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BobtheWizard

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  1. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  2. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  3. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  4. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  5. Sorry about the posting delay. No excuse, and nothing going on in my life. I just missed the new thread. I thought I was following the game, but I wasn't (fixed now).
  6. Sparrow (Wood Elf Specter, Soulknife Rogue 3) AC: 16 | HP: 27/27 | Initiative: +4 | Passive Perception: 15 | FeaturesPsi Dice: 4/4 LR Recover 1 as BA 1/SR Hit Dice: 3/3d8 LR Darkvision 60' Speed 45' Immune sleep, adv charm Meditate 4 hours for LR Hide if lightly obscured in nature +2 damage to thrown weapons Elusive - add d4 to hide or blend in Friendly Face DC10 for friend Outcast - shunned Sneak Attack 2d6 Cunning Action Soul Knife 1d6, 1d4BA 60' Psi Knack add die to failed check Psychic Whispers. telepathy PB in 30' die x hr Undead Move through objects and people as DT if stop inside shunt back 1d6 / 10' Cannot take something less than 1 minute Ignore DT Resist nonmagical BPS on my turn Disadvantage on death saves Sparrow follows along with the others quietly. He says little on the journey, contemplating his future and likely inevitable transformation into a ghost. He enjoys reading the first volume of Hearthkeeper Miran's Meditations on Temperance. He agrees to splitting up, but he's not sure what kind of ruse to ty to deploy. He is a wanderer, and is used to not being trusted initially, but he is also fairly good at making sure people know that he is not a threat. "I'll go with any of you who will have me. I'm better at staying out of the way than I am at getting others to talk, but I'll do my best." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  7. Galian Elethor (Mirkwood Elf Wanderer 3) AC: 16 | HP: 28/28 | Initiative: +4 | Passive Perception: 14 (16 in wilderness) | FeaturesShadow: 0P + 0T Rumor of Earth: 1/1 LR Hit Dice: 3/3 Nightvision 60' **Skills** (K) = only in Known Lands INT/WIS checks Double PB (K) STEALTH Advantage in the Forest Hide if Lightly Obscured Advantage on Stealth Checks (K) Can move at normal pace with Stealth (K) SURVIVAL Advantage when Tracking When tracking, know #, size, and how recent (K) PERCEPTION Expertise in wild **Travel** Can assume all vacant traveling roles DC of Personal Event Tests lowered by 2 (K) Lower Peril Rating of the Journey by 2 (K) Advantage on saves vs Corruption in Blight (K) Cannot Become Lost (K) Know one safe place for a long rest (K) **Hunter of Shadows** Foe of the Enemy +2 damage vs Servants of Enemy **Rumour of Earth** place head on ground 1/LR DC15 Survival check to learn something DC25 then something near miraculous Galian is glad to see her friends again. She tells them the bits and pieces of knowledge she was able to gather through the winter. She tells them of her winter, asks about their journeys, and then recounts the recommendations of the rangers regarding Thieves Glenn and Oswald Breeker, the Wood-castle and Harry Talltree, and of the High House and Tad Tillfield. "Do any of you know any of these men? If we are going to investigate this increase in banditry to see if it is related to Gorlanc, where would you like to start?" Mechanics Main Hand: Bow Off Hand: none Action: none Bonus Action: none Move: none Manipulate: none Notes Gorlanc, shadow chasing Gror. Mallor, also known as Tarry-Mack in Bree, dream "a restless bear, an aged crow, a romping elk, four weary boars, a black wolf, and a gray wolfhound. Seven shining stars were hidden by the herd. Over them hung a dark cloud, and within that cloud was a shrieking wind." Here's a reminder of some plot threads for consideration: Twyc Greenleaf, the Reeve of Bree, will be casting his judgement on Grór soon. If the Company wishes to advocate for one punishment or another, this is their last opportunity. Grór currently rots in Bree's jail, waiting for his sentence. He believes he will be murdered by Gorlanc's servants before this comes to pass. The Skunkwoods, a family of troublemakers in Bree, seem to have had dealings with Gorlanc, based on the letter the company found in their bandit camp two years ago. Bill Skunkwood, their patriarch, is currently serving out his sentence for banditry in Archet. The Black Tablet was found in the barrow where the barrow-wight escaped from two years ago, which bears the seal of Gorlanc. The fact that the Tablet appears to have power over the Dead cannot be a coincidence. Anna Wintermoss has warned Fletcher that he has been marked, cursed, by this artifact to some extent. Trouble may find him sooner than later... Eraniel has completed her reparations with the Hayward family and will be returning to the defense of Bree with the other Rangers. Barnabas Butterbur keeps tabs on the latest gossip around Bree-land, should you have need of it. Tarry-Mack the Ranger has traveled east into the Lone-lands to seek the truth behind his troubling dreams. He does not know when he will return. As Galian seeks for further rumors about Gorlanc, she learns something concerning: there has been a marked rise in banditry across Bree-Land. The Chetwood has once again become a safe haven for them, but they are acting with a surprising amount of coordination. Bree-Wardens who try pursing them are swiftly deterred by hidden archers, while Rangers who prowl the woodlands often notice patrols. Even Harry Talltree, renowned bandit-hunter, has been put to the test with driving them away from Archet. Fortunately, the Rangers do know of a few points of interest that may be worth investigating. The first is the Thieves' Glen, a little coppice of woods near the southern entrance to the Combe valley. It's known as an ideal spot for ambushing travelers on the road to Bree, and has from time to time also been a place to hide or stash stolen goods. While no bandit attacks have been reported so close to Bree in years, it's possible that Gorlanc's men have grown so bold as to use it once more. It would be wise to seek out Oswald Breeker, a miserably reclusive yet remarkably wealthy man, for information and assistance. Another point of interest is the Wood-castle, a spot between Archet and the East Road where a knoll of rough stone rises suddenly out of the forest. The folk of Bree recognize it as a naturally defensible place, where an archer could command the forest as far south as the Road, and three warriors could hold the heights against a thousand. While the folk of Archet have kept a close watch, it is possible that a particularly talented sneak may have set up camp there to observe the comings and goings around Bree. For help with investigation, Harry Talltree should be sought for first. The last point of interest is the High House, the old ruins of a small castle near the end of Combe valley, about halfway between Combe and Archet. While mostly used by shepherds to protect their sheep during winter or heavy rainstorms, it has been used by brigands in the past as a makeshift stronghold. If Gorlanc's men were to visit there, they could use it as a staging ground for their highway robbery, or worse, a potential raid of the villages. The Bree-Wardens are used to handling the occasional gang of ruffians that trespass there, though none have been nearly as active in recent years as Tad Tillfield. He should be visited before the Company investigates, as he may prove the most useful for insight and support.
  8. Corwyn - Elf Sylph Kineticist 3 AC: 21 | HP: 42/42 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +6 | R2 Cold | Conditions: Corwyn agrees that it would be best to be better prepared. After showing everyone around and introducing them to whoever they will need for their new equipment, he seeks out his mother. He invites the others to join him if they want and offers for anyone to stay at his home if they have no place to stay tonight. Once he finds his mother, he tells her what we have done so far and what clues we still need to investigate. "What do you think of all this, mother?" Mechanics Main Hand: Empty Off Hand: Empty Action 1: none Action 2: none Action 3: none ACTIONS IMPULSES - DC18, +8 raise aura, can combine with 1 action stance or 1 action elemental blast 30' light bulk, generate, move or suppress Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage 60' 10' burst 3d4 cold and DT until fire damage 4 creatures can stride or fly 1/2 speed touch heal 2d8 HP, 10 minute immunity agile, thrown, propulsive. Change to BPS. Notes Voz and Calmont - bookstore Tarinlara - mom Bumblebrashers - goblins at Citadel Altaerein, led by Helba Warbal - goblin in Breachill Leeko - goblin in bugbear room Dahak - god of destruction Pib and Zarf - kobolds at Citadel Gilda Gardenia - Breachill council member Wiford - Breachill Captain of the guard Scarlet Triad - Voz offers them access, possibly to Alseta's Ring Dmiri Yoltosha. Bloody Blades - meeting Voz at Guardians Way
  9. PC Kythera Syras "Ky" Human Cleric 1 / Wizard 4 AC: 16 (chain shirt and shield) | HP: 29 /29 | Initiative: +1 | Passive Perception: 14 | FeaturesDarkvision, magical 180' Spell Slots, 1st: 3 /4 LR 2nd: 3 /3 LR 3rd: 2 /2 LR Diss. Whisper 1 /1 LR Misty Step 0 /1 LR Shadow Shield 1 /1 SR (Rx) Cloak of Darkness 1 /1 SR (BA) Arcane Recovery 1 /1 LR DM Inspiration: 1 Hit Dice: 3/5 LR Death Saves: 0 S / 0 F Conditions: Ky agrees to the suggestions, letting the others know of her affinity for darkness. "I was raised in darkness and can see fine in it. I prefer the dark over too bright of a light. Saara, you can take the dawn shift if you want." She proposes an order of Yaldiled, Baldur, her and then Saara. Like Baldur, she helps get the horses ready for the night, prepares her bedroll and quickly gets to sleep. Mechanics Main Hand: none Off Hand: none Move: none Action: none Bonus Action: none Reactions: use shield if it would block a hit, maybe use shadow shield Manipulate: none Concentration: none Notes Byra, halfling daughter of Taem and Gyo Willow Creek, built right into the side of a large hill it was, they were immediately accosted by a hoarde of beggars as they made their way into the village. They found the village to have no walls and no real militia that they could see. Prominent buildings were: the Crossed Guard (blacksmith), the Wise Owl (tavern): Lewis Pickerton (proprietor), Eldeth (dwarf on Inspiration Dust) Roots and Hourglass (alchemist), the Bearded Cabinet (general store), the Temple of the Eternal Mother (church). Flask and Rat, inn run by a dwarf Sheriff Kendall Kharis, dwarf necromancer that plays Battlechess Crownwarden Lord Cyne Monder, a recognizable and much-respected member of the Royal Court and Lord Protector of the Crown Raffolk, halfling who owes Gruff 200gp and lost Lord Monder's couatl feather Gruffa, bugbear owner of Triple Nine Golden Mask, doppelgänger crime syndicate Lord Rumlyn, Royal Stud Farm, holding Miss Ivory and with a gold and crimson saddle Horses Baldur was given Howler, a palomino stallion. He is a bomb-proof weanling with no marking on his face, and his four leg markings consist of nothing on his right front leg, a fetlock on his left front leg, nothing on his right hind leg, and a coronet on his left hind leg. He would be best suited for show jumping. But the draft horse would be a good fit for the Dwarf. Saara was given Fritz, a bay stallion. He is a mean 11-year-old with an interrupted blaze marking on his face, and his four leg markings consist of nothing on his right front leg, a sock on his left front leg, a pastern on his right hind leg, and a fetlock on his left hind leg. He would be best suited for dressage. This riding horse would make a fine fit for the paladin. Yaldiled was given Curly, a seal brown stallion. He is a sweet 10-year-old with an interrupted blaze marking on his face, and his four leg markings consist of a coronet on his right front leg, nothing on his left front leg, nothing on his right hind leg, and nothing on his left hind leg. He would be best suited for western pleasure. This riding horse would make a good fit for the dragonborn. Kythera was given Skysong, a seal brown mare. She is a reserved 6-year-old with a stripe and snip marking on her face, and her four leg markings consist of a pastern on her right front leg, nothing on her left front leg, a sock on her right hind leg, and a sock on her left hind leg. She would be best suited for barrel racing. She was the fastest of the four, and she was spirited. A fine riding horse for the wizard.
  10. "Lou" Louis Dufray (Goblin Ranger 4) AC: 16 | HP: 40/40 | Initiative: +4 | Passive Perception: 17 | FeaturesAdv. on saves vs. charm 60' Darkvision BA Hide or Disengage BA Command Opal Fury of Small: 2 / 2 LR Favored Foe: 2 / 2 LR Spell slots, 1st: 2 / 3 LR Hit Dice: 4 / 4d10+2 LR Goodberries: 9 Conditions: none Opal AC: 16 | HP: 25/25 | PP: 14 | FeaturesSize small Bite: +5, 1d6+2 piercing Rx: infusion +1d6 fire immune to fire Lou looks to Searthe. "We should still get out of here." Over the next few days, Lou tries to befriend the Death Kittens. Even Opal gets in on the act, finding she has more in common with them than she originally thought. While she enjoys just playing catch and tag with them, Lou tries to train them to use their death rays on command. He hopes to be able to put down his bow and use one of the cats as a gun itself - a Laser Cat - trading pets and treats for being able to choose its targets. But instead of gaining a weapon, Lou mostly just gets several holes in his clothes and body. While his goodberries manage to keep his body in one piece, his clothes are wrecked by the time they return, his pants and jacket full of burned out holes. While he never completely gives up, he realizes that he will need better treats than the ones we have on the ship if he wants any chance of realizing his dream. Mechanics Main Hand: bow Off Hand: none Lou's Action: animal handling Move: none Manipulate: none Bonus Action: command Opal 's Action: help Lou Move: none Manipulate: none Bonus Action: none Reaction: none Gnarley's Knack: You have Advantage on the next roll you make regarding ship repairs or ship weaponry.
  11. Drift (Tabaxi Druid) AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4 2nd: 2/2 Wild Shape: 1/2 Agility: 1/1 Death Saves: 0S/0F Conditions: Drift sits next to our new friend. While he can't speak, he licks the sword (making sure not to lick the sharp edge of the blade) to let it know we are friendly. Hopefully the dwarf in the sword doesn't get too annoyed at a wolf giving him a kiss. He is anxious to get the destruction of the forge over with, even if he is concerned about the frost below. Maybe the forge is keeping that at bay and the frozen world outside will get even colder once we destroy the portal. Maybe Zespara knows the answer. But Drift can't say any of this, since he is a wolf, and he doesn't want to revert yet in case there is any more danger in the area. Mechanics Dire Wolf: AC14, HP 26/37 Main Hand: Empty Off Hand: Empty Move: none Action: none Bonus Action: none Manipulate: none Wildshape forms Brown Bear Brown Bear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR19 (+4) DEX10 (+0) CON16 (+3) INT2 (-4) WIS13 (+1) CHA7 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Dire Wolf Dire Wolf Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR17 (+3) DEX15 (+2) CON15 (+2) INT3 (-4) WIS12 (+1) CHA7 (-2) Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Giant Spider Giant Spider Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR14 (+2) DEX16 (+3) CON12 (+1) INT2 (-4) WIS11 (+0) CHA4 (-3) Skills Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Deinonchyos Deinonychus Medium Beast (Dinosaur), Unaligned Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8 ) Speed 40 ft. STR15 (+2) DEX15 (+2) CON14 (+2) INT4 (-3) WIS12 (+1) CHA6 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action. Actions Multiattack. The deinonychus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Notes Forgehammer – Our home in Mirabar Temple of TruthThe Temple of Truth. This temple was once a grungy, dust-covered warehouse that stored manure. Now, it has been converted into a temple to the Whispered One. This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna." The Goblet and Gems The Goblet and Gems, before Vecna, this festhall was, according to Volo’s Guide to the North, 'the only exciting and impressive-looking tavern in Mirabar.' Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally festive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because of its ample supply of cheap alcohol and live entertainment, as well as the fact that it is avoided by goblin patrols. It has a stage for live music, a gambling hall in its basement, and plenty of side booths and back rooms for private meetings. Hall of Sparkling StonesHall of Sparkling Stones was once the seat of the Mirabarran government. Now, it served as the barracks for the goblin clan Kreeth who had been given rule over the city. The Hall was once an architectural marvel of the world, with stained glass windows, black marble tables, and inlaid traceries of gold, silver, and platinum. Now, it was the world’s prettiest dung heap. Copper dared to stop the group briefly to have a drink from their waterskins and chat for a moment like everything were normal. Taking note of the fact that the structure had no ground floor windows but did have them on the 2nd floor and upwards, the group also noted a side entrance to the cellar that had a portcullis that blocked entry and a rather large ogre that kept watch in front of it. Racine - our handler Clockwork King - can shut down Mephits Zespara - magic sword
  12. Javeq - Half-Elf Warlock 10 AC: 19 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: Javeq runs on top of the water, thanks to Gareth's magic, and gathers as much scrap wood, chests and tables as he can for everyone to float on. While most of the ship will sink, hopefully we can save the crew. Mechanics Main Hand: Empty Off Hand: Shield Concentration: fly on Gareth, Thorin and Derek. Hexblade Curse on dragon Action: gather stuff Bonus Action: none Move: all over Object: none Reaction: shield if it helps ACTIONS Longsword +9 to hit, 1d8+5 slashing +1d6 cold (triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Synaptic Static Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia.
  13. Corwyn - Elf Sylph Kineticist 3 AC: 21 | HP: 42/42 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +6 | R2 Cold | Conditions: Corwyn summons his swirling cool breeze and applies some healing water to Syhlas' wounds. He then casually shoots an ice dagger into the stuffed mantis before walking over and examining the altar. He leaves the serrated blades, since he's never really learned how to use mundane weapons, and takes the bottle of unknown liquid. "This might be dangerous, but we should find out what it is." He ponders Wilford's recommendation to rest and gather supplies. "We should move quickly. Whatever clues might still be at Guardians Way might fade the longer we wait." Mechanics Main Hand: Empty Off Hand: Empty Action 1: channel elements, blast mantis Action 2: oceans balm on Syhlas Action 3: move to altar ACTIONS IMPULSES - DC18, +8 raise aura, can combine with 1 action stance or 1 action elemental blast 30' light bulk, generate, move or suppress Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage 60' 10' burst 3d4 cold and DT until fire damage 4 creatures can stride or fly 1/2 speed touch heal 2d8 HP, 10 minute immunity agile, thrown, propulsive. Change to BPS. Notes Voz and Calmont - bookstore Tarinlara - mom Bumblebrashers - goblins at Citadel Altaerein, led by Helba Warbal - goblin in Breachill Leeko - goblin in bugbear room Dahak - god of destruction Pib and Zarf - kobolds at Citadel Gilda Gardenia - Breachill council member Wiford - Breachill Captain of the guard Scarlet Triad - Voz offers them access, possibly to Alseta's Ring Dmiri Yoltosha. Bloody Blades - meeting Voz at Guardians Way
  14. Cole Agdon - Half-elf Ranger 8 AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole steps back and tries to put two arrows in the draconic blocking the door, hoping to drop them so Aubryn has a clear path to Rezmir. Mechanics Main Hand: Bow Off Hand: Empty Concentration: Silence centered on middle of room. Reaction: none Move: step back Action: Shoot draconic in doorway Bonus Action: none Manipulate: none
  15. "Lou" Louis Dufray (Goblin Ranger 4) AC: 16 | HP: 40/40 | Initiative: +4 | Passive Perception: 17 | FeaturesAdv. on saves vs. charm 60' Darkvision BA Hide or Disengage BA Command Opal Fury of Small: 2 / 2 LR Favored Foe: 2 / 2 LR Spell slots, 1st: 2 / 3 LR Hit Dice: 4 / 4d10+2 LR Goodberries: 9 Conditions: none Opal AC: 16 | HP: 25/25 | PP: 14 | FeaturesSize small Bite: +5, 1d6+2 piercing Rx: infusion +1d6 fire immune to fire Lou readies his bow and looks towards the mangonel. He is concerned that this creature can teleport without talking. Perhaps it is more powerful than we thought. "There's something there." Mechanics Main Hand: bow Off Hand: none Lou's Action: search Move: none Manipulate: none Bonus Action: none 's Action: dodge Move: none Manipulate: none Bonus Action: none Reaction: none Gnarley's Knack: You have Advantage on the next roll you make regarding ship repairs or ship weaponry.
  16. Corwyn - Elf Sylph Kineticist 3 AC: 21 | HP: 42/42 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +6 | R2 Cold | Conditions: Corwyn flips through the sales ledger, looking for anything strange and seeing if she made enough to afford the salaries in the payroll ledger. "12 gold per month in salaries. She couldn't have made enough selling books to pay that. We should find her other source of income." He then turns to Calmont, and then back to the councilwoman and the guard. "I think the payroll shows that Calmont wasn't involved in whatever nefarious business Voz was up to, at least. Ms. Gardenia, I would like to offer our reward as Calmont's bail. If you would permit him to accompany us further, we will collect our reward once he is brought in for good." He then examines the genealogy books, asking Arionne if the bookmarks mean anything to her. Mechanics Main Hand: Empty Off Hand: Empty Action 1: none Action 2: none Action 3: none ACTIONS IMPULSES - DC18, +8 raise aura, can combine with 1 action stance or 1 action elemental blast 30' light bulk, generate, move or suppress Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage 60' 10' burst 3d4 cold and DT until fire damage 4 creatures can stride or fly 1/2 speed touch heal 2d8 HP, 10 minute immunity agile, thrown, propulsive. Change to BPS. Notes Voz and Calmont - bookstore Tarinlara - mom Bumblebrashers - goblins at Citadel Altaerein, led by Helba Warbal - goblin in Breachill Leeko - goblin in bugbear room Dahak - god of destruction Pib and Zarf - kobolds at Citadel Gilda Gardenia - Breachill council member Wiford - Breachill Captain of the guard
  17. Corwyn - Elf Sylph Kineticist 3 AC: 21 | HP: 42/42 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +6 | R2 Cold | Conditions: Corwyn is a little unsure about handing Calmont over. He knows we will have to if the council insists, but he'd like to give the halfling more of a chance to redeem himself before the trial. "Ms. Gardania, Calmont admitted what he did, but was shocked and saddened to learn of the fatality." He then turns to Calmont, and then back to the councilwoman and the guard. "I think he could still be helpful beyond escorting us to the shop. He knows Voz better than any of us. We will escort him back for his trial once this work is finished. But even if the trial were today, he has saved our lives and the lives of many of the Bramblebashers. We wouldn't all be here if not for him." Mechanics Main Hand: Empty Off Hand: Empty Action 1: Request or whatever diplomacy is most appropriate Action 2: none Action 3: none ACTIONS IMPULSES - DC18, +8 raise aura, can combine with 1 action stance or 1 action elemental blast 30' light bulk, generate, move or suppress Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage 60' 10' burst 3d4 cold and DT until fire damage 4 creatures can stride or fly 1/2 speed touch heal 2d8 HP, 10 minute immunity agile, thrown, propulsive. Change to BPS. Notes Voz and Calmont - bookstore Tarinlara - mom Bumblebrashers - goblins at Citadel Altaerein, led by Helba Warbal - goblin in Breachill Leeko - goblin in bugbear room Dahak - god of destruction Pib and Zarf - kobolds at Citadel
  18. Javeq - Half-Elf Warlock 10 AC: 19 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: Javeq stands on the rolling deck. He's not terribly disappointed that the dragon is flying away. Maybe the ship will hold together. But if it doesn't, he is glad that Gareth cast the ritual to allow Javeq to walk on the water himself. LEt's just hope the spell lasts long enough to get to shore. He fires two more bolts of magic at the fleeing dragon and then hides on the other side of the mast. Mechanics Main Hand: Empty Off Hand: Shield Concentration: fly on Gareth, Thorin and Derek. Hexblade Curse on dragon Action: Eldritch Blast the dragon Bonus Action: none Move: out and then and back to full cover Object: none Reaction: shield if it helps ACTIONS Longsword +9 to hit, 1d8+5 slashing +1d6 cold (triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Synaptic Static Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia.
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