie quat alkalam litawhidina jamiea, fi mutanawal ‘aydina. ya alihatan, ‘adeuki, asmae nidayiy wamnahni hadhih alhadiat maratan wahidatan wa’iilaa al’abad wabifahm kuli allughat sa’ajlib alsalam liljamiei, kbaran wsgharan. fi kuli kalimatin, sa’ajid jawharatan wamusharakatuha mae alealami, jawharat la tuqadar bithaman ya ‘iilahi ‘ashkuruk ealaa hadhih alniema wawaead biastikhdamih fi almakan alfadili. falikun, laqad tanabaa qadiri likay yafham aljamie alsighar walkibar bihadhih alhadiat sa’uhaliq ealian wanashar risalat alhubi alealamii. امنحني القدرة على الفهم كل لغات الكون لا تنتهي ♫♪♫ مع فهم كل كلمة منطوقة سأقوم بسد الفجوة حيث تحركت حواجز اللغة لم تعد تضيع في ضباب الترجمة سوف أبحر في العالم بنعمة سلسة ♪♫♪ من اللغات القديمة للتقاليد المنسية منذ زمن طويل إلى اللهجات المستقبلية التي لم يتم استكشافها بعد سأكشف الأسرار المخفية على مرأى من الجميع وتعزيز الوحدة مع البصيرة المكتشفة حديثا ♫♪♫ لم تعد مقيدة بحدود الكلام سأتواصل مع النفوس البعيدة عن متناول يدي أيها الآلهة أعلاه، استمع إلى ندائي المتواضع امنحني هذه الهدية حتى أرى ♪♫♪ جمال تنوع اللسان وتكوين اتصالات لا يمكن التراجع عنها امنحني الحكمة لأفهم كل لغات الكون يا صديقي ♫♪♫ لأنه في هذا الإتقان، سأجد مكاني وعاء المعرفة، ومنارة النعمة لذلك أناشدك يا آلهة الأرض والسماء أعطني هذه الهدية، ودع روحي تطير. ♪♫♪ سأسافر بعيداً وعلى نطاق واسع، من الشاطئ إلى الشاطئ احتضان الثقافات التي لم أستكشفها بعد مع كل كلمة أفهمها الآن سأوحد العالم، يداً بيد ♫♪♫ اسمحوا لي أن أكون الجسر بين البشر مع هدية اللغة، نقية ولطيفة يا إلهي ارزقني هذا الفن العجيب وسأستخدمه للشفاء، وليس للتمزق. ♪♫♪ بكل لسان، سأسمع الأغنية من روح الإنسانية، نقية وقوية لأن اللغة هي مفتاح الفتح أسرار الحياة، الساعة التي تدق ♫♪♫ امنحني هذه الهدية يا آلهة إلهية وسأكرمه بكل وقتي لفهم، للتعاطف أن ترى العالم من خلال عيون الآخرين ♪♫♪ فاسمع تضرعي أيها الآلهة العلوية امنحني هدية الحب العالمي ومن خلال اللغة، سنجد الأرضية المشتركة بيننا وسوف تكثر الوحدة في التنوع. ♫♪♫ بهذه القدرة، سأربط العالم في وئام، حيث يتم لف الأعلام وسيعرف الجميع قوة الكلام لتوحيدنا جميعا، في متناول أيدينا. ♪♫♪ يا آلهة، أدعوك، اسمع ندائي وامنحني هذه الهدية مرة واحدة وإلى الأبد وبفهم كل اللغات سأجلب السلام للجميع، كبارًا وصغارًا. ♫♪♫ في كل كلمة، سأجد جوهرة ومشاركتها مع العالم، جوهرة لا تقدر بثمن يا إلهي أشكرك على هذه النعمة ووعد باستخدامه في المكان الفاضل. ♪♫♪ فليكن، لقد تنبأ قدري لكي يفهم الجميع الصغار والكبار بهذه الهدية سأحلق عاليا ونشر رسالة الحب العالمي. ♫♪♫ As she sings, the magic of the spell begins to build and swirl around her. Her eyes glow and her voice becomes otherworldly, angelic, and ethereal. And after ten minutes, the ritual seems to burst in a shower of light rays, sparks, and magic as a mantle of stars rests upon her before evaporating into nothingness. The ritual casting of the comprehend languages spell finished, Iolanthe now understands all the languages! After much conversation, the Mortarch returns with the priest and the priest casts the speak with dead spell. A semblance of life and intelligence returns to Mr. Hallgate’s corpse. “Who would want to kill you?” she asks the semi-revitalized corpse. With quite a bit of help from Keryn on the exactitude of phrasing to avoid—or encompass—hidden meanings behind the questions’ words, she tries to ask it with her most persuasive flare, as if to communicate that we’re on its side, and just want to help it receive justice. Iolanthe paused and waited for the corpse to answer, and then asked her next two questions, likewise: “Why would someone want to kill you?” followed by “What was your business last night?” OOC If possible, I’d ask that she be able to use her passive Persuasion score for the questioning here, with a +5 from Keryn’s help action (for a total of 20)—just kind of . . . radiating blasting Mr. Hallgate’s corpse with that persuasiveness—an air about her, permeating her words and tone. Movement: — Action: Spending 10 minutes to ritual-cast the comprehend languages spell on herself, just in case. Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .) —
  8. DMs can edit die-rolls into players' posts, so Ziminar can do that him or herself for future reference.
  9. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 5, Concluded Goblin 3 rushes up to Thordin—unaware that the giant of a man is a polearm master—triggering his mastery. The goblin swiftly ducks under Thordin’s halberd, however, and attacks! It’s scimitar slices cleanly through Thordin’s thigh, where his chainmail doesn’t reach, dealing 7 slashing damage to him! After a javelin thrown by Yod sails just past goblin 4’s cheek, it narrows its eyes and aims a shot back at him! The arrow pierces Yod’s beefy throwing arm, dealing 8 piercing damage! Goblin 5 shoots at Thordin, dealing another 5 piercing damage before moving over behind another farmhouse and crouching to hide in some bushes (DC 19 to spot it). Goblin 6 fires at Throdin, but the arrow sails past his head. It then moves over towards the farmhouse, but can’t quite get far enough to try to hide. Unable to properly hide, when goblin 7 pops up to fire at Thordin, it does so with disadvantage! However, the winds shift and the arrow lodges itself right in Thordin’s throat! He’s down and bleeding out! Goblin 8 pops out and aims at the fallen form of Thordin! Because it’s attacking from a hidden position, it overcomes the disadvantage due to range and firing at a prone target. However, the same winds that shifted an arrow into Thordin’s throat also shifted goblin 8’s arrow off course, causing it to land a few feet from its intended target. Both goblins 7 & 8 drop back into a hiding position. Goblin 7 is somewhat hidden—DC 12 or a passive Perception score of 12 will spot it, but once again, goblin 8 is the expert skulker, disappearing perfectly into the shadows (DC 23 to spot it)! When Thordin goes down, goblin 3 steals Thordin’s halberd out of his unconscious hands as an interact-with-object and then retreats the rest of its movement to behind the building, crouching down in some grass (DC 14 to spot it). Round 6, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. To spot a creature that is hiding, you must first move into a position to see it, if you are not already in one. If your passive Perception score meets or beats the DC given, then you see it automatically and you can act as normal. However, if your passive Perception does not meet or beat the hiding creature’s Stealth DC, then you must take the Search action on your turn to spot it. As I said in the last post, anyone who spots a hiding creature automatically reveals that creature’s position to everyone, negating the advantage they had from hiding. Everyone Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 −12 10 −120% DEAD! Goblin 2 −3 9 −33% DEAD! Goblin 3 3 11 27% AC Currently 15, Hidden (DC 14 or passive Perception 14) Goblin 4 11 12 92% AC Currently 13 Goblin 5 7 7 100% AC Currently 13, Hidden (DC 19) Goblin 6 8 8 100% AC Currently 13 Goblin 7 10 10 100% AC Currently 13, Hidden (DC 12 or passive Perception 12) Goblin 8 12 12 100% AC Currently 13, Unseen, Hidden (DC 23) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  10. Level 1 Drow Entertainer Sorcerer AC: 15 (Dex 2 + Draconic Resilience 13); HP: 9/9 (1/1d6 + 2 + 1) 100%; Speed: 30 ft. Proficiency Bonus: +2 STR: 8 (−1)save: (−1) athletics (−1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 14 (+2)save (+2) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+2) initiative (+2); CON: 14 (+2)save (+4) (from class); INT: 12 (+1)save (+1) arcana (+3) (from class) history (+1) investigation (+1) nature (+1) religion (+1); WIS: 10 (+0)save (+0) animal-handling (+0) insight (+0) medicine (+0) perception (+2) (from lineage) survival (+0); CHA: 17 (+3)save (+5) (from class) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) Sorcery Points: — Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4 + 1)Chill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 221. Available in the SRD. Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Source: PHB, page 230. Also found in RMR, page 52. Available in the SRD and the Basic Rules. Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Source: PHB, page 256. Also found in RMR, page 56. Available in the SRD and the Basic Rules. Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: · You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. · You instantaneously light or snuff out a candle, a torch, or a small campfire. · You instantaneously clean or soil an object no larger than 1 cubic foot. · You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. · You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. · You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Source: PHB, page 267. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 271. Also found in RMR, page 58. Available in the SRD and the Basic Rules.; Spells Known (2)Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Source: PHB, page 257. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Source: PHB, page 275. Also found in RMR, page 59. Available in the SRD and the Basic Rules. Spell Slots: 1st2/2 Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black Inventory Money PP 0 GP 2 SP 2 EP 0 CP 1 10 gp Gems 0 50 gp Gems 0 100 gp Gems 0 500 gp Gems 0 1,000 gp Gems 0 5,000 gp Gems 0 25 gp Art Objects 0 250 gp Art Objects 0 750 gp Art Objects 0 2,500 gp Art Objects 0 7,500 gp Art Objects 0 Starting Gold: 15 from background. Bought: a pound of Flour (2 cp), a Whetstone (1 cp), a Two-Person Tent (2 gp), Traveler’s Clothes (2 gp), a Bell (1 gp), a Blanket (5 sp), a Grappling Hook (2 gp), a Mess Kit (2 sp), a Signal Whistle (5 cp), a Steel Mirror (5 gp), and a piece of chalk (1 cp), for a total of 12.79 gp. Inventory 1 :: belt pouch containing 15 gp; Adventuring gear; 5 sp, 1 lb.; A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 20/20 :: bolts; Ammunition; 5 cp, 1.2 oz. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: component pouch; Adventuring gear; 25 gp, 2 lb.; A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 :: costume clothes; Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 2/2 :: daggers; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.; Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 :: dungeoneer’s pack; Adventuring gear; 12 gp, 61½ lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules.; Includes: 1 :: backpack; Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: crowbar; Adventuring gear; 2 gp, 5 lb.; Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 :: hammer; Adventuring gear; 1 gp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 10/10 :: pitons; Adventuring gear; 5 cp, ¼ lb. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules. 10/10 :: torches; Adventuring gear; 1 cp, 1 lb.; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: tinderbox; Adventuring gear; 5 sp, 1 lb.; This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 9/10 :: days of rations; Adventuring gear; 5 sp, 2 lb. (each); Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: waterskin; Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: 50 feet of hempen rope; Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: light crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.; Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. 1 :: musical instrument (one of your choice: flute); Instrument; 2 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity (DC) Identify a tune (DC 10) Improvise a tune (DC 20) 1 :: the favor of an admirer (Rolled 2: a piece of crystal that faintly glows in the moonlight) 1 :: Trinket: (rolled 44) a mechanical canary inside a gnomish lamp 1 :: Flour; Trade good; 2 cp, 1 lb.; Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).; Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.; Source: PHB, page 157. Available in the SRD and the Basic Rules. 1 :: Whetstone; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Two-Person Tent; Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Bell; Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Blanket; Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Grappling Hook; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Mess Kit; Adventuring gear; 2 sp, 1 lb.; This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.; Source: PHB, page 152. Available in the SRD and the Basic Rules. 1 :: Signal Whistle; Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Steel Mirror; Adventuring gear; 5 gp, ½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Chalk (1 piece); Adventuring gear; 1 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) Trisae moves 30 feet back to F20 on the map, into the darkness (the gray area). She sees four wolves closing in on the party from both sides. As a bonus action, she separates a pair of dancing lights from the other pair and moves them down to illuminate the other two monstrous wolves in the southeast corner of the map. As an action, she speaks the magic words, “Vil’zra’quath xta’rl!” and waves her hands in an ominous pattern casting the chill touch spell on wolf 2, illuminated in the dim light of the campfire. She creates a ghostly, skeletal hand in the space of wolf 2, assailing it with the chill of the grave. On a hit, wolf 2 takes 3 necrotic damage, and it can’t regain hit points until the start of Trisae’s next turn. Until then, the hand clings to it. Because she is attacking from an unseen position (in the darkness, beyond the wolves’ 60-foot range of darkvision, assuming they have darkvision, she has advantage on the attack. OOC Movement: 30 ft to the southwest, into darkness to F20. Action: casting the chill touch spell on wolf 2; probable success (17 to hit), dealing 3 necrotic damage. Bonus Action: moving dancing lights up to 60 ft. Reaction: Casting the shield spell if a successful attack would have been unsuccessful with a +5 to AC, otherwise not casting it. Interact-with-Object: — Concentration: Concentrating on her dancing lights spell, 9 rounds left out of 10. (To Whom It May Concern . . .) —
  11. Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign - About 3:00 PM★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous Battle at Steel Springs Castle Kalaman Pouring over the map, Coltan asks the aide, "is there an available wagon or mounts to carry us faster or at least get us further without exhausting ourselves?" Whatever the answer, he suggests to his companions, "let's rest and recover ourselves now, and leave as soon as possible. Lunitari is full, so we should have moonlight to guide us. And, I suggest we gear up in dragonarmy uniforms, in case we run into the enemy. I can always deliver some prisoners to their commanders, if you know what I mean." “I can’t imagine that the local wainwrights and cartwrights have run out! They’re easily found, especially around the city gates. Of course, their cost will vary depending on what you’re looking to purchase . . .” the aide informs Coltan. Looking over the map, Fairla says, "I agree, Vigdan. A river crossing may be a good place to stop the Dragon Army's advance, but it does seem like an awfully big risk to leave the city without its military. If we are to travel to Steel Springs, I second the notion that a wagon would be best, if we can get one." She shifts her weight to ease the stiffness of legs already sore from hours of walking. "To that end, I do have a horse here in town I can bring." Inwardly, Fairla adds, 'and I'm going to have to pay additional stabling fees if I don't pick her up soon.' “Oh! Wonderful!” the aide says, smiling. “If you’ve already got a horse, that saves you the trouble of buying one to pull the wagon! I’d warn that if it’s a riding horse or a warhorse, it’s probably not best suited to the job of a draft-horse, though—not that they can’t be used to pull a wagon—well, I suppose the warhorse wouldn’t have any issues, but the riding horse might definitely be at a disadvantage . . .” Vigdan curses quietly when he hears that Lord Bakaris has left the city. Speaking to Artanis, "I'm no military man, Sir Knight. But I do know how to turn someone's attention when I want them focused somewhere else. Lord Bakaris and those men are meant to hold Kalaman while Marshall Vendri is away to the west. Now they're going to Steel Springs and so are we. The whole thing stinks like a trap if you ask me." The aide sighs. “Sadly, it most likely is,” he concedes. “Unfortunately for all of us, Lord Bakaris is not only entitled to the rank of Captain, but by law, he is duty-bound and obligated to fill that role. Fortunately, the city is still well defended, but that—well, I shan’t break the law besmirching a noble—that . . . person . . . has taken three whole platoons with him.” With Lady Michelle On their way out, he greets Lady Michelle with a respectful nod understanding he is not the dwarf with her attention. With a bolt of inspiration, he coughs to politely break into the conversation between Michelle and Modri. "Lady Michelle, would you have some time in the next few hours to train me how to act like a lieutenant in the dragonarmy? I'm thinking to put your old armor to work, and I bet there's a lot that I don't know." He fishes from his pack and shows her the lieutenant insignia that Reorx created for him to install on his armor and his shouldered dragonarmy shield. “Apprentice of Reorx Coltan, I would be honored to lend my aid!” Lady Michelle say when one of the guards butts in. “I can—” “Now hold on just a minute!” one of the guards says. “We don’t have time to let this . . .” Something comes over Lady Michelle and her visage seems to change. That cold commander you met at Vogler’s gates seems to return and she barks in a tone that brooks absolutely no disobedience, “Stand at attention and be silent, you honorless shitbags! You gormless fools dare speak in our presence without being spoken to first!?” As if possessed by the hand of Takhisis, the two guards seem to automatically stand at attention before they even realize what they’ve done. “Hold on—” the other guard manages to say before a look from Lady Michelle that probably could cut him in half where he stands shuts him up. “Now, as I was saying, I can give you a crash course on how the various ranks speak, but even I can’t really tell you much beyond a captain—they’re brass and we don’t interact with them all that much. I must say, though, securing a captain’s insignia and uniform armor—that’s impressive. It’ll be useful, certainly.” She pauses a moment, chewing on her lip before finally adding, “But to be honest, I, personally, would not commit perfidy, but given the nature of the enemy, I’m not entirely sure that they don’t deserve whatever tactic you need to use. The Dragon Queen demands submission or she delivers death . . . I’ll teach you what I can in the time we have.” "Ahar! Lioness!" Modri matches Michele's enthusiasm and doesn't mind a bit being glomped. As Coltan speaks Modri nods in agreement. "As Coltan says, got some extra armor and uniforms to go around, likely a few of us could use some lessons just in case. But honestly, was a lot less of a fight than we thought. With the help of those three, was one of the easier fights of this conflict. I'm sure that Dragonnel would've been mighty fierce against one or two of us, but not over half-a-dozen capable warriors focusing it down." “Yes, well,” Lady Michelle admits, “The dragonarmies rely far more on quantity than on quality.” He points to their likely newest members. "Fairla Sunnybank, Arlo Thistleknot, Vigdan Luchen, this is the Lady Michelle Folketh. I'll let you all say what you feel is worth saying. As to Michelle, we uh... ah heck, I'll just say it. She spent some time with the Red Dragon Army. It's all right now. Now she runs the land we're keeping the refugees at. Ah, which reminds me, don't let me leave without er... providing a donation to the people." In truth, Modri had planned not to give the money he planned to be donated to the refugees to Michelle, not wanting to make a big deal or fuss. However, chances are they wouldn't have time to return to her barony, and what mattered was giving the gold to the people. At Modri’s offer of a donation, she smiles again, “I’ll make sure that the people of Vogler receive whatever it is you wish to give. Rest assured that they shall be given every last copper piece.” In the hallway, he bows awkwardly, "My Lady" Listening as Modri recounts her past misdeeds and current duties, he interjects with hesitation, casting a glance at the others. "Well, uh.., I know my past is a little, uh..less than perfect, my lady. But it's what you're doing now that matters. I knew a lot of them folks from Vogler well and it's good that you're taking care of them. If there's anything I can do to help. Money or supplies or whatever, I'd be happy to help." He looks slightly embarrassed at the last. “Please do not bow to me, Mr. Luchen,” Lady Michelle says with equal, if not more awkwardness. “I do not deserve it. And if anyone here has a past they’re not proud of, it is I. I wish I could take pride in the honor with which I fought in the past, but my fight was poisoned wine—not matter how sweet or what the vintage, it is poisoned nonetheless. For what value can be found in a single ounce of my honor on the battlefield when those battles have done nothing but help Takhisis take over half of Ansalon? Either way, it’s an honor to meet you.” Back in Kalaman, Arlo feels a little overawed by the palace, which he'd never been allowed in before. His eyes go wide as Lady Michelle introduces himself and then wider still when Modri mentions that she "spent time" with the Red Dragonarmy. "I'm Arlo Thistlenott," he says when she turns her attention to him. "I'm from Kendermore, and I'm looking for my Uncle Trapspringer. Did you know that he once ended up in an ogre's stewpot? He convinced the ogre that Kender taste better when they're in a salad, rather than a stew, and it turned out the ogre didn't like salad, so he let Uncle Trapspringer go. But I'm not sure where he's gone since then. Do you?" “Ah, Kendermore?” Lady Michelle says, “Well, at the very least, there’s one place whose blood isn’t on my hands. The white and black dragonarmies are the ones that attacked Kendermore. The closest to Goodlund I ever got was some leave I took and ended up in some coastal tribal village in Khur called Ak-Chat. I’m sorry I know nothing of your uncle. It’s lovely to meet you, though, Mr. Thistlenott, and I wish you luck in reuniting with your kin.” Fairla bows to the noblewoman when introduced. "Lady Michelle, it is an honor to meet you. To host refugees during these times... If there be anything I can do as well to support your work, please just say the word." “As I told Mr. Vigdan, please don’t bow to me,” Lady Michelle says, reaching out to pull Fairla up, but hesitating. “The honor is all mine. And hosting the refugees of Vogler is only one item on a very long and seemingly never-ending list of things I shall gladly do in penance. The fact that I can host them is a happy coincidence.” At Lady Michelle's arrival, he greets the former enemy knight warmly with a, "Good to see you again, Lady Michelle!" and his grimace finally shifts into a wide smile as he observes the interactions between her and Modri. He had noticed the dwarf seemed rather fond of her from the get-go... but this was clear confirmation of the fact! He backs up Coltan's idea, stating, "Right, we've gathered enough armor to disguise all of us, actually. Anything you can share that would let us blend in better would be really appreciated, Lady Michelle. Although I don't know how much I can do about my particular shade of skin color or webbed fingers..." “It’s wonderful to see you, too, Mr. Merituuli!” Lady Michelle smiles. “As for the issue of your skin, you’ll find that Takhisis, evil as she is, is oddly egalitarian with regards to who she lets serve her. As long as one obeys, one is welcome in the dragonarmies. Wherever we went, we absorbed many varied peoples into the dragonarmies and moved on to conquer more. You won’t likely soon meet a sea elf in that accursed uniform, but if you do, be not surprised.” Statblocks —
  12. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 4, Concluded Goblin 3 disengages as a bonus action, moves 30 feet southwest, screaming at some goblins it can see both to the southeast and southwest. It dons a shield before pulling out its sword, turning around and waving it challengingly at Duala! Goblin 4 aims a shot at Yod! The shot misses and the goblin flees south! Goblins 5 and 6 come running up to the gate, go through it, and then shoot at Ezra. Goblin 5’s arrow flies wide in some wind, but goblin 6’s arrow flies right past Ezra’s cheek! From the southwest two arrows come streaming at Duala! The first arrow pierces her right in the belly, dealing 10 piercing damage. The second arrow is just aimed badly and lands in some grass. Looking up, you can all see two goblins taking aim from the window of the windmill on the hill in the southwest before they slip, unseen back inside. The fences surrounding the farms are 4 feet tall. You can use half your movement speed to climb over or through them (there’s plenty of room to squeeze through the heavy log slats). If your strength modifier is 4 or higher, you can just jump over them. Even the goblins run to the gates to go through them, rather than wasting movement climbing over or through the fences. Round 5, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. Note: Initially, I rolled the windmill arrows with disadvantage because they’re out of range, but then I later realized they were attacking from an unseen, hidden position (popping out and firing at you), which cancels out the disadvantage. The first arrow’s first roll was a natural 20. In the next round, goblin 7 will not have advantage from being hidden, but goblin 8 will (unless one of you takes an action to do a wisdom (Perception) check to spot it and meets or beats an 18—as long as one of you can spot it, I rule that everyone else can “see” it, too, as your character will have informed them on his or her turn.). Everyone Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 −12 10 −120% DEAD! Goblin 2 −3 9 −33% DEAD! Goblin 3 4 11 36% AC Currently 15 Goblin 4 11 12 92% AC Currently 13 Goblin 5 7 7 100% AC Currently 13 Goblin 6 8 8 100% AC Currently 13 Goblin 7 10 10 100% AC Currently 13, Unseen Goblin 8 12 12 100% AC Currently 13, Unseen, Hidden (DC 18) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  13. Jesus Christ. I think I'm developing Alzheimer's or something. I literally have it in the fucking statblock for everyone to see and missed it myself. I'm getting to the point where I'm making so many of these stupid mistakes that I'mma throw my hands in the air. Well, at the very least, thank you for being a better player than I am a DM.
  14. Yes, that's correct. I was wondering about the Wis Saves, too. Once again, I'm a fucking idiot. Pay no attention to this post.
  15. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 3, Concluded “Retreat south!” goblin 2 barks out in a high pitched, squeaky voice. It shoots at Thordin, but he arrow goes wide. “Roger that!” goblin 3 shouts back, taking aim and loosing an arrow into Yod’s burly dwarven muscles, dealing 4 piercing damage. It then runs along the farmhouse before turning south. Goblin 4 doesn’t respond, but instead takes aim at Duala, missing her before running straight south, disappearing behind a farmhouse. All three are screaming their heads off with variations on “We’re under attack! Back-up! Now!” Round 4, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 −12 10 −120% DEAD! Goblin 2 9 9 100% Currently AC 13 Goblin 3 11 11 100% Currently AC 13 Goblin 4 11 12 92% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  16. Skulking Scarecrows (Emerald Enclave) IC Round 2 (Concluded) Amberlyn blasts Scarecrow 1, the Sackcloth scarecrow, for 10 force damage! Badmaw sticks the sackcloth scarecrow nicely, but his rapier doesn’t do as much damage as he’d have expected! Pen’s glaive attack also hits true, and despite the devastating nature of the blow, it seems to do lackluster damage. Ouránia fires an arrow into the sackcloth scarecrow but just misses. Rurik does . . . The sackcloth scarecrow (#1) slashes at Badmaw twice, its first swipe just missing him, but its second swipe slashing him for 7 slashing damage! The pumpkin-head scarecrow (#2) attempts to do the same to Rurik, but Rurik’s armor is too thick. The threadbare scarecrow (#3) tries slash Pen. Both of its attack hit, dealing 8 and 7 slashing damage, each, for a total of 15 slashing damage! Round 3, Start! Do your thing! Map Portraits & Statblocks Scarecrow Medium Construct, Chaotic Evil Armor Class 11 Hit Points 36 (8d8) Scarecrow Name HP Max HP % Left Scarecrow 1 (Sackcloth) 14 36 39% Scarecrow 2 (Pumpkin Head) 36 36 100% Scarecrow 3 (Threadbear blanket) 28 36 78% Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. Actions Multiattack. The scarecrow makes two claw attacks. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn. Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed. Environment: Grassland Source: MM, page 268. Also found in CoS; WDH; CM; KftGV. OOC
  17. Personally, I'm very happy to just let this game continue running at a very very lax pace, so long as it's actually continuing. Every day, I check my games for updates and for games I run, I check to see if everyone's posted a turn and then post myself. If that takes a while for each of you, that's fine with me. If MW auto-archives the game because none of you posted for a sufficiently long time, then that's fine with me, too. The moment I see that everyone's posted, I'll (try to) get a DM post up. As for not getting notification, now that you know that something's faulty, check your settings, perhaps contact an admin, and consciously check the game for any new posts just in case the software hasn't notified you. That goes for all you, not just Astonavagatrix. I don't rely on notifications; I go down my list and check each day. Maybe each day is hard for one or more of you--that's fine, but do what you can.
  18. Hide (PHB pg. 192) When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section in the Player’s Handbook. Source: PHB, page 192. Available in the SRD and the Basic Rules. Chapter 7 for Hiding (PHB pg. 177) Hiding The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. What Can you See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8. Unseen Attackers and Targets (PHB pg. 194) Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly. When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses. Chapter 8 Vision and Light (PHB pg. 183) The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. Blindsight (PHB pg. 183) A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. Darkvision (PHB pg. 183) Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in that darkness, only shades of gray. Truesight (PHB pg. 185) A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
  19. Level 1 Drow Entertainer Sorcerer AC: 15 (Dex 2 + Draconic Resilience 13); HP: 9/9 (1/1d6 + 2 + 1) 100%; Speed: 30 ft. Proficiency Bonus: +2 STR: 8 (−1)save: (−1) athletics (−1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 14 (+2)save (+2) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+2) initiative (+2); CON: 14 (+2)save (+4) (from class); INT: 12 (+1)save (+1) arcana (+3) (from class) history (+1) investigation (+1) nature (+1) religion (+1); WIS: 10 (+0)save (+0) animal-handling (+0) insight (+0) medicine (+0) perception (+2) (from lineage) survival (+0); CHA: 17 (+3)save (+5) (from class) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) Sorcery Points: — Spell Save DC: 13; Spell Attack: Cantrips Known (4 + 1)Chill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 221. Available in the SRD. Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Source: PHB, page 230. Also found in RMR, page 52. Available in the SRD and the Basic Rules. Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Source: PHB, page 256. Also found in RMR, page 56. Available in the SRD and the Basic Rules. Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: · You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. · You instantaneously light or snuff out a candle, a torch, or a small campfire. · You instantaneously clean or soil an object no larger than 1 cubic foot. · You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. · You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. · You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Source: PHB, page 267. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 271. Also found in RMR, page 58. Available in the SRD and the Basic Rules.; Spells Known (2)Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Source: PHB, page 257. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Source: PHB, page 275. Also found in RMR, page 59. Available in the SRD and the Basic Rules. Spell Slots: 1st2/2 Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black Inventory Money PP 0 GP 2 SP 2 EP 0 CP 1 10 gp Gems 0 50 gp Gems 0 100 gp Gems 0 500 gp Gems 0 1,000 gp Gems 0 5,000 gp Gems 0 25 gp Art Objects 0 250 gp Art Objects 0 750 gp Art Objects 0 2,500 gp Art Objects 0 7,500 gp Art Objects 0 Starting Gold: 15 from background. Bought: a pound of Flour (2 cp), a Whetstone (1 cp), a Two-Person Tent (2 gp), Traveler’s Clothes (2 gp), a Bell (1 gp), a Blanket (5 sp), a Grappling Hook (2 gp), a Mess Kit (2 sp), a Signal Whistle (5 cp), a Steel Mirror (5 gp), and a piece of chalk (1 cp), for a total of 12.79 gp. Inventory 1 :: belt pouch containing 15 gp; Adventuring gear; 5 sp, 1 lb.; A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 20/20 :: bolts; Ammunition; 5 cp, 1.2 oz. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: component pouch; Adventuring gear; 25 gp, 2 lb.; A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 :: costume clothes; Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 2/2 :: daggers; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.; Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 :: dungeoneer’s pack; Adventuring gear; 12 gp, 61½ lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules.; Includes: 1 :: backpack; Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: crowbar; Adventuring gear; 2 gp, 5 lb.; Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 :: hammer; Adventuring gear; 1 gp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 10/10 :: pitons; Adventuring gear; 5 cp, ¼ lb. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules. 10/10 :: torches; Adventuring gear; 1 cp, 1 lb.; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: tinderbox; Adventuring gear; 5 sp, 1 lb.; This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 9/10 :: days of rations; Adventuring gear; 5 sp, 2 lb. (each); Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: waterskin; Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: 50 feet of hempen rope; Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: light crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.; Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. 1 :: musical instrument (one of your choice: flute); Instrument; 2 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity (DC) Identify a tune (DC 10) Improvise a tune (DC 20) 1 :: the favor of an admirer (Rolled 2: a piece of crystal that faintly glows in the moonlight) 1 :: Trinket: (rolled 44) a mechanical canary inside a gnomish lamp 1 :: Flour; Trade good; 2 cp, 1 lb.; Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).; Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.; Source: PHB, page 157. Available in the SRD and the Basic Rules. 1 :: Whetstone; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Two-Person Tent; Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Bell; Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Blanket; Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Grappling Hook; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Mess Kit; Adventuring gear; 2 sp, 1 lb.; This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.; Source: PHB, page 152. Available in the SRD and the Basic Rules. 1 :: Signal Whistle; Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Steel Mirror; Adventuring gear; 5 gp, ½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Chalk (1 piece); Adventuring gear; 1 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) Trisae was up and looking around in a second! “Salkin ssussun!” she incanted, holding up a piece of wychwood and tracing the outline of the four glowing lights that appeared within each outline, but 60 feet away, in the direction that Kresh indicated. The four lights spread apart and formed an 80-foot long curved line where each light was 20 feet apart from the another, and sheds dim light out to 10 feet. OOC Movement: — Action: casting the dancing lights spell Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .) —
  20. Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign - About 3:00 PM★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous Battle at Steel Springs Castle Kalaman You set off bright and early in the morning on the 12th day of the campaign (2nd day of Yurthgreen)—about an hour after sunrise. The walk back to Kalaman is 24 miles—eight hours at a normal pace, getting you back to Kalaman around 3 hours after noon. The trip from Wheelwatch back to Kalaman is uneventful. On your return to Castle Kalaman, Merituuli notices that the castle is unusually quiet. When you all report to Marshal Vendri’s office, an aide informs you that the marshal is away from Kalaman and shares the following facts: After the characters left Kalaman, the city council got word that a contingent of Dragon Army troops had broken away from the larger force. Tired of measured steps, members of Kalaman’s leadership—spurred by Lord Bakaris—demanded Kalaman’s military ride out to seize a victory. With Marshal Vendri away leading troops further west, Governor Miat approved the strike. Lord Bakaris and his son are leading the attack. Darrett is serving under them. They plan to ambush the Red Dragon Army near a crossing of the Inkwater called Steel Springs, thirty miles west of Kalaman. The aide knows nothing more, but before the characters leave, the aide discreetly slips them a sealed note signed by Darrett that reads as follows: Note from Darrett Come at once. Bakaris is leading us to ruin at Steel Springs. He’s the commander of this mission, and I can’t disobey. I’ll do what I can, but I need your help. —Darrett If you all seek out Governor Miat, he’s busy conducting other business with the city’s guild leaders and won’t be available for hours. Even if you do end up finding him, he isn’t a military leader; he doesn’t understand your concern, and can do little now that the troops have already been sent. OOC As this is technically the beginning of the next chapter section, I’ve copied it over from the previous thread. The aide in Marshal Vendri’s office does at least lead you over to a table where a very large map is glued to the surface. She hands you a parchment, some ink, and a quill and shows you where Steel Springs is. She points out the most efficient route. That’s when it sets in. The journey is 30 miles! You just spent the last 8 hours traveling 24 miles. If you don’t take a long rest, you’ll be taking levels of exhaustion. On your way out, as you make your way through a hallway one level down to get to the main staircase, behind you, you all hear a familiar woman’s voice shout, “Modri!” followed by two men’s voices of “Miss! Come back here!” and “You dare run!?” Before Modri can barely turn around, he’s veritably glomped by Lady Michelle—and despite her size, the strength of the knight she used to be is still definitely present. “Modri! You’re back!” She’s dressed very nicely—a dress that a former colleague of yours bought for her. “I was just turning in some paperwork—mounds of it, really—” “Miss! You’re coming with us!” “Oh, do shut up and know your place!!” Lady Michelle says, turning to the guards and giving them guards a death-glare that means she means business. They back off but keep their hands on the hilts of their swords, grumbling about ‘entitled nobility’. Lady Michelle’s death-glare instantly melts and turns into a bright, happy smile when she turns back to Modri. She gives him a much more civil hug, welcoming him ‘home’, so to speak. “I knew you’d come back to me! Let me look at you! Oh, my! That shield! How impressive! If I weren’t mistaken, I’d say those are the scales of a dragonelle—you must have met a captain or higher! How exciting! You killed them, right? You ground them into the dus—ahem . . . I mean, you vanquished your dishonorable foe! You simply must to tell me all about it!” She backs off and looks him up and down, making sure he’s not injured. Satisfied, she turns to the rest of the party. “Sir Artanis,” she says, giving him a curtsy, “Ms. Hunni, Mr. Merituuli, Apprentice Coltan, I’m glad to see you all safe and returned to us as well. I don’t believe I’ve met your friends . . .” Map Steel Springs is a crossing 30 miles west of Kalaman Wyhan’s When Hunni checks in with Wyhan about her membership in the Mages of High Sorcery, Wyhan informs you that her contacts have not gotten back to her, yet, and that she will send you a message as soon as word arrives. As for Arlo, she raises an eyebrow at the idea that he’s been denied permission to join. “Great changes are in motion,” she says, “and those that cling to incorrect beliefs and ‘rules’ do not only themselves a disservice, but perhaps doom us all. If you are interested in membership, I shall ensure you are tested just the same as any other. Pass the test—if you can—and any who refuse your membership shall find themselves . . . disciplined. Their appeals to ‘rules’ shall not so much fall upon deaf ears, as . . . fall dead at the feet of those who really rule.” “We cannot afford to discriminate—especially in light of the current climate—than we could afford to let some half-cocked human wizard walk around casting spells willy-nilly without membership. Kender you might be, but a mage you are nonetheless. Refusing you membership is tacit permission for you to perform magic without the yoke of rules that weighs upon all of us.” “. . . Just to be sure, kender, I did not drop, lose, or discard anything in this shop, so for your own sake, make sure that you didn’t accidentally . . . ‘find’ . . . anything of mine you haven’t paid for. Now, if neither of you wants to buy anything, stop wasting my time and get out.” Wyhan is, if nothing else, a snooty and condescending asshole. As Arlo begins walking out the door, he finds himself unable to leave. An object in the breast pocket of his vest seems to be immovable past the lintel. He turns around to find Wyhan’s amused, if cold visage staring him down. Rolling her eyes, she snaps her fingers and a potion vial full of a shimmering blue, effervescent liquid flies up, out of his pocket. It rockets back towards a display table; and just when you think it will explode upon impact, it instead dexterously whips up and settles gently back down to where it originally was. “Off you go,” she says, making a shooing motion. Both Arlo and Hunni find some unseen force seemingly pick them up and deposit them outside her shop and the door shut behind them. Statblocks —
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