Jump to content

KingGoblin

Members
  • Posts

    879
  • Joined

  • Last visited

Posts posted by KingGoblin

  1. Qu - Tortle Faction Agent (Harpers) Order of Scribes Wizard

    Tortle.jpg.bd74ccdf8efbb15642ad5c16cbcc64f0.jpg

    Name: Qu

    Character Concept: A tortle wizard far away from his homeland, but with his home on his back, on a mission from the Harpers to meet with the elves of the Ardeep Forest.

    Lineage, Background, Subclass Class: Tortle Faction Agent (Harpers) Order of the Scribes Wizard

    Description: Qu looks, as you can imagine, like a bipedal turtle. Yellow-green scales cover his body, and although he prefers to walk around essentially nude, this is impossible in the cold north. Instead, he wears winter robes, and tends to carry an open flame in his hands or on the tip of his staff for extra warmth. His familiar, a colorful blue parrot (refluffed raven) is out more than not, watching the world with intelligent eyes. Although it is hard to discern expressions on a turtle-beaked face, Qu's eyes match those of his familiar, friendly and curious, a bright golden yellow fading to reddish tones.

    When speaking, Qu tends to use bigger words than is really necessary, and tends to find five words where one would suffice. He speaks slowly, as though carefully considering each phrase and feeling it in his beak, tasting it with his tongue, before sending it out into the air. That said, he doesn't really speak all that often, certainly not just to hear his own voice, so it gives an air of wisdom that may or may not actually be present.

    Being in the cold is not his preference, and so he tends to walk a bit slower than many, perhaps because of the weight of the shell on his back. He is quick to try to find small comforts, a warm fire, delicious food, a beautiful flower or ice formation. Qu's preference in food leans towards vegetarianism, or at least towards fish for protein, but he isn't fanatical about it, and will gladly eat beef or goat if that's what's available. In most things, Qu appears to be gently appreciative of what is going on around him, even the uncomfortable or the unwanted, and in this way he tends to have an even disposition in the face of life's challenges and trials.

    Your Character’s Plothook: Qu is traveling from Daggerford to Nightstone on a mission from the Harpers, although he isn't likely to tell anyone that. He speaks Elven and Common, so he was sent to meet with Lady Velrosa Nandar to help resolve the conflict with the elves of the Ardeep Forest. He also speaks Giant, as that was a special interest of his back when he was training in Waterdeep, and is eager to possibly meet with some of the giants he has heard live in the north, although he has a more optimistic than realistic concept of how that would go.

    Past is Prologue: Even Qu isn't entirely sure how his family ended up on the Sword Coast. His parents, like all Tortles, died before his first birthday. So he can't really ask them. He doesn't really think about them. His aunts and uncles didn't seem to know anything. His siblings obviously didn't, either.

    In any case, he was raised in a clutch of fourteen hatchlings, and spent most of his first year being cared for by his parents. After that, he was on his own, but had aunts and uncles around occasionally. The first years were spent fishing and digging for clams, eating seaweed and bamboo that they somehow made grow, but eventually he picked up his shell and moved to town. Qu had an insatiable appetite for learning, which led to him becoming a wizard, which led Waterdeep.

    He isn't sure where his siblings are, although he assumes they are fishing on the coast somewhere. Most Tortles are pretty independent, and so it isn't unusual that they don't talk. When your home is on your back, you don't get homesick, and Qu hasn't really been the kind to worry about setting down roots. He figures, when he is ready to die, he will find a male Tortle and lay some eggs. Until then, he's more than happy to wander around learning.

    Um, yes, Qu is female, but it is hard for most mammals to tell with turtles, and he tends to identify as masculine, so it doesn't really matter. Perhaps asexual would be more precise, since he doesn't plan on having kids until he is ready to die, and isn't interested in practicing either way. Plus, it seems unsanitary.

    In any case, in Waterdeep, Qu found kindred spirits who could spend days in books, tending the library, reading books, copying scrolls, and reading books. Most recently, due in no small part to what he heard of a dragon war going on up north, he has been obsessed with the region. He read histories, and learned Giantish, and perused books on flora and fauna of the frigid north. It wasn't until the rumors of giant attacks started circulating in Waterdeep that he really seemed to realize that he lived in the north, and could actually just go outside and see what he was reading about in real life. Like, it was right there.

    He probably would have remained bemusedly entertained by this prospect, except for his introduction to the Harpers. Well, his introduction to a Harper, but it is usually all the same. In Qu's case, it was his friend Kiku, a goblin that was also a bit of an outcast in Waterdeep. They had weekly games of dragonchess in the Glade, a tea garden they both enjoyed, until Kiku didn't show up. Qu didn't think much of it, until he found Kiku in his own living quarters (how Kiku even found out where Qu lived, he wasn't sure), bleeding to death on Qu's bed. Kiku gave Qu a pin, and a sealed scroll case, and explained that it was of absolute importance that it be delivered to a specific person in Daggerford. Kiku seemed pretty adamant about it, so Qu bound his wounds, gave him a handful of goodberries, and went off and delivered the letter.

    Turns out, even with healing Kiku didn't last the night; the wounds didn't kill him, but a poisoned dagger in a brothel on the other side of town did. Probably this was Kiku's intention, as it distracted pursuit away from Qu. Qu didn't find that out until later, when he reached Daggerford, and met with Kiku's contact, a half-elven bard named Stormantha Gale, or 'Stormy,' who was more than a little surprised and relieved to get the scroll case, and more than a little drunk, as she had been mourning both Kiku and the failure of his mission. Mourning Kiku was appropriate, the mission failure was premature.

    In any case, this was Qu's introduction to the Harpers, and despite the danger, he enjoyed it so much that he was willing to join up and take on other work. Stormy is his main contact, although she has given him instructions in how to identify himself to other Harpers, and he has his inherited pin.

    Include at least two of the following in your application:

    Loyalties. He joined the Harpers. He mainly joined for the adventure, but his first mission was simply for his friend, Kiku. Now, his only real contact with the Harpers is Stormantha 'Stormy' Gale, a half-elven bard who was most recently based in Daggerford, although her job allows excuses to move frequently.

       Is Might Right? That is a very complicated and insightful question, and does not deserve a simple answer! Why, even asking a close-ended question like this would already indicate the type of answer you expect to receive, and clearly closes off further avenues of discussion. But no matter, we can begin our exploration together. We should begin by defining the terms. What do you suppose is meant by 'Might,' in this context...

       Deity. Eh, probably Mystra. Qu follows all the gods, when he thinks they might be watching. So, before setting off for a long journey, he will stop to make a bit of an offering or prayer to a god of safe travels, before a major purchase he might pray to a god of commerce, but he isn't exactly a loyal follower of any of them. The one he would come closest to actually worshiping is probably Mystra, just because of his occupation, and he sees more statues of her around than the others. But really, he doesn't think the gods concern themselves with his lifestyle, for the most part, so he doesn't concern himself with theirs.

       Music. Going to need to think about this one. It is hard, because I don’t think I listen to music like he feels much.

    Thank You possibly, by Dido

    Fireflies by Owl City

    What a Wonderful World by Israel Kamakawiwoʻole

     

  2. DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


    AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
    Senses: Passive Perception 9, Insight 11 Investigation 10.
    Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
    Languages: Common, Draconic, Elven.
    Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
    Current Appearance (Disguise Self): A ghost.


    Continuing the discussion with Arden, Elrod shakes his head. "No. I hadn't ever left my clan compound for much more than to watch the adults with their hunting, though. When I turned 15, and officially completed my apprenticeship, became a man, I ran off to join the Silver Hawks, so this is the first time I've really been anywhere."


    To D, he comments, "It can't carry us both, unless you weigh less than about a hundred and fifty pounds. I could command it to fly up there, and drop you off, though, then fly back to me. I can pilot it, sort of, without actually being on it. You'd just need to sit on it when I told the broom where to go. But it would probably be easier if I just flew up there and looked around, unless you really want to go up there."

  3. token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

    Gully Dwarf Mage of High Sorcery Hexblade Warlock


    AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft.
    Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
    Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
    Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


    Hunni raises an eyebrow at Artanis, as though to ask, You forget about me? before mouthing some choice words at him. No words actually come out, she is as silent as the others, which would make more sense if she were actually in the range of the silence spell.

    With another eyeroll, the snake returns to the gully, and she utters the command word, suddenly audible, and it returns to its staff form in her hands. Pointedly, she spins on her heel and moves to follow Modi and Meri to the north.

    OOC

    Action:

    Bonus Action: Staffs the Snake

    Movement:

    Reaction:

     

    Actions and Resources

    Actions

    Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
    Hit: (1d10 + cha) force damage.

    Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
    On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

    Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

    Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    Hit: (1d4 + 5) slashing damage.

    Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
    Hit: (1d8 - 1) slashing damage.
    Versatile: (1d10 - 1) slashing damage.

    Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: (1d6 +4) bludgeoning damage.
    Versatile: (1d8 +4) bludgeoning damage.

    ☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

    Bonus Actions

    Hexblade's Curse.

    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

    You can’t use this feature again until you finish a short or long rest.

    Grovel, Cower, and Beg (Reskinned Draconic Cry).

    As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Spellcasting

    Spell Slots:  1 / 2, cast at 3rd level, refreshed at short rest

    Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

    Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

    • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
    • Spells Known:  Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar ©
    • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

    Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

    Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

     

  4. DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


    AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
    Senses: Passive Perception 9, Insight 11 Investigation 10.
    Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
    Languages: Common, Draconic, Elven.
    Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
    Current Appearance (Disguise Self): A ghost.


    Elrod does his best to help with the cleanup, which is actually quite a lot; the dragonblooded warlock is pretty strong, and doesn't seem to mind the work. He chats with Arden as they clear the rubble. "Perhaps it is haunted? Looks haunted. Places like this are probably haunted," he opines, shuddering slightly as he continues working on cleaning the place up.

  5. token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

    Gully Dwarf Mage of High Sorcery Hexblade Warlock


    AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft.
    Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
    Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
    Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


    Hunni rushes around the Giant Constrictor Snake, even as it wraps the soldier up in its coils. She unleashes coils of her own, Jezebel slashing towards the guard, an evil lash of shadow.

    OOC

    Action: Attack RDAS3, with pact weapon in whip form.

    Bonus Action:

    Movement: Move to U26

    Reaction:

    Edit: Oh, I forgot to roll Advantage on her attack rolls, but doesn't matter, she hit anyway.

    Actions and Resources

    Actions

    Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
    Hit: (1d10 + cha) force damage.

    Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
    On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

    Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

    Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    Hit: (1d4 + 5) slashing damage.

    Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
    Hit: (1d8 - 1) slashing damage.
    Versatile: (1d10 - 1) slashing damage.

    Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: (1d6 +4) bludgeoning damage.
    Versatile: (1d8 +4) bludgeoning damage.

    ☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

    Bonus Actions

    Hexblade's Curse.

    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

    You can’t use this feature again until you finish a short or long rest.

    Grovel, Cower, and Beg (Reskinned Draconic Cry).

    As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Spellcasting

    Spell Slots:  1 / 2, cast at 3rd level, refreshed at short rest

    Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

    Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

    • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
    • Spells Known:  Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar ©
    • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

    Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

    Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

     

  6.  

    Giant Constrictor Snake

    Huge Beast, UnalignedGiant Constrictor Snake

    Armor Class 12
    Hit Points 60 (8d12+8)
    Speed 30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

     

     

    Skills Perception +2
    Senses blindsight 10 ft., passive Perception 12
    Languages
    Challenge 2 (450 XP)     Proficiency Bonus +2

    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

    Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

    Environment: Desert, Forest, Swamp, Underdark, Underwater
    Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

     

    The Giant Constrictor Snake attacks again, trying to wrap around the soldier. The coils wrap tightly around the wriggling guard, squeezing and crushing the life from him.

    OOC

    Action: Constrict attack on RDAS3. DC 16 Action to escape grapple, soldier is restrained.

    Bonus Action:

    Movement:

    Reaction:

  7. Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

    AC 17 | HP 28/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15

    Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0

    Resistances: Acid and Poison


    Lazuli makes another boneless shrug as the kitten and gith fall away. "Pretty much exactly how I expected that to go," they comment, to whoever happens to be nearby.

    Then, they get to work putting out the fire.

     

    During the long trip back, Lazuli continues with their normal activities, although they seem less interested in eating kitty. They take up macrame. Tend their collection of skulls, which seems to be growing suspiciously despite the lack of victims. Try to get everyone to eat their goodberry spores, assuring them all that they are in no way poison. And other duties as assigned.

  8. Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

    AC 17 | HP 28/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15

    Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0

    Resistances: Acid and Poison


    "Yeah, Yahs. It probably wasn’t a good idea for Lou to wake the prisoner up. Well, live and learn. Or die in space," Lazuli comments, with another undulating shrug.

    They then meander over towards the mangonel, menacingly.

  9. DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


    AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
    Senses: Passive Perception 9, Insight 11 Investigation 10.
    Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
    Languages: Common, Draconic, Elven.
    Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
    Current Appearance (Disguise Self): A ghost.


    Moving between the sky and the earth, the dragonborn agrees with Arden. "Plus, if there are bandits, we should probably see if we can, uh, disperse them," he comments, uncertainly. Now, his appearance is more pale, ghostly, to better match the fog he has been flying through. "If our job is to clear the way for travel, that would seem like a pretty important place to investigate."

  10.  

    Giant Constrictor Snake

    Huge Beast, UnalignedGiant Constrictor Snake

    Armor Class 12
    Hit Points 60 (8d12+8)
    Speed 30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

     

     

    Skills Perception +2
    Senses blindsight 10 ft., passive Perception 12
    Languages
    Challenge 2 (450 XP)     Proficiency Bonus +2

    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

    Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

    Environment: Desert, Forest, Swamp, Underdark, Underwater
    Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

     

    As the snake forms, it quickly moves to attempt to wrap itself silently around one of the soldiers. In the excitement, or perhaps the confusion at the sudden action, it misses, and silently hisses its anger. Coils slide off the soldier's armor, as the snake slithers around trying to surround the soldier.

    OOC

    Action: Constrict attack on the soldier at U28.

    Bonus Action:

    Movement: Appears at W27, moves as needed to attack, and up to around W27, to try to herd the soldier down to remain in the silent field if it runs.

    Reaction:

  11. token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

    Gully Dwarf Mage of High Sorcery Hexblade Warlock


    AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft.
    Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
    Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
    Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


    Hunni continues creeping, then moves forward as the others do. As quietly as possible, she utters the command word for her staff, and tosses it to attack the soldiers. The whip at her side curls and writhes in anticipation. The staff silently explodes into snake form, and moves to strike.

    OOC

    Action: After moving, Activate Staff of the Python and toss it to W27, mentally commanding it to attack.

    Bonus Action:

    Movement: Move to X25 (I think I can go that far)

    Reaction:

    Actions and Resources

    Actions

    Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
    Hit: (1d10 + cha) force damage.

    Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
    On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

    Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

    Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    Hit: (1d4 + 5) slashing damage.

    Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
    Hit: (1d8 - 1) slashing damage.
    Versatile: (1d10 - 1) slashing damage.

    Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: (1d6 +4) bludgeoning damage.
    Versatile: (1d8 +4) bludgeoning damage.

    ☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

    Bonus Actions

    Hexblade's Curse.

    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

    You can’t use this feature again until you finish a short or long rest.

    Grovel, Cower, and Beg (Reskinned Draconic Cry).

    As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Spellcasting

    Spell Slots:  1 / 2, cast at 3rd level, refreshed at short rest

    Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

    Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

    • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
    • Spells Known:  Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar ©
    • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

    Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

    Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

     

  12. Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

    AC 17 | HP 28/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15

    Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0

    Resistances: Acid and Poison


    "So, Yahs can just eat his brain. Problem solved," Lazuli comments, with an undulating shrug.

  13. token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

    Gully Dwarf Mage of High Sorcery Hexblade Warlock


    AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft.
    Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
    Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
    Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


    Hunni creeps along with the others. "I agree with the Apprentice," she comments, gesturing to Coltan with her head. "Clearing the towers would be fine, but we can have the troops do that once the gates are open.

    OOC

    Action:

    Bonus Action:

    Movement:

    Reaction:

    Actions and Resources

    Actions

    Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
    Hit: (1d10 + cha) force damage.

    Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
    On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

    Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

    Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    Hit: (1d4 + 5) slashing damage.

    Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
    Hit: (1d8 - 1) slashing damage.
    Versatile: (1d10 - 1) slashing damage.

    Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: (1d6 +4) bludgeoning damage.
    Versatile: (1d8 +4) bludgeoning damage.

    ☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

    Bonus Actions

    Hexblade's Curse.

    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

    You can’t use this feature again until you finish a short or long rest.

    Grovel, Cower, and Beg (Reskinned Draconic Cry).

    As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Spellcasting

    Spell Slots:  1 / 2, cast at 3rd level, refreshed at short rest

    Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

    Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

    • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
    • Spells Known:  Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar ©
    • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

    Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

    Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

     

  14. DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


    AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
    Senses: Passive Perception 9, Insight 11 Investigation 10.
    Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
    Languages: Common, Draconic, Elven.
    Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
    Current Appearance (Disguise Self): None


    Elrod nods to Wilovar, wearing his natural appearance once again. He seems more comfortable, somehow, but really does look younger, at the same time. Perhaps it is his inexperience. "Ruins," he says, his accent causing the sibilant to last a beat too long. "I couldn't see much from this far out, but yes, it should probably be secured eventually. I would probably stay there if I were a bandit."

     

    To D, he nods. "I don't mind, I think taking watch together went well last time. Yes, let's try it."

     

    During the watch, he notices the giggling, and the objects moving. "Um, do you see what I am seeing? Invisible fairies or something? I mean, I don't see them, but there is something..." He is especially alert when he notices his gold missing and returned. "Hello? Is somebody there? Uh, would you like some food or something?" he asks the air, unsure about hospitality in a situation like this.

    OOC

    Great, I get a Natural 20 here. :)

     

  15. Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

    AC 17 | HP 28/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15

    Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0

    Resistances: Acid and Poison


    With a pop and a crackle, Lazuli creates another handful of goodberries, and chomps them all down. Well, I say chomps, but really they just sort of dissolve back into Lazuli's pseudopod over the next minute. "Fancy spear. Think we could attach a mop head to it? It might help Yahs out if she needs to mind-stab someone," they comment, a little bit salty.

    "I say we skip the talking, and just stab the bastard until he tells us what we want to know. Or we don't, and just get out of here. His ride's gone anyway, and I don't like the idea of his friends returning to stab me more."

    OOC

    Casting Goodberry, then eating them. It takes an action to eat each one, so 10 actions for 10 hp, one minute.

    Kind of surprised we decided to revive the captive before sticking it in a hole somewhere and fully searching for weapons, stripping its armor, whatever. But hey, I am sure this is fine.

     

  16. Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

    AC 17 | HP 18/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15

    Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0

    Resistances: Acid and Poison


    Lazuli twists and roils with pain. “Youch,” they exclaim, as they activate their spores again.

    OOC

     

    Using the second use of Wild Shape to activate the spores again, mainly for the THP. Hit the baddie!

     

  17. DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


    AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
    Senses: Passive Perception 9, Insight 11 Investigation 10.
    Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
    Languages: Common, Draconic, Elven.
    Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
    Current Appearance (Disguise Self): Stealth Mode


    Elrod again flies above, watching, well, trees. He sees tree after tree. Occasionally, there is a bird, or squirrel.

    He changes his disguise this time, appearing as a sky-colored cloaked figure, more than anything else, so as to mask his appearance. Mask it from what, he is unsure. Hawks, perhaps. Squirrels.

    The Dragonborn comes down to walk occasionally, for a brief bit to stretch his legs, but is otherwise diligent about his flying practice. Near the end of the day, during one of his breaks, he informs the others that there are ruins, and points out the direction.

  18. Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

    AC 17 | HP 35/35 (THP 16) | HD 3/3 | Inspiration Yes | P.Perception 21 | P.Investigation 15

    Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +6 | Cha +0

    Resistances: Acid and Poison


    “Or, don't be reasonable, I guess. That's an option too. Stupid,” they opine, as a long, thin pseudopod covered in spikes shoots forth from their body, attempting to grab on to the rider. The whip then pulls back, pulling the rider off its mount if it hits.

    OOC

    Casting Thorn Whip at the rider. If hit, 3 damage and pulls rider 10' towards Lazuli.

    If it comes within 10 feet of Lazuli, they get to use Halo of Spores as a reaction; DC 14 Con save or damage.

     

  19. When you say we are in melee, does that mean we are all within 5 feet? Just thinking if I should have Lazuli try a Thorn Whip to knock the guy off his mount.

×
×
  • Create New...