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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 . . .)

   Iolanthe ‘Eep!’s only slightly as the dire wolf comes into view with her darkvision. Swiftly, she sings to Rodrick, inspiring him with her poem.

In icy caves where shadows fiercely creep,
A daunting wolf, with eyes that pierce the night,
Its howls reverberate, disturbing sleep,
And fills the hearts of mortals with great fright.

But fear not, dear companion, have no dread,
For though the wolf may try to make you quail,
With loyal friends, your fears will swiftly shed,
Their presence strong, like armor, they prevail.

They stand beside you, steadfast and sincere,
Their love a shield against the darkest foe,
Their laughter, like a light, dispels all fear,
With them, the icy cave is warm and aglow.

So, let the wolf’s fierce presence not dismay,
For friends are here, and fear shall fade away.

   She then closes in on the fearsome beast with her rapier!

(OOC)

Movement: up to 30 ft. to stand next to the direwolf

Action: attack the direwolf with her rapier (17 to hit; 8 piercing damage if successful)

Bonus Action: 1 bardic inspiration die (d6) to Rodrick

Reaction: —

Interact-with-Object:

(To Whom It May Concern . . .)
Edited by Kamishiro_Rin (see edit history)
Name
Initiative
12
1d20+4 8
Rapier Attack; Piercing Damage; Extra Piercing Damage (on Crit)
17; 8; 4
1d20+4;1d8+2;1d8 [13]; [13,6]; [13,6,4]
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Battle Stats
Name Action Result
Tulik Attack wolf Hit, 14
Liene Attack wolf Hit, 6
Io Attack wolf Hit, 8
Jinabi Looking for signs of other wolves Only the current wolf is present
Roderick Attack wolf Miss
Chut Attack wolf Hit offhand, 6
Wyrd Thinking  
Dire Wolf Attack Jinabi Hits, 12 (DC 13 Dex or knocked Prone)
     

 

You attack the dire wolf with all you have. Most of you hit it to great accumulated effect. The creature, alone as confirmed by Jinabi, is well bloodied and slowing down. It still manages a viscous bite to Jinabi.

Name
Attack
24
1d20+5 19
Damage
12
2d6+3 4,5
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image.png.7e98cbb1c7c587c33edc475182f13a38.png

 

Tulik Thaertard, UthGardt human Barbarian (elk tribe)


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

Tullik swings again at the creature

 

Name
roll great axe attack
18
1d20+5 13
roll axe damage
4
1d12+3 1
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spacer.pngChut Migo (Bugbear Ranger) App


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


Chut lashes out with his swords at the wolf. It's pelt would make a nice cloak if we weren't in a rush to catch up with the kidnapped fishermen.


Mechanics

Main Hand: sword
Off Hand: sword


Action: sword
Bonus Action: off-hand sword
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

 

     

 

Edited by BobtheWizard (see edit history)
Name
Shortsword:
17; 7
1d20+5;1d6+3 [12]; [12,4]
Shortsword, offhand
8; 4
1d20+5;1d6 [3]; [3,4]
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Jinabi

image.png.1b5b2743e4453776de0e75af4bc945d1.pngJinabi is caught by surprise with the fangs, falling to the icy floor with his lifeblood flowing out of severed arteries.

 

 

 

 

 

 

 

 

 

 


Level 1 Druid | AC 19 | HP -2/10 | 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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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 debated casting another spell, but then realized she wasn't sure what else the day might hold and removed her warhammer instead. Advancing toward the wolf, she swung at it with all of her might, grunting when it connected solidly with the wolf's shoulder.

Combat

Action: attack wolf with warhammer (1-handed)

Bonus Action:

Reaction:

Movement: advance to wolf

Object Interaction: wield warhammer

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
warhammer attack
22
1d20+4 18
warhammer damage, bludgeoning
9
1d8+2 7
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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 . . .)

   Seeing her friend go down so violently was horrifying, but Iolanthe steeled herself and reacted swiftly.

   Unslinging her guitar, she began to play, weaving into her words and melody the magic of healing, followed by the magic of illusion.

   Her music taps into the Weave and heals Jinabi’s wounds—just a little bit—and then creates the image of a massive boulder where none stood. If nothing else, it would confuse the wolf, and it would have to take its action to make an intelligence (Investigation) check to see through it after interacting with the “stone”. At the very least, Jinabi is now effectively invisible to the wolf and the wolf would need to take an action to make a perception check to sniff out the prone gnome.

   When Jinabi opens his eyes, he will find himself “inside” a rock. He’ll have to move out of it to see again, although he’s interacting with it by default, so if he wanted, he could waste an action to do a DC 13 Intelligence (Investigation) check for it. That said, he’s got at least a round of relative safety, hidden in an illusory boulder.

   The boulder surrounding him is intended to look natural, but roughly occupies a five-foot cube.

(OOC)

Movement:

Action: cast the minor illusionMinor Illusion
Illusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

   You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Source: PHB, page 260. Available in the SRD and the Basic Rules.
cantrip; DC 13 Intelligence (Investigation) check

Bonus Action: cast the healing wordHealing Word
1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

   A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Source: PHB, page 250. Also found in RMR, page 54. Available in the SRD and the Basic Rules.
spell on Jinabi, restoring 1d4 + 3 HP to him: 5 HP

Reaction: —

Interact-with-Object:

(To Whom It May Concern . . .)
Edited by Kamishiro_Rin (see edit history)
Name
HP Restored to Jinabi
5
1d4+3 2
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image.png.9d450ff5e764c124b782c13fd0ba55cc.pngName - Wyrd'Grrl Morkdaugter

Class - Wizard | Level - 1 | Prof. Bonus - +2

Str - 11(0) | Dex - 12(+1) | Con- 14(+2)

Int - 18(+4)* | Wis - 9(-1)* | Cha - 14(+2)

Skill Profs : History, Perception, Arcana, Investigation

Rune : Frost (Armor of Agathys)

I told them so!!! I TOLD THEM SO! I said it and it was said to them and I was the one who said the words! Wyrd was stuck in her own thoughts and is totally frozen in fear and more fear... with a little more terror sprinkled in.

When she saw their ally fall, to so so many teeth, she whimpered and held her book in front of her face as she collapsed to her knees. "Ohnoohnoohnoohnoohnoohnonononononononono! NO!" She held up a hand and cast a firebolt at the wolf.

Name
Init:
13
1d20+1 12
To hit & Damage
18; 5
1d20+4;1d8 [14]; [14,5]
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Battle Stats
Name Action Result
Tulik Attack wolf Hit, 4
Liene Attack wolf  
Io Attack wolf  
Jinabi Attack wolf  
Roderick Attack wolf  
Chut Attack wolf  
Wyrd    
Dire Wolf Attack  
    Total damage to Dire Wolf: 38

 

With a final arc oh his great axe, Tulik brings down the dire wolf. You take a moment, finally, to look around the cavern. There are nothing but stone walls covered in patches of ice and bones of the wolf’s prior meals.
 

IMG_1803.jpeg.47c694da10cc6f18f90b051c16544c75.jpeg

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image.png.14139409534c0c8ffcfbe5b3c6157a39.png

 

Tulik smiles and will try to pelt the wolf using his skinning knife and cooking tools, to harvest the meat and the skins.

 

Edited by dtspurrier (see edit history)
Name
rolling nature check for skinning
7
1d20+2 5
to harvest wolf meat ( cooking tools)
21
1d20+2 19
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Jinabi

image.png.1b5b2743e4453776de0e75af4bc945d1.pngJinabi blinks while prone on his back, not sure what just happened.

He remembers being gnawed to death, and then suddenly feeling a little lighter.

Finding himself in a rock was a new experience though.

'Hello?' was the best he can croak from his dried throat when he no longer hear the growls of wolves.

 

 

 

 

 

 

 


Level 1 Druid | AC 19 | HP -2/10 | 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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image.png.9d450ff5e764c124b782c13fd0ba55cc.pngName - Wyrd'Grrl Morkdaugter

Class - Wizard | Level - 1 | Prof. Bonus - +2

Str - 11(0) | Dex - 12(+1) | Con- 14(+2)

Int - 18(+4)* | Wis - 9(-1)* | Cha - 14(+2)

Skill Profs : History, Perception, Arcana, Investigation

Rune : Frost (Armor of Agathys)

"I told you we sould have followed the humanoid footprints! Thats where the people will be!?!? I assume!?.We climed a wall and found a GIANT WOLF!? What the crispy snake skin is up with that!?"

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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 . . .)

   “Well, at the very least,” Iolanthe replies, “That’s one less giant wolf killing fishermen and any other residents of Ten Towns. I have a feeling that we’ll be clearing out the other three tunnels of similar or worse. Jinabi, did you want to rest and recuperate before we try the other caves? This looks like as good a place to do it as any.”

   Speaking of the gnome, her boulder illusion, which only lasts a minute, pops out of existence, revealing a still-very-injured—if-at-least-not-bleeding-out Jinabi.

(OOC)

Movement:

Action:

Bonus Action:

Reaction:

Interact-with-Object:

(To Whom It May Concern . . .)
Edited by Kamishiro_Rin (see edit history)
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Jinabi

image.png.1b5b2743e4453776de0e75af4bc945d1.pngJinabi waves at his savior in thanks while prone.

'I just need a moment, and I will get up. Please plan ahead our next move.'

 

 

 

 

 

 

 

 

 


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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