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Chapter 2: Better heroes (IC)


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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

Maintaining her steadfast defense with shield raised, the Paladin gracefully retreated as the elf, extending a friendly greeting, found himself at the vanguard, engaged in conversation with the gnome. Contemplating whether this encounter bore the hallmarks of the warned trap, Vala honed her senses to a keen edge. "Is this the snare they cautioned us about? The elf's camaraderie seems a precarious foothold. Yet, perhaps his openness may unveil hidden truths. I must remain vigilant, for danger may lurk in the most unsuspecting guise".

Taking a defensive stance, how many bolts do I see?
Name
Perception
14
1d20+1 13
Initiative
7
1d20+2 5
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At Gilavar’s words the gnome’s head shoots up and looks at you with eyes wide open. A stream of high pitched loud gibberish is carried to your ears, you can’t make any sense of them except two an excited pronouncement of field shortly followed by something that sounds like test.
 

The gnome pulls a lever and a metal cage is extending from the back of the seat and covering its entire body. Frantic pushing of paddles results in a loud and steady clanking as the whole contraption turns fully around itself before pointing straight at your party.

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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


"Woah! Woah! Woah!" Gilavar shouts holding up his empty hands.

After a half second, he tries to push the conga line of his companions, so he can take full cover from the field test in the hallway.

OOC

Move and talk

Name
Initiative
13
1d20+3 10
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token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 20, Insight 15, Investigation 19
STR: Score: -1
Athletics: -1
| DEXScore: +2
Acrobatics: +2
Stealth: +2
Sleight of Hand: +2
:
 14 | CONScore: -19 | INTScore: +2
Arcana: +2
History: +4
Investigation: +2
Nature: +4
Religion: +2
:
 14 | WISScore: +3

Animal Handling: +3
Insight: +3
Medicine: +5
Perception: +5
Survival: +3
:
 16 | CHAScore: +2

Deception: +2
Intimidation: +2
Performance: +2
Persuasion: +4
:
 14 

Languages: Common, Elvish, Draconic, Druidic


FeatsObservantQuick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















 
 | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
<1/2>
Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















 
 | ActionsWeaponATTACK: -
RANGE: -
MAGIC BONUS: -
CRIT RANGE: -
DAMAGE: -
TYPE: -
DESCRIPTION: -













 
 | SpellsCantrips
GuidanceGuidance
Divination Cantrip
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration, up to 1 minute
Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

DruidcraftDruidcraft
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V,S
Duration: Instantaneous
Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.

Level 1 <3/3>
Speak with Animals
Cure Wounds
Entangle
Detect Magic



 

 

Katya wrings her hands at the back of the line, feeling quite disappointed with their visit so far, so much so that her brand new set of butterfly wings wilted sadly over her shoulders. While she was sorting through her feelings, the sudden urgency in the voice of Gilavar brings her back to her senses, and she begins to back off to give everyone room to back up as well.

"What's going on?!"

She can hear an unfamiliar language being shouted in the room, but had not prepared anything that could possibly allow her to discern what was being said. The only thing she could tell, was that it was not friendly. With enough space between her at Makaria, hopefully Vala and Gilavar will have no issues getting out of the way of whatever was causing the issue.

 

 

spacer.png

Movement:

Attack:

Bonus:

OOC: Observant feat

 

Edited by tyrtaeus (see edit history)
Name
Initiative
14
1d20+2 12
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Teifling2.jpg.34073a5c2f020c46c23aad92341adc07.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 13* Speed: 30 ft. Level: 2 Sorcery points: 2* (equal's one 1st level spell slot replenish after long rest)

Draconic ancestry: Brass & Fire resistance. *Draconic resilience trait's. read/write/speak Draconic.

Asmodeous bloodline: *Intelligence increase & Thaumaturgy cantrip. read/write/speak infernal.

https://www.myth-weavers.com/sheets/?id=2814689


Makaria tries to discern how many bolts? and if they can somehow get past it without triggering the device?

Name
Perception
12
1d20 12
Initiative
17
1d20 17
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Based on the previous exchange I assume that is the situation upon calling intiative

image.png.fcba9504c6b2f355a717d3a39029161f.png

https://www.owlbear.rodeo/room/fbWgSpD7L8gE/TheDrawnPinch

Intiative order

Makaria: 17

Facktore: 15

Gilavar: 14

Katya: 14

Vala: 7

 

Makaria can't count the bolts anymore than Vala, and this is a Weapon intentionally directed and used not a trap.

 

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Teifling2.jpg.34073a5c2f020c46c23aad92341adc07.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 13* Speed: 30 ft. Level: 2 Sorcery points: 2* (equal's one 1st level spell slot replenish after long rest)

Draconic ancestry: Brass & Fire resistance. *Draconic resilience trait's. read/write/speak Draconic.

Asmodeous bloodline: *Intelligence increase & Thaumaturgy cantrip. read/write/speak infernal.

https://www.myth-weavers.com/sheets/?id=2814689


 

Makaria, pokes her head around her companions bodies and looks ahead; coming up with a plan leaning in to whisper in Vala's ear; "I have an idea on how to get the Gnome to point that contraption the other way; its risky sure but its aimed towards us; I'm going to try, if it works you and Gilavar need to jump the Gnome and somehow disable the contraption" she said.

She, uses persuasion to try and influence the Gnome and convince him that he is in fact pointing the crossbow contraption in the wrong direction; he now needs to turn it in the opposite direction and fire it away from the party and down the passage for a better test!

To add magic to her persuasion skill uses her Thaumaturgy cantrip; to cast her voice as louder than normal and coming from behind the Gnome (The way in fact that she is wanting the Gnome to aim the contraption; that is away from the party members.

Name
Persuasion
19
1d20+7 12
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The gnomes eyes grow even wider, you see the whole platform rotating 180 degrees and with a resounding thwang the first crossbow bolt releases into the dark corridor. The gnome is moving some levers and his seat turns 90 degrees over another beam before rotating towards that doorway releasing a second bolt. Gilavar is actually close to see the draw string of the fired crossbows retracting as if pulled by invisible hands and fresh bolts falling into the weapon. So that as the Plattform swings back around to you the fired bolts gave been replaced.

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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


"Woah! Woah! Woah!" Gilavar shouts holding up his empty hands and dashes out of the room back out the way they entered.

OOC

Move and dash

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token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 20, Insight 15, Investigation 19
STR: Score: -1
Athletics: -1
| DEXScore: +2
Acrobatics: +2
Stealth: +2
Sleight of Hand: +2
:
 14 | CONScore: -19 | INTScore: +2
Arcana: +2
History: +4
Investigation: +2
Nature: +4
Religion: +2
:
 14 | WISScore: +3

Animal Handling: +3
Insight: +3
Medicine: +5
Perception: +5
Survival: +3
:
 16 | CHAScore: +2

Deception: +2
Intimidation: +2
Performance: +2
Persuasion: +4
:
 14 

Languages: Common, Elvish, Draconic, Druidic


FeatsObservantQuick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















 
 | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
<1/2>
Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















 
 | ActionsWeaponATTACK: -
RANGE: -
MAGIC BONUS: -
CRIT RANGE: -
DAMAGE: -
TYPE: -
DESCRIPTION: -













 
 | SpellsCantrips
GuidanceGuidance
Divination Cantrip
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration, up to 1 minute
Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

DruidcraftDruidcraft
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V,S
Duration: Instantaneous
Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.

Level 1 <3/3>
Speak with Animals
Cure Wounds
Entangle
Detect Magic



 

 

Katya is not so sure what is up ahead, but given the sounds of war machines echoing through the cavern and the reaction from the others in front of her, she is quite certain that there is trouble ahead. From behind the rest of the group, she fumbles with what to do, before deciding that maybe she would just be in the way, and that since it does not seem as though Makaria was not successful in her attempt at persuasion, perhaps another route is required. Her body begins to shrink as she once again allows the magic of the Wildshape to flow through her. Though she does not know whether or not the the strange magicks of the Rock would affect her as they had before, she hopes for the best that it will not backfire. The familiar feeling of her blood cooling and the excess of limbs becoming normal in her mind occurs, as the shape of the spider forms in her place, though not the large spider she had transformed into once before, but a tiny one, that could hide in the cracks and crevices of the cave as she begins to crawl up the wall as fast as she can. Though she travels fast, her size makes the distance so much more, but she crawls along the ceiling, stopping above the gnome, hoping that it did not witness her movement. Whatever it is the Gnome has planned, if it tries to hurt her friends, she will not hesitate to stop it if need be.

 

spacer.png

Movement: 20ft right above the gnome

Action: Stealth +4 [oof]

Attack:

Bonus:

OOC: Observant feat

Show this

image.png.c823a41ea427479d73252353be37a41a.png

 

 

 

 

Edited by tyrtaeus (see edit history)
Name
Stealth
7
1d20+4 3
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