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Chapter 2: Icewind Dale (cont)


Poor_Knight

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Johnny Alpharius- Half Elf Artificer 5


HP: 38/38 | AC: 17 | Speed: 30ft  | HD: 15d8/15d8 | Spell Slots: Lv 1 4/4 Lv2 2/2

Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 

Statistics | Magic Items | Skills

Abilities

Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance
on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
These agents never risk their lives for you or risk revealing their true identities

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 )

Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Spells

Cantrips Known: Shocking Grasp Mending

Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary

Lv2 Spells Prepared Invisibility

Infusions

Infusions Known: 4
Infused Items: 2 Enhanced Studded Leather, Light Crossbow (repeating)
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. [/ooc]

 


Johnny's mind was racing. The fight in the caves had given him an idea for a new weapon, he just needed some time and he could get to work. Now if only he could find somewhere warm to rest he would be golden.

"We should keep moving while we have time, we don't want to hang around here any longer."

 

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 image.png.e673f28d748f85a6a835e9d1263413c6.pngPaavu "Night Hunter" Akannathi (Twilight Scout)
Passive Insight: 12 | Passive Investigation: 12 | Passive Perception: 12
Darkvision: 300'


HP: 33/33
AC: 165 (Studded Leather) / 18 (w/ Shield)
Speed: 30'
Conditions: None
Equipped: Nothing

Ability ScoresSTR +1
DEX +4
CON +1
INT +2
WIS +2
CHA -1
 | AttacksLight Crossbow +7, 1d8+4
Moon-Touched Scimitar +7, 1d6+4
Shortsword +7, 1d6+4

Sneak Attack 2d6
| Saving ThrowsSTR +1
DEX +4
CON +1
INT +2
WIS +5
CHA +2
 | Skill ChecksAcrobatics +10
Animal Handling +2
Arcana +2
Athletics +4
Deception -1
History +5
Insight +2
Intimidation -1
Investigation +2
Medicine +5
Nature +8
Perception +2
Performance -1
Persuasion -1
Religion +2
Sleight of Hand +7
Stealth +10
Survival +8
 | Special FeaturesRacial: Goliath

Little Giant
You’re proficient with Athletics and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You have resistance to cold damage and naturally acclimate to high altitudes even if you’ve never been to one. This includes elevations above 20,000 ft.

Stone’s Endurance
When you take damage, you can use your reaction to reduce the damage taken by 1d12+1. You can use this trait 3 times per long rest.


Class: Cleric

Eyes of Night
You have darkvision out to a range of 300 feet. As an action, you can share this darkvision with up to 2 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing
As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.


Class: Rogue

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.
 | SpellsWisdom
+5 Spell Attack
13 Save DC

Cantrips:
Guidance
Light
Spare the Dying

1st Level Spells:
Bless
Cure Wounds
Faerie Fire
Shield of Faith
Sleep

 


 

"Agreed. Now that we've ended one threat, we should see about getting the reward Taito and the hunters mentioned. Just know that I don't honestly see anyone from Ten-Towns beaking-up hundreds of gold pieces. Even if they did, there isn't much to spend it on. Best we should keep trying to find the source of this weather."

"Even your fire weapons can't put an end to the eternal night. Reminds me of fables I've heard from wandering minstrels about foggy forests and vampire lords..."

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5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

"Was pleasure meeting you," said Vithka with a gruff nod towards the hunters. "Was fun killing gnolls."

She looked to the others, ready to lead the way through the ice and snow whenever they were ready.

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Icewind Dale: Open Tundra


18 Kythorn at 2pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds

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Taito and the other hunters are gracious for your help in cleansing the chasm of gnolls and the return of the hook. 

"We return to Easthaven now. If you seek more coin the local merchants who earn a living selling yeti hides and meat are offering up to one hundred gold pieces for every dead yeti brought back to Ten-Towns. Yeti are growing bold and striking closer to Ten-Towns than ever before, going so far as to venture onto frozen lakes to attack ice fishers. But beware the Red Yeti - a yeti so terrifying and cruel that its fur is stained red with the blood of its kills. It is rumored to hunt north of here.

May the Frostmaiden be merciful."

The hunters say their farewells and depart to the west. The wolf watches their departure while the axe beak squawks its nervousness about being near this scene of carnage.

 

OOC

Enter Roscoe and Markax. (I kept calling Roscoe Huey, but Huey is his surname). @ballon @TricksterArcane @Djacob91 @omegoku @lemonstyx @QuirkyJoe

 

Edited by Poor_Knight (see edit history)
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 image.png.e673f28d748f85a6a835e9d1263413c6.pngPaavu "Night Hunter" Akannathi (Twilight Scout)
Passive Insight: 12 | Passive Investigation: 12 | Passive Perception: 12
Darkvision: 300'


HP: 33/33
AC: 165 (Studded Leather) / 18 (w/ Shield)
Speed: 30'
Conditions: None
Equipped: Nothing

Ability ScoresSTR +1
DEX +4
CON +1
INT +2
WIS +2
CHA -1
 | AttacksLight Crossbow +7, 1d8+4
Moon-Touched Scimitar +7, 1d6+4
Shortsword +7, 1d6+4

Sneak Attack 2d6
| Saving ThrowsSTR +1
DEX +4
CON +1
INT +2
WIS +5
CHA +2
 | Skill ChecksAcrobatics +10
Animal Handling +2
Arcana +2
Athletics +4
Deception -1
History +5
Insight +2
Intimidation -1
Investigation +2
Medicine +5
Nature +8
Perception +2
Performance -1
Persuasion -1
Religion +2
Sleight of Hand +7
Stealth +10
Survival +8
 | Special FeaturesRacial: Goliath

Little Giant
You’re proficient with Athletics and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You have resistance to cold damage and naturally acclimate to high altitudes even if you’ve never been to one. This includes elevations above 20,000 ft.

Stone’s Endurance
When you take damage, you can use your reaction to reduce the damage taken by 1d12+1. You can use this trait 3 times per long rest.


Class: Cleric

Eyes of Night
You have darkvision out to a range of 300 feet. As an action, you can share this darkvision with up to 2 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing
As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.


Class: Rogue

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.
 | SpellsWisdom
+5 Spell Attack
13 Save DC

Cantrips:
Guidance
Light
Spare the Dying

1st Level Spells:
Bless
Cure Wounds
Faerie Fire
Shield of Faith
Sleep

 


 

"I've seen yetis up close in the past, and they are relentless hunters. If we're going after them, we should be well-prepared and stick together. No room for mistakes.

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5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka stared after the hunters as they left. "Yetis?" she said, her interest piqued. "Sound interesting. We have time to hunt?"

She then noticed Roscue and walked over and clapped him on the shoulder. "Is good to have you back. You were missed," she said, her face still set in a stony expression. She nodded to Markax and said, "You new. I Vithka." She nodded, indicating she felt that was enough for niceties and prepared to depart.

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wizard4altered.jpg.4b3a9e2c92fbbe17bc4858eabf613f52.jpgDarvin frowns in thought for a moment before shaking his head. "I do not think we will have the spare time, Vithka. We have more pressing tasks at the moment. Perhaps on the way back we can participate in a hunt. Of course, if we happen to run into one, then there is little reason to not defend ourselves, yetis do have a reputation for being aggressive." He offered with a shrug. "Until then, however. I do want to thank you for watching the top and I am glad that we were able to help. And welcome back, Roscue, and it appears that you have brought a friend with you. I am Darvin, will you be travelling on with us?" He said, holding out his hand to shake to the newcomer.

Actions/OOC

 

Concentration:

Conditions:

HP: 32/32

Statblock

Darvin, Scribe of the All Seeing Eye

Str 8 (-1)
Dex 14 (2)
Con 12 (1)
Int 14 (2)
Wis 10 (0)
Cha 16 (3)
Proficiency Bonus: +3

 

INIT: +2
AC: 13
HD: 5/5d8
HP: 32/32; TEMP: 0
Speed: 30 ft
Passive Perception: 12

 

Gifts:
Charm of Bounty: Create Food and Water 3/3

Human:
Bonus Skill/Feat

Cloistered Scholar:
Library Access

Warlock:
Otherworldly Patron: Celestial (Savras)
Pact Magic
Healing Light: 6/6
Eldritch Invocations:
-Agonizing Blast
-Beguiling Influence
-Book of Ancient Secrets
-Repelling Blast
Pact of the Tome (Detect Magic; Identify)
Rod of the Packeeper: 1/1 (1 per day, regain a spell slot)

ASI:
Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex
lvl 4: Eldritch Adept

 

Attacks
Eldritch Blast +7 1d10+3
Club +2 1d6-1
Dagger +5 1d4+2

Spell Slots

Pact Magic:
LVL 3: 2/2


Magic Initiate:

Hex: 1/1
 

Spells Known

Spells Known
LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver
LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify
LVL 2: Lesser Restoration; Suggestion
LVL 3: Daylight; Hypnotic Pattern

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RoscoeHuey1.png.e952bebc1c29056cbfad470fd083052c.png

Roscoe Huey Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut

AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft

Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3)

Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13

2 Attacks Per Round

Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4

 

During the past weeks, Roscoe's mind has been filled with conflict. He hated the fact that he had to leave his fellow campions in the lurch, but when he recognized one of the guards at the castle, and when it appeared that the guard recognized him, he knew that if he stayed the rest would be in grave danger. "Damn woman. I should have known better!" he cursed as he slipped away.

Using his harper contacts in the area, he managed to make a clean get away and when he thought things were safe, he immediately set out to find his companions. Along the trek, he ran into Markax and after a brief introduction, it was decided that 2 was better than 1. And with that, they headed in the direction that Roscoe thought the others would follow. With more than a few "right turns" taken when a left would have been better, as he was beginning to feel that his was a fools errand, and he had most certainly signed Markax's death warrant, along with his, he spotted a group of folks up on the horizon. Hoping against hope, "Markax, I think we may have found my friends!" Roscoe starts forward with caution. As he gets closer, when he spies the githzerai, he gives a yell of joy, "Vithka, is that really you?" Rushing forward as he spies the others and lets out a long sigh of relief.

"Good to see you all again and I am happy to see that you all have fared well. But where are my manners. This rather large fellow is Markax."

Giving a heartfelt apology and quick statement about why he had taken off, "Thank you all. You have no idea how good it feels to be back amongst friends." Rubbing his hands together and blowing warm air on them, "So, where are we off to now?"

 

Edited by ballon (see edit history)
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image.png.65a540ff2e510246cb586e87c58fa715.png

Johnny Alpharius- Half Elf Artificer 5


HP: 38/38 | AC: 17 | Speed: 30ft  | HD: 15d8/15d8 | Spell Slots: Lv 1 4/4 Lv2 2/2

Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 

Statistics | Magic Items | Skills

Abilities

Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance
on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
These agents never risk their lives for you or risk revealing their true identities

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 )

Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Spells

Cantrips Known: Shocking Grasp Mending

Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary

Lv2 Spells Prepared Invisibility

Infusions

Infusions Known: 4
Infused Items: 2 Enhanced Studded Leather, Light Crossbow (repeating)
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. [/ooc]

 


Johnny grinned at the newcomers

"I had thought you had popped yer clogs, good to see you are still with us. And always good to have more muscle! I am Johnny, pleased to meet you. We are on our way to investigate some Deep Dwarves. They intend to invade the Ten Towns and we can't have that."

 

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 image.png.e673f28d748f85a6a835e9d1263413c6.pngPaavu "Night Hunter" Akannathi (Twilight Scout)
Passive Insight: 12 | Passive Investigation: 12 | Passive Perception: 12
Darkvision: 300'


HP: 33/33
AC: 165 (Studded Leather) / 18 (w/ Shield)
Speed: 30'
Conditions: None
Equipped: Nothing

Ability ScoresSTR +1
DEX +4
CON +1
INT +2
WIS +2
CHA -1
 | AttacksLight Crossbow +7, 1d8+4
Moon-Touched Scimitar +7, 1d6+4
Shortsword +7, 1d6+4

Sneak Attack 2d6
| Saving ThrowsSTR +1
DEX +4
CON +1
INT +2
WIS +5
CHA +2
 | Skill ChecksAcrobatics +10
Animal Handling +2
Arcana +2
Athletics +4
Deception -1
History +5
Insight +2
Intimidation -1
Investigation +2
Medicine +5
Nature +8
Perception +2
Performance -1
Persuasion -1
Religion +2
Sleight of Hand +7
Stealth +10
Survival +8
 | Special FeaturesRacial: Goliath

Little Giant
You’re proficient with Athletics and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You have resistance to cold damage and naturally acclimate to high altitudes even if you’ve never been to one. This includes elevations above 20,000 ft.

Stone’s Endurance
When you take damage, you can use your reaction to reduce the damage taken by 1d12+1. You can use this trait 3 times per long rest.


Class: Cleric

Eyes of Night
You have darkvision out to a range of 300 feet. As an action, you can share this darkvision with up to 2 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing
As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.


Class: Rogue

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.
 | SpellsWisdom
+5 Spell Attack
13 Save DC

Cantrips:
Guidance
Light
Spare the Dying

1st Level Spells:
Bless
Cure Wounds
Faerie Fire
Shield of Faith
Sleep

 


 

Paavu approaches the pair.

"Your name is familiar to me. Wandering troubadours were lost in the Dale's tundra, and -- in exchange for safe passage to Good Mead -- they told tales of one as mighty as yourself. Glad to see you in the North once more -- we have missed you, friend."

"As for you, you remind me much of Speaker Trovus, though you hopefully carry different qualities. If the stories are true, it may seem there is more needed than dead gnolls to right much of what Caer-Konig has experienced. Life has not been easy with this endless winter. If you find yourself in need of warmth, Johnny brings terrible flames, Vithka her cutting words, and Darvin his brilliant mind. Together, we will keep each other alive!"

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Markax, AC 16 HP 38/38

spacer.pngA large figure stands beside the human paladin, a dragonborn with dark silver scales and magenta eyes. He is armored in what looks like a suit of mail made out of small, flat river stones.

"Well met. My name is Markax. Your friend Roscoe has been telling me all about your past adventures together."

You notice the dragonborn make a slight expression of annoyance at the mention of the name Trovus.

"Indeed, we have seen better times here in the Ten Towns. Some have been able to deal with it better than others, but we have all felt the icy grip of the Frostmaiden for quite too long. I had been looking for a solution to remedy this problem when I met Roscoe here. He suggested we might be able to work together."

"An invasion of duergar? By the stars! Will the tribulations of this region never cease? Well, it seems the eternal winter can wait a while longer until we have addressed this duergar problem. Do you have any leads?"

OOC

Statblock

MARKAX (Adventurer's League Log)

Male Dragonborn, Neutral Good, Level 5 Circle of Stars Druid

Armor Class 16 | Hit Points 38/38 | Speed 30 ft.

STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 () WIS 18 (+4) CHA 8 (-1)

Saving Throws INT +3, WIS +7

Skills Arcana +3, Nature +3, Perception +7, Survival +7

Senses Passive Perception 17

Spell Casting Wisdom, Save DC 15, Spell Attack +7, +1 Moon Sickle (DC 16, Spell Attack +8)

 

Edited by TricksterArcane (see edit history)
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5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka shrugged at Markax's question about the duergar. "We know where they are," she said matter-of-factly. "We not know how many, but expect lots. Will be good challenge."

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Icewind Dale: Open Tundra


18 Kythorn at 5pm-ish; Illumination: Exterior - Dark; Interior: Dark Weather: High Winds

spacer.png

With the heroes united and the hunters departed you return to your original task. Somewhere in the Spine of the World Mountains is a Duergar stronghold. You still have bit of tundra to cross yet but soon you will have to brave the icy slopes.

The tundra of Icewind Dale stretches out before you, a vast expanse of frozen wilderness. It is only a couple hours past midday when you resume your journey yet with the absent sun you travel under a star-studded sky. The air is frigid, biting at any exposed skin, and your breath mists before you in clouds of white. The land is a patchwork of icy flats, snow-covered foothills, and rocky slopes to the south. The wind, which is the namesake of this forsaken land, blots out the small sounds of the world around you; only its constant howl is heard clearly.

After another three hours of travel you find that you must rest once again. There is more "road" before you. Best not test your own constitution, or that of the axe beak.

OOC

Settle in to camp. Take a long rest.

For the next day, Vithka needs to make the Navigation check: DC 10 Wisdom (Survival). Since she can't become lost it can be rolled in the open. If the check fails roll a d6.

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander backgroud provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 15 +5 -5: 15
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

This is the map you found that Paavu is carrying. You're using this to locate the dwarves.

https://og.myth-weavers.com/attachment.php?attachmentid=107415&d=1666553859?attachmentid=107415&d=1666553859

 

Edited by Poor_Knight (see edit history)
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5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka seemed very much at home as they set up camp. She hummed an old Gith folk tune and lent a helping hand wherever she deemed it would be welcomed. She slept very well and was up early the next morning. When it was time to head out, she moved without wasted effort, making good ground seemingly without expending much energy. Perhaps she was enjoying herself too much, however, as she had to make corrections to their course a number of times.

 

Name
DC 10 Wisdom (Survival)
9
1d20+6 3
*sigh*
6
1d6 6
DC 15 Survival
26
1d20+6 20
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