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MysteriousMiller

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Posts posted by MysteriousMiller

  1.  

    Noodles

    Wyrd Gnome Soulknife 5 image.png.0816997d25e6c32ed0610b7b266d9230.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 
    Spell Attack: +4 | Spell DC: 12
    Psionic Power: 6d8 | Prescience Roll: (8) 1/1 | DM Insp: 1/1


    Noodles was grateful for his nervous and twitchy gaze, for without it, the movement in his peripheral vision might have gone unnoticed.

    "Stop, stop...something, something, something...Oooh! Something dead, not dead! TWIG beware...ALL...BEWARE!" he cried out in alarm.

    Instinctively the aggressive nature of his goblin "training" kicked in and he hissed at the skeletons, his hands flaring purple as 2 shimmering blades appeared from nowhere. Throwing one directly at the skull of the closest skeleton, he backed away towards his companions, looking for a place to hide on the mist shrouded stairs.

    Mechanics

    Main Hand: - Psychic blade 1
    Off Hand: - Psychic blade 2


    Proficiencies: 

    Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4

    Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3

    Thieves' Tools | Herbalism kit

    (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West)

    Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls


    Action: - attack with Psychic blade 1
    Bonus Action: - look for a hiding spot (Stealth roll)
    Move: - 30' back to Willowveil
    Manipulate: - none
    Possible Reaction: Uncanny Dodge if attacked and attack hits

         

     

  2. image.png.9c82c31a8b23eaee4c830844c351105a.png


    "Dash"

    Clever: 0 | Fierce: 0 | Sly: 2 | Quick: 3 | Danger: 1 | Lock/Unlock, Open/Close


    Dash shivered as Broom described the men with Rabbits feet about their shoulders, but his most violent tremble came at the description of the white haired man.

    "By the moon's sivery glow, he sounds awful!"  he replied "We shall need our wits about us. Let's head over there...but stay stealthy...I'd hate any of us to lose any body parts!!!"

  3.  

    Noodles

    Wyrd Gnome Soulknife 5 image.png.0816997d25e6c32ed0610b7b266d9230.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 
    Spell Attack: +4 | Spell DC: 12
    Psionic Power: 6d8 | Prescience Roll: (8) 1/1 | DM Insp: 1/1


    Noodles was impressed! He had sat and stared and scratched his head (and his butt), yet he had been getting nowhere with the strange language. Even in his dreaming the letters had made no sense. Question and Willowveil, on the other hand, had quickly deciphered the meaning and within a short space of time the doors stood open before them.

    Worried that they might slam shut again, the little "goblin-gnome" urged the group forwards. "On, on...in, in...down, down...quick, quick" he called out in a sing-song voice, giggling and slobbering as he cheerfully took the lead, his eyes quickly becoming accustomed to the gloom as they twitched this way and that, ever on the lookout for danger.

    Mechanics

    Main Hand: - nothing
    Off Hand: - nothing


    Proficiencies: 

    Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4

    Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3

    Thieves' Tools | Herbalism kit

    (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West)

    Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls


    Action: - looking for traps
    Bonus Action: - none
    Move: - down staircase
    Manipulate: - none
    Possible Reaction: Uncanny Dodge if attacked and attack hits

         

     

  4.  
    PC

    Ru'ath Firvanna Shadar-kai Rogue (Spy) 5image.png.86baeb98b59a566e6fec4d5c0ec59c06.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 
    Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14
    DM Inspiration: 1/1


    As the diabolical figure slashes his blade across the boy's throat Ru gasps, then her face hardens, knowing that this nest of vipers must be swiftly dispatched.

    "Take down the fiend! Let's see how they cope without their master!" she cries, before uttering a word of power and taking the Raven Queens Blessing.

    A fraction of a second later she stands right behind the demonic creature, her blade snaking out before her form becomes ghostly and translucent. "Flee while you can milady!" she warns Lady Rumlyn.

    Mechanics

    Main Hand: Rapier
    Off Hand: Empty


    Action: Rapier attack (adv)
    Bonus Action: Blessings of the Raven Queen (teleport to square directly behind the fiend (N) - resistance to attacks)
    Move: None
    Manipulate: none

    Reaction: If the fiend leaves my reach - opportunity Sneak Attack

    If it attacks me physically, Uncanny Dodge

         

     

  5.  

    Riffraff

     Ratfolk, Scoundrel - Rogue 1image.png.5ef1191979de0d01f9f98f3d1d0feefe.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 15 | HP: 5/9 | Init: +3 | PP: 15

    Sneak Attack: 1d6 | DM Inspiration: 0


     

    "Well, I was right about there being more traps..." Riffraff commented, wrinkling up his nose as he stared at the crushed corpse "..I'm just grateful it was someone else who set'em off!"

    He helped pull the rope to retrieve the body, keen to stay away from any possible trigger, then rubbed his hands with glee as he looked at the chainmail and goggles. "Our first paycheck!" he stated rather greedily, before turning to Allera to ask "So...whaddaya think? Some kinda magical gizmo?"

    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Action: help pull the rope
    Bonus Action: none
    Move: none
    Manipulate: sheathe dagger

    Notes: -2 on STR saves,att,dam, ab.ch

    After this I'm happy to take a short rest

         
  6.  
    PC

    Ru'ath Firvanna Shadar-kai Rogue (Spy) 5image.png.86baeb98b59a566e6fec4d5c0ec59c06.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 
    Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14
    DM Inspiration: 1/1


    Ru's pulse begins to rise as she takes in the scene in the basement. There are more of the witches and a demonic figure who threatens the life of one of the prisoners...just the kind of excitement she's been hoping for.

    Not wanting to rush in whilst Baldur tries to be diplomatic, Ru calmly and quietly continues down the steps, backing away slowly south as she tries to keep her eyes on both the diabolical fiend and the coven. She knows that she has the ability to swiftly travel across the room to where she's needed, and she thanks the gods that she didn't waste her powers earlier.

    Mechanics

    Main Hand: Rapier
    Off Hand: Empty


    Action: hold action to see response
    Bonus Action: none
    Move: S S E S
    Manipulate: none

         

     

  7.  

    EEEEK!

     Kenku, Investigator - Rogue 1image.png.d099a329558becda999d557fcf363d14.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 15 | HP: 8/8 | Init: +3 | PP: 17

    Sneak Attack: 1d6 | DM Inspiration: 0


    EEEEK! is filled with mixed emotions as he fails to catch the seed. Obviously he's sad not to have won a prize, but there's such fun to be had jumping around trying to catch them.

    A moment later his eyes brighten as for the second time Siegfried tries to cheer up the nervous teen, attempting to give the young kenku his prize...two acts of kindness...the magpies were right!"

    Taking a dandelion he screws up his face and blows, eyes tight shut as he wishes, and wishes and...

    Seconds later he hears Siegfried mention the dragonfly ride and his eyes pop open, mouth gaping in disbelief. "Oh...ummm...please Mr Siegfried...PLEASE...oh yes, the dragonflies...oh I so want to try them!" he exclaims, hopping up and down excitedly. After all, it isn't every day your wishes come true!

    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Action: make a wish
    Bonus Action: none
    Move: none
    Manipulate: none

         
  8.  
    PC

    Ru'ath Firvanna Shadar-kai Rogue (Spy) 5image.png.86baeb98b59a566e6fec4d5c0ec59c06.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 
    Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14
    DM Inspiration: 1/1


    "Right behind ya Baldur! If you spot something, let me know..."

    Ru follows the dwarf down the steps, stepping lightly and drawing her blade once more, the bright steel sliding silently from its sheath.

    Mechanics

    Main Hand: Rapier
    Off Hand: Empty


    Action: none
    Bonus Action: none
    Move: down the steps
    Manipulate: draw rapier

         

     

  9. On 5/8/2024 at 7:11 PM, Anthr4xus said:

    So sorry for the lag everyone. I got busy IRL and then had a long fight with writer's block on many fronts. Just fighting through that all now and will have an update posted in the next day or two.

    Good to hear from you...I know how hard RL can bite! Looking forward to getting back into the story.

  10. On 5/10/2024 at 9:47 PM, 8w_gremlin said:


    If it's a completely new language without a frame of reference or Key, you will never be able to translate it.

    I concur. It's true that we will probably need more clues to crack this, but surely it has to translate into a known language..probably English (I hope)

  11.  Ylsa "Flagonfist" - Duergar Rune Knight 5

    image.png.0202944cc9068639cbd8045f5cd10967.png


    AC: 16 | HP: 49/49 | Runes: Fire 1/1 Stone 1/1 | Giants Might: 2/2 | Init: +1 | Speed: 30 feet | PP: 13 | Darkvision: 120'
    Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 |


    Despite putting aside her revulsion at the stench of the foul creature, Ylsa still couldn't bear the thought of strikiing it with her bare hands. Scowling, she pulled forth her maul and moved quickly to join Lexandra, sweeping twice at the monstrosity.

    Movement: W W W W W S

    Action: 2 attacks

    Bonus Action: none

    Reaction: none



    Key Features

    Languages:

    Common, Undercommon, Giant

    Duergar Magic.
    Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
    Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait

    Dwarven Resilience.
    You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

    Psionic Fortitude.
    You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

    Ear to the Ground
    You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

    Fighting style
    Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

    Second Wind
    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

    Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge
    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Rune Carver
    Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes

    Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

    The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

    Fire Rune
    This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
    In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

    Stone Rune
    This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
    In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

    Giant Might
    At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

    If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
    You have advantage on Strength checks and Strength saving throws.
    Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

         

     

  12.  

    EEEEK!

     Kenku, Investigator - Rogue 1image.png.d099a329558becda999d557fcf363d14.png
    image.png.30b924e658ca3da1577a1e996d5a58f6.png


    AC: 15 | HP: 8/8 | Init: +3 | PP: 17

    Sneak Attack: 1d6 | DM Inspiration: 0


    The strange Mr Fixit clicks his jaws together and EEEEK! jumps slightly at the noise. He gulps and nods, then takes a deep breath, nerves and excitement filling his stomach with the wings of a million butterflies.

    "Ummm...yes...yes, I do believe I'm ready!"  he mutters quietly as he spots 2 magpies in a nearby tree...2 for joy!!

    Stepping inside, ticket clutched tightly in his hand, the magpies seem to have spoken true. This is certainly a wondrous place, and the sights, sounds and smells leave EEEEK wide eyed and open mouthed.

    As the tree approaches, the young Kenku carefully puts his ticket in his coin purse so that his hands are free to catch the whirring, spinning seeds. Alas, they flutter through his fingers...flight! Ever the curse of his race!

    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Action: catch seed (Dex check)
    Bonus Action: none
    Move: none
    Manipulate: none

         
  13. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞

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