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Chapter 2: Icewind Dale (cont)


Poor_Knight

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wizard4altered.jpg.4b3a9e2c92fbbe17bc4858eabf613f52.jpgDarvin looks down at his map of their travels as they discuss routes. After a moment, he nods in general agreement with Johnny. "Time is the important resource here, the duergar are only going to wait so long before moving themselves. So, if the routes are likely to cost about the same, then the road sounds better. The being said, Vithka has guided us well on our travels, so if she thinks she can save us some time cross country as it was, then I say we go that way." He offered, looking towards the ranger for her opinion on the matter.

 

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


HP: 33/33
AC: 16 (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 voted for the safety of the road as well.

 

Active: Vigilant Blessing (on Vithka)

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

 

Maps

Map that we found

image.png

 

Places we've been (current to Jan 5/24)

image.png.57f33ccd5c4b6b73bebaf25a552912a2.png

 

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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 - X), 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:


 

"Direct only useful if it save time," Vithka said when it became clear the others were looking to her for her opinion. "Road is same time, so is better."

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Ten-Towns: Caer-Dineval


20 Kythorn at 12pm-ish; Illumination: Exterior - Dim; Interior: N/A Weather: High Winds

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You follow the rocky shore of Lac Dinneshere until after several hours you spy a small fortress, the "caer" for which the town is named, jutting up from the prominence where it overlooks the lake. That place is no stranger to you, having routed the devil-worshiping cultists calling themselves the Knights of the Black Sword. This was in fact less than a tenday ago. The town is still in the process of recovering from the vile influence of the cult. The town speaker, Crannoc Siever, has been restored to power. Your arrival is a welcomed one and people run ahead of you to announce your arrival. The town's inn is still closed but surely a warm bed can be found for you at the caer.

OOC

Do you choose to stay for the remainder of the day and the night in Caer-Dineval or do you wish to continue on to Caer-Konig and find rooms there?

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 background 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): 16 +5 -5: 16
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).

 

 

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


HP: 33/33
AC: 16 (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 suggests pressing on if there's enough light for it. If not, best to bed down at the Caer.

 

Active: Vigilant Blessing (on Vithka)

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

 

Maps

Map that we found

image.png

 

Places we've been (current to Jan 5/24)

image.png.57f33ccd5c4b6b73bebaf25a552912a2.png

 

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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, Enhanced Arcane Wand
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.

 


Johnny reluctantly agrees. There is too much of a day left to spend it here. But he does recommend getting a warm meal before moving on.

 

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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

As much as he would have liked to stay and check to see how things have progressed since they were last here, he knew it would not be feasible given their mission. "We need to press on as I fear time is against us and the longer we delay, the harder we will find our task."

 

Edited by ballon (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 - X), 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:


 

"Warm meal sound good, but yes - we should keep going," Vithka said pragmatically. (Assuming we could make it to Caer Konig today.)

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Ten-Towns: Caer-Konig


20 Kythorn at 3pm-ish; Illumination: Exterior - Dim; Interior: N/A Weather: High Winds

spacer.png

You spend little time in Caer-Dineval and continue onward, reaching Caer-Konig a couple hours later. So close to the Reghed Glacier, on your way to Caer-Konig you're assailed by a cruel and merciless wind. Eventually, in the dim light of the afternoon, you see the white, snow-covered slopes of Kelvin's Cairn looming large behind this quiet lakeside town. Caer-Konig is a shadow of its former glory, and its people know it. Their sorry state is best represented by the bones of the caer from which the town drew its name.

You have spent the better part of the day traveling and your bodies are weary. Though with your goal so close you might have it in mind to force march to the base of the mountain.

A few bundled-up people shuffle between snow-battered houses, keeping their heads down, barely bothering to give you a look as you walk past them.

A pile of snow stirs as you pass it, and someone hidden beneath it suddenly stands. The figure looks around and yells, "Who goes there? Is it thieves? Have I found those creeping bastards?"

When he pulls down the scarf covering his face, you see it is a silver dragonborn holding onto an empty wine bottle as if it was a weapon. He belches, grins at you, and says, "Pardon my manners. Bit jittery with all the thieving going on. I'm Trovus, the town speaker."

OOC

It's another 3 hours to Kelvin's Cairn if you wish to force march all the way there (you've traveled for 8 hours already but it's still in the afternoon). 3 Con checks to attempt it.

Caer-Konig details: https://www.myth-weavers.com/index.php?/topic/6147-ten-towns/#comment-69708

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 background 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): 16 +5 -5: 16
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).

 

 

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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, Enhanced Arcane Wand
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.

 


Johnny frowns at the drunk. When he hears him introduce himself, he forces a smile.

"We are no theives sir, we are adventurers on our way to Kelvin's Cairn. But first we would rest our bodies here in your town. Do you have a suggested establishment where we can eat something warm, wet our parched throats and rest under a warm blanket?"

 

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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

Looking at the man and then glancing at where the man was "hiding", "Don't mean to pass judgement, but it's a bit early in the day to be under the influence of alcohol is it not? Especially if you are the speaker of the town. Suppose we took your waving that wine bottle at us as a sign of aggression and attacked you? A right fine mess we'd all be in then."

Looking around for any other signs of city folk or movement, Roscoe waits to hear what Trovus has to say..................

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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 - X), 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 looked at where Trovus had been hidden and frowned. "You were lying in wait," she said. "You have problem with thieves. What is situation?"

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Markax, AC 16 HP 38/38

spacer.pngA sneer of disdain crosses Markax's face as his half-brother emerges from the snow pile.

"Hello Trovus. Starting things a bit early are we?"

Markax scoffs at the idea that the other dragonborn would be able to catch anything aside from a cold much less thieves.

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)

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wizard4altered.jpg.4b3a9e2c92fbbe17bc4858eabf613f52.jpgDarvin raises an eyebrow at the man as he introduces himself. His look was one of dry skepticism that suggested a less favorable opinion if one was to go looking for it. "You know, there is a theory that the worth of a leader is reflected in the worth of his holdings. A strong king will produce strong, productive lands, while a weak or sick king will lead to hard times for his subjects, for example. I find the idea overly simplistic to the point of error, but perhaps there is something to be said for it after all." He said, pointed glancing between the town speaker and the rest of the town around him.

 

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


HP: 33/33
AC: 16 (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 listens. There's enough questions and conversation at the moment that adding anything else would likely confuse the already disoriented speaker.

 

Active: Vigilant Blessing (on Vithka)

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

 

Maps

Map that we found

image.png

 

Places we've been (current to Jan 5/24)

image.png.57f33ccd5c4b6b73bebaf25a552912a2.png

 

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