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Chapter 1


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spacer.pngChut Migo (Bugbear Ranger) App


AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | Features


Chut helps Jinabi up and lets him rest as long as he needs to. He's frustrated that this tunnel doesn't connect and disappointed that we had to kill the dire wolf when it was doing a pretty good job lowering the harpy population.

"This cave doesn't connect to the lower one. Let's go back down and follow the tracks directly."

 

 


Mechanics

Main Hand: sword
Off Hand: sword


Action: none
Bonus Action: none
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Notes

Nymestra - dragonborn inkeeper at the Wet Trout

Scython - tiefling leader of bandits in

In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen!

In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking.

In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though.

Imdra Alaggath, captain of the militia

 

     

 

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spacer.png                       Liene (pronounced Lahn)

Level 1 Centaur Bereaved Twilight Cleric of Ilmater


AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs
Age: 24 | Alignment: NG | Type: Fey
Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9
Str: 15 (+2) | Dex: 8 (-1) | Con: 16 (+3) | Int: 8 (-1) | Wis: 17 (+3) | Cha: 8 (+1)
Languages:  Common and Sylvan
Spell-casting: +5 or DC 13 Cantrips Known: (3) | Spells Known: (4)
Spell Slots: 1st (2/2)


 “My words,” | ‘My thoughts,’ | My actions


 

Liene walked over to the prone Gnome and offered, "You may ride on me if you wish while we move on, or alternately if in the future we need to move quickly and there is not enough time to allow for a rest."

She then looks up and said to the others, "Jinabi is small enough I know I would not be weighed down unduly by him. I am less certain about the rest of you, although I am certainly willing if we can make it work."

Combat

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Actions & Resources

Actions:

   Spear (simple, thrown, versatile).  Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit:

  (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed

   

Warhammer (martial, melee, versatile).  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d8+2) bludgeoning damage if used one-handed.

>(1d10+2) bludgeoning damage if used two-handed

 

Eyes of Night

Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest)

As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

Vigilant Blessing

As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.

 

Bonus Actions:

  Charge Attack

If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves.

Spellcasting:

   Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: 

  • Cantrips (3/3 slots): light, guidance, sacred flame
  • 1st level (2/2 slots): cure wounds, guiding bolt
  • 1st level domain spells (always prepared): faerie fire, sleep

Class Features:

  • Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor.
  • Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

  • Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.


OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
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Iolanthe Xanthe

Iolanthe ‘Io’ Xanthe

Level 1 Half-Elf Entertainer Lore Bard

AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft.; Proficiency Bonus: +2

STR: 8 (–1); DEX: 14 (+2); CON: 12 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 17 (+3)

Bardic Inspiration (d6): 1/3

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (2); Spells Known (4)

Spell Slots: 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th

Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender

Inventory

Inventory

   With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order.

Money

pp gp ep sp cp
0 5 0 13 13
  • Spent 8 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 6 gp, 4 sp, 3 cp.
    • Converted 1 gp into 9 sp and 10 cp
  •  

Worn, Carried, or Otherwise Readily at Hand

   Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access.

  • 1 clothing, cold weather (free from DM); Adventuring gear; 10 gp, 5 lb.; This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.; Source: IDRotF, page 20
  • 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules.
  • 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.

In Containers

   Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve.

  • 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules.
    • Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
    • Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
    • Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
    • Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
    • Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
    • Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
    • Disguise Kit Activity :: DC
      • Cover injuries or distinguishing marks :: 10
      • Spot a disguise being used by someone else :: 15
      • Copy a humanoid’s appearance :: 20
  • 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background)
  • 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 crampons, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, ¼ lb.; A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice.; Source: IDRotF, page 20
  • 1 snowshoes, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 4 lb.; ; Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.; Source: IDRotF, page 20
  • 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.

Trinket

d100 Trinket
76 A four-leaf clover pressed inside a book discussing manners and etiquette
IC (My thoughts . . .; “My words . . .”; My actions . . .)

image.png.207f9247cf52f1442bd794c79c4b9b2b.png   Once Tulik finishes skinning and butchering the wolf for its meat and pelt—Iolanthe can’t imagine the meat would be very good at all, though, with the right cleaning and preparation the pelt might be made usable . . . or not. It appears that Tulik practically shredded the pelt.

   Either way, it gave them some rest time, so she’s alright with moving on.

   With four soft strums of an Am, a G, an F, and an E7, whispered mystic words, and an arcane gesture, she casts the dancing lightsDancing Lights

Evocation cantrip

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)

Duration: Concentration, up to 1 minute

   You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Source: PHB, page 230. Also found in RMR, page 52. Available in the SRD and the Basic Rules.
cantrip, sending four purple lights—one for each chord strummed—to float like lanterns suspended in the ceiling every 20 feet down the length of the cave OR evenly spaced if the cavern is less than 80 feet long.

   “Well, footprints cave it is,” she says before

   Iolanthe heads into the cave, moving slowly so as to sneak.

(OOC)

Movement: 15 ft. into the cave with the humanoid footprints at half-speed with Stealth

Action: cast the dancing lights cantrip

Bonus Action:

Reaction:

Interact-with-Object:

(To Whom It May Concern . . .)

Edited by Kamishiro_Rin (see edit history)
Name
Dexterity (Stealth) check
21
1d20+4 17
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Jinabi

image.png.1b5b2743e4453776de0e75af4bc945d1.pngJinabi graciously takes Chut's offered hand to stand, patting his shoulder in thanks.

'I will be very grateful for the help, Liene. Let me recover from my inglorious moment and I'll get back on my feet soonest.'

 

 

 

 

 

 

 

 

 


Level 1 Druid | AC 19 | HP 5/10 | Walk 25ft Climb 15ft | Darkvision 60ft | Passive: Perception 16 Insight 16 | Saves STR 1 DEX 2 CON 2 INT 2 WIS 6 CHA -1 | Stealth 4 Survival 6 | Sheet |

 

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You follow the footprints along an icy path that was once a river. The river used to tumble over a small waterfall in this area, following the current west toward Lac Dinneshere. The waterfall now takes the form of a 10-foot-tall sheet of ice, which you manage to climb with a little more difficulty. Just as the last of you pushes up to the top, the ice cracks and a water weird sloshes out.

IMG_1829.jpeg.e319b9958c75c96b673ca13093012e40.jpeg

 

IMG_1828.jpeg.ad2b0953b5810daf036b26bf82e94252.jpeg

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spacer.pngChut Migo (Bugbear Ranger) App


AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | Features


Chut jumps back , shortsword in hand, at the sight of the water weird. He draws his second sword and charges.

"I don't know what this thing is, but it can't be good."

He tries to stab it twice before it can get a chance to attack first.

 


Mechanics

Main Hand: sword
Off Hand: sword


Action: attack
Bonus Action: off-hand attack
Move: Your movement goes here.
Manipulate: draw sword

Notes

Nymestra - dragonborn inkeeper at the Wet Trout

Scython - tiefling leader of bandits in

In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen!

In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking.

In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though.

Imdra Alaggath, captain of the militia

 

     

 

Name
Initiative
14
1d20+3 11
Shortsword; damage; sneak
25; 8; 9
1d20+5;1d6+3;2d6 [20]; [20,5]; [20,5,5,4]
off-hand shortsword; damage; sneak
10; 1; 7
1d20+5;1d6;2d6 [5]; [5,1]; [5,1,2,5]
Crit damage; sneak
3; 9
1d6;2d6 [3]; [3,4,5]
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spacer.png                       Liene (pronounced Lahn)

Level 1 Centaur Bereaved Twilight Cleric of Ilmater


AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs
Age: 24 | Alignment: NG | Type: Fey
Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9
Str: 15 (+2) | Dex: 8 (-1) | Con: 16 (+3) | Int: 8 (-1) | Wis: 17 (+3) | Cha: 8 (+1)
Languages:  Common and Sylvan
Spell-casting: +5 or DC 13 Cantrips Known: (3) | Spells Known: (4)
Spell Slots: 1st (2/2)


 “My words,” | ‘My thoughts,’ | My actions


 

Liene frowned at the rapidity at which the others went into combat. She wasn't sure why, but something about this creature made her want to see if it could be communicated with. She attempted to tell whether it was hostile and set herself to dodge any attacks, holding up her shield in a defensive position.

"Look, before we go rushing into killing this creature, can't we at least try to figure out a few things about it first? Can any of you speak the language of water creatures? And you learned sorts, have any of you read about this creature before? I know nothing, and do not speak any elemental languages." She gave pointed glances to Wyrd, Io, and Jinabi, guessing that one of them might be capable of what she'd asked.

She attempted to address it in Common, although she wasn't at all certain it would understand. "Can you understand me? What do you want?"


 

Combat

Action: Dodge

Bonus Action:

Reaction:

Movement:

Object Interaction:

Actions & Resources

Actions:

   Spear (simple, thrown, versatile).  Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit:

  (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed

   

Warhammer (martial, melee, versatile).  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d8+2) bludgeoning damage if used one-handed.

>(1d10+2) bludgeoning damage if used two-handed

 

Eyes of Night

Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest)

As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

Vigilant Blessing

As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.

 

Bonus Actions:

  Charge Attack

If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves.

Spellcasting:

   Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: 

  • Cantrips (3/3 slots): light, guidance, sacred flame
  • 1st level (2/2 slots): cure wounds, guiding bolt
  • 1st level domain spells (always prepared): faerie fire, sleep

Class Features:

  • Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor.
  • Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

  • Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.


OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
init, just in case
5
1d20-1 6
insight check - is it hostile?
18
1d20+5 13
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Jinabi

image.png.1b5b2743e4453776de0e75af4bc945d1.pngJinabi hangs on to Liene's back while he tries his luck with simple Sylvan.

'Stand down and my companions will withdraw. We only mean harm to those who hate us.'

The gnome looks closely at the being, trying to catchNature check for its kind.
Insight check for its reaction.
any subtle reaction on its surface.

 

 

 

 

 

 

 

 


Level 1 Druid | AC 19 | HP 5/10 | Walk 25ft Climb 15ft | Darkvision 60ft | Passive: Perception 16 Insight 16 | Saves STR 1 DEX 2 CON 2 INT 2 WIS 6 CHA -1 | Stealth 4 Survival 6 | Sheet |

 

Name
Nature
12
1d20+2 10
Insight
17
1d20+6 11
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Iolanthe Xanthe

Iolanthe ‘Io’ Xanthe

Level 1 Half-Elf Entertainer Lore Bard

AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft.; Proficiency Bonus: +2

STR: 8 (–1); DEX: 14 (+2); CON: 12 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 17 (+3)

Bardic Inspiration (d6): 1/3

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (2); Spells Known (4)

Spell Slots: 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th

Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender

Inventory

Inventory

   With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order.

Money

pp gp ep sp cp
0 5 0 13 13
  • Spent 8 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 6 gp, 4 sp, 3 cp.
    • Converted 1 gp into 9 sp and 10 cp
  •  

Worn, Carried, or Otherwise Readily at Hand

   Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access.

  • 1 clothing, cold weather (free from DM); Adventuring gear; 10 gp, 5 lb.; This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.; Source: IDRotF, page 20
  • 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules.
  • 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.

In Containers

   Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve.

  • 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules.
    • Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
    • Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
    • Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
    • Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
    • Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
    • Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
    • Disguise Kit Activity :: DC
      • Cover injuries or distinguishing marks :: 10
      • Spot a disguise being used by someone else :: 15
      • Copy a humanoid’s appearance :: 20
  • 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background)
  • 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 crampons, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, ¼ lb.; A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice.; Source: IDRotF, page 20
  • 1 snowshoes, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 4 lb.; ; Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.; Source: IDRotF, page 20
  • 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.

Trinket

d100 Trinket
76 A four-leaf clover pressed inside a book discussing manners and etiquette
IC (My thoughts . . .; “My words . . .”; My actions . . .)

   Although she’d traveled quite far, something she’d never seen in her travels was a strange ‘living’ water monster . . . sure, she’d seen monsters that lived in the water . . . but never a monster made of water! Well, she might not have seen one, but she might have read about or heard of one . . .

   “What is that?!” Iolanthe asks, as she tries to wrack her brain for anything she might have read about such at thing in her studies. She also tries to figure out what the monster is trying to do. Is it hostile? Is it curious about them?

   While she’s at it, she takes a bonus action to surround the monster with her dancing lights, ensuring that their light overlaps on all sides so no one has any problem seeing.

   Otherwise, she takes the dodge action, just in case the monster attacks her.

(OOC)

Movement:

Action: Dodge Action

Bonus Action: Move her dancing lights up to 60 ft. to surround the monster and light up the area

Reaction:

Interact-with-Object:

(To Whom It May Concern . . .)

Edited by Kamishiro_Rin (see edit history)
Name
Initiative (if needed)
14
1d20+2 12
Intelligence (Arcana) check to tell what the monster is
13
1d20+4 9
Intelligence (Nature) check to tell what the monster is
16
1d20+2 14
Wisdom (Insight) check
8
1d20+3 5
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spacer.png Rodrick Taliesin

HP: 10/10
AC: 16 | P.Perception: 13

Saves
+0 STR | +2 CON
+2 DEX | +0 INT
+5 WIS | +3 CHA


Rodrick tries to shoot the watery creature, but his crossbow bolt just harmlessly passes through it.

Edited by Eagleheart (see edit history)
Name
Light Crossbow
6; 5
1d20+4;1d8+2 [2]; [2,3]
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Despite all attempts, in several languages, the creature cannot be understood or made to understand your questions. Instead, it rears up, water dripping from its mouth like saliva. The powerful blow by Chut sends it back a slither, but it once again lifts itself to full height, preparing to attack.

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image.png.56ca5d6d70c8062184d299a0c154109f.png

Tulik Thaertard, UthGardt human Barbarian (elk tribe)


AC: 15 | HP: 15/15 | Initiative: +2 | Passive Perception: 13

Tulik attacks the creature with his great axe and misses probably easily

 

Edited by dtspurrier (see edit history)
Name
attack w great axe
13
1d20+5 8
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spacer.png                       Liene (pronounced Lahn)

Level 1 Centaur Bereaved Twilight Cleric of Ilmater


AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs
Age: 24 | Alignment: NG | Type: Fey
Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9
Str: 15 (+2) | Dex: 8 (-1) | Con: 16 (+3) | Int: 8 (-1) | Wis: 17 (+3) | Cha: 8 (+1)
Languages:  Common and Sylvan
Spell-casting: +5 or DC 13 Cantrips Known: (3) | Spells Known: (4)
Spell Slots: 1st (2/2)


 “My words,” | ‘My thoughts,’ | My actions


 

Feeling a little sad that they seemed to need to kill this water creature after all, Liene spoke the words, "Flam Sanctaidd!" and gestured at it, causing a column of flame-like radiance to descend upon it.


 

Combat

Action: Cast Sacred Flame (DC 13 DEX) at creature

Bonus Action:

Reaction:

Movement:

Object Interaction:

Actions & Resources

Actions:

   Spear (simple, thrown, versatile).  Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit:

  (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed

   

Warhammer (martial, melee, versatile).  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d8+2) bludgeoning damage if used one-handed.

>(1d10+2) bludgeoning damage if used two-handed

 

Eyes of Night

Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest)

As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

Vigilant Blessing

As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.

 

Bonus Actions:

  Charge Attack

If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves.

Spellcasting:

   Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: 

  • Cantrips (3/3 slots): light, guidance, sacred flame
  • 1st level (2/2 slots): cure wounds, guiding bolt
  • 1st level domain spells (always prepared): faerie fire, sleep

Class Features:

  • Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor.
  • Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

  • Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.


OOC

OOC comments, if I have them, go here.

Name
Sacred Flame damage if any (radiant)
6
1d8 6
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