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Scarlet Citadel: Level 1: Dungeon and Crypts


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Scarlet Citadel Level 1: Dungeon and Crypts

 

After moving the harpy's body outside the group was ready to proceed down the steps they had found in the lower keep. Arik and Sir Robin took the lead with the others following close behind.

 

The stairs from the underkeep descend 25 feet to a 10-foot-square landing. Bones are strewn all across the stairs, and they’ve piled up on the 10-by-10 landing to a depth of several inches. The bones made decending the stairs quietly extremely difficult as they crunched underfoot. Continuing down another ten feet of stairs the group made it to the below chamber.

 

Bringing up the rear, Ingyrd made it to the landing and saw a tripwire that had been hidden among the bones that none of her companions had noticed, they were very lucky that they had all made it past without a single one of them tripping it.  It seemed luck had been on their side.

 

Down at the bottom of the stairs Arik and Robin looked into the below chamber.

 

Entry Hall

The chamber contains a table and chair positioned as a desk, as if for conducting interviews or inspecting visitors. Resting on the table are a battered shield, a blood-streaked and rusted sword, and a half dozen candle stubs.

 

A door to your left is slightly ajar. A much heavier door, with a small, barred window, stands closed in the north wall.

 

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OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 2:42 pm

Passive Perception (Arik 11, Robin 12, Estriel 10, Ingyrd 15, Elendris 12) Passive Investigation (Arik 11, Robin 11, Estriel 16, Ingyrd 11, Elendris 10) 

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

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Level 1: Dungeon and Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE

Currently Not in Use!

 

CONDITIONS

ESTRIEL
Has torch lit. (57 minutes remaining)

INGYRD
Has torch lit. (57 minutes remaining)

MECHANICS

INGYRD
Used one hit dice (0 of 1 remaining)
Gains 4 hit points from Hit Dice.
Has 9 of 10 hit points remaining.

DESCRIPTIONS

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

 

CHARACTER STATUS

ARIK LOSTCUB
Hit Points: 8/15 (Resistance (cold))
Hit Dice: 1/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

Spell Slots 1st Level: 1/1 (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

INGYRD MOONDANCER
Hit Points: 9/10 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Stalwart Will: 1/1 *S

Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 0/1

 

ELENDRIS VESSICARI
Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12 (Fey Ancestry)
Hit Dice: 1/1

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L

XP: 40/300
DM Inspiration: 1/1

 

ESTRIEL ILYAKRANA
Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

 

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



Once Ingyrd saw the trip wire that the others had luckily missed, she groaned silently and shook her head in frustration. Who knew what sort of deadly trap was associated with the trip wire? Ingyrd was astonished with how lucky they had been. "As blind as a three week old cub..." she thought to herself. Quietly, she called to the others to show them. "Any of you have experience with traps?" She bent down and pointed out the trip wire to the others. "We missed that by just about a rat's fart. Not sure what it was hooked up to, however..." She bent down to inspect the trip wire as best she could, though her knowledge in such things were limited. 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

Action: None.
Bonus Action: None.
Move: None.
Manipulate: None

Free: None.

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 9/10 HD 0/1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Athletics +5, Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (58.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 8 (8 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 76.36 lbs.


 

Name
Investigation of Tripwire
12
1d20+1 [[11]]
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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

They were so eager to get going that they moved too fast to next chamber, missing an obvious trap. That was a dangerous behavior here, as it was giving voice to inner demons. Estriel needed to focus on the task ahead and the riches he could get if he survived. 

 

I don't call myself an expert. I am more used to the religious knowledge, but I studied some trap designs. I think that makes me the specialist in this group. Estriel said raising both his shoulders at the same time. He made a little prayer for luck and kneeled to inspect the tripwire for any useful information.

 

And how about that chamber? It seems like a guard post. He said trying to make a conversation while examining the trap.

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Torch

___________________________________________________

Action: -
Bonus Action: -
Move: -
Manipulate: -

Character Sheet

 

Estriel Ilyakrana - Elf (River) Rogue

___________________________________________________
STATS

Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2)
HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' ft. darkvision
DM Inspiration Yes
Languages Common, Draconic, Elvish, Thieves' Cant
Background Charlatan Feature False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage
Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 
Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +6*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7*

* = Expertise
Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords
Armor Light
Tools Thieves' tools 

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day.

___________________________________________________
CLASS FEATURES

Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Equipment

 

___________________________________________________

General Inventory (80.5 lbs.)

Leather Armor - 10 lbs.

Rapier - 2 lbs.
2 x Daggers - 2 lbs.

Shortbow - 2 lbs.

20 x Arrows - 1 lb.

Some feathers


Pouch - 1 lb.

An iron holy symbol devoted to an unknown god --

Thieves' Tools - 1 lb.

Dungeoneer's Pack -61.5 lbs.

•  a Backpack

•  a Crowbar

•  a Hammer

•  10 pitons

•  9 torches

•  a Tinderbox

•  10 days of Rations

•  a Waterskin

•  50 feet of Hempen rope


Coin Purse (0.3 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 80.8 lbs.

Spells

  

Elf Spells
___________________________________________________

Cantrips

Mage Hand (30 ft.)


 

Edited by yxanthymir (see edit history)
Name
Investigate
20
1d20+6 [[14]]
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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik had to resist the urge to spit when the priest went through a personal crisis upon killing the harpy. He was going to let loose some harsh words but Moondancer beat him to the punch, probably for the best. Then, as if to stop him from going ahead and chewing the elf out anyway, Moondancer asked for his help in removing a corpse either of them could have easily carried alone. This didn't occur to Arik however, he just nodded his acquiescence and helped her carry the body.

After descending the stairs (cursing internally all the way), Arik cursed softly when he saw the bones, wondering where they'd come from. When Moondancer pointer out the tripwire, he cursed not so softly. "I know to not touch the bleeding things." He grunted, stepping well away from it, suddenly very keen on looking at the floor. He didn't trust anything here, but a slightly open door was even more suspect. He was about to declare that they would check that door first (as though the matter wasn't up for debate), but Hobbs suggested the door ahead. "Yeah, and let whatever's behind the loose door sneak up and bite us in the ass. Whatever." Arik grumbled quietly, but anyone who was paying attention would probably catch his words anyway. He nonetheless hefted his axe and positioned himself along the eastern wall, looking towards the north door as Hobbs suggested. Out of curiosity, he took a quick glance at the old gear on the table.



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 1d6+3 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

Name
Investigation on sword & shield on table
2
1d20 [[2]]
Perception (look for further traps)
13
1d20+3 [[10]]
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Scarlet Citadel Level 1: Dungeon and Crypts

 

Ingyrd stayed on the landing and bent down to investigate the tripwire, he was neatly tucked in under some of the bones and she could not make out what it went to or how it operated. Estriel soon made his way back up to the landing, kneeling down and slowly removing some of the bones to get a better look at the wire, tracing its path to the wall where in disappeared inside through a small hole, he then scanned the walls of the stairwell, he found four holes, two on the west wall and two on the right, just about the right size for arrows or crossbow bolts, and after checking each, sure enough the head of a bolt could be seen recessed in each. The trap was designed to fire a bolt across all upper and lower sections of the stairs when tripped.  They indeed had been lucky.

 

Arik eased into the chamber near the table as Sir Robin stepped into the room so he could watch the western door. Both looked over the floor of the room for any further tripwires. No wires, but faint drag marks could be seen on the floor that led in the direction of the north door.

 

The sword and shield on the table looked of ordinary make, neither looked worth much, the shield was battered and dented from combat and the sword was rusted, although streaks of dried blood were still present on the blade.

 

The western door was ajar just enough for an unarmored small creature to possibly slip through but not much else.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 2:45 pm

Passive Perception (Arik 11, Robin 12, Estriel 10, Ingyrd 15, Elendris 12) Passive Investigation (Arik 11, Robin 11, Estriel 16, Ingyrd 11, Elendris 10) 

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

spacer.png

Level 1: Dungeon and Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Currently Not in Use!

 

ESTRIEL
Has torch lit. (54 minutes remaining)

 

INGYRD
Has torch lit. (54 minutes remaining)

 

MECHANICS DESCRIPTIONS

Currently Not in Use!

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

 

 

CHARACTER STATUS

ARIK LOSTCUB INGYRD MOONDANCER

Hit Points: 15/15 (Resistance (cold))
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

Spell Slots 1st Level: 1/1 (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 9/10 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 0/1
Stalwart Will: 1/1 *S

Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 0/1

ELENDRIS VESSICARI SIR ROBIN HAWKWOOD

Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 12/12 (Fey Ancestry)
Hit Dice: 1/1

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L

XP: 40/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA  

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

 

 

 

 

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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

A cold shiver passed through the whole body of Estriel, from the base of his skull to the tip of his toes. They literally escaped death by a thread. How lucky of them, but they needed to evolve the game to a whole new level to survive this place. We just escaped a deadly trap. Better tread with careful steps from now on. Not always the god of luck will be at our side. He said pointing to the tripwire.

 

Estriel noticed the smaller bearfolk, but still huge, was looking him with hungry eyes previously. Maybe he underestimated his predatory instinct. Better avoid him, specially when hurt. Surely he would sink his teeth at the first sign of blood, it didn't matter where it be. With that in mind, he decided to test the door that appeared ajar and stay away from him as much as possible.

 

He approached it in silence, almost hugged to the wall. And tried to listen and see through the aberture for signs of life. Carefully pushing the door to see better, if necessary to improve his visibility.

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Torch

___________________________________________________

Action: -
Bonus Action: -
Move: -
Manipulate: -

Character Sheet

 

Estriel Ilyakrana - Elf (River) Rogue

___________________________________________________
STATS

Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2)
HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' ft. darkvision
DM Inspiration Yes
Languages Common, Draconic, Elvish, Thieves' Cant
Background Charlatan Feature False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage
Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 
Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +6*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7*

* = Expertise
Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords
Armor Light
Tools Thieves' tools 

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day.

___________________________________________________
CLASS FEATURES

Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Equipment

 

___________________________________________________

General Inventory (80.5 lbs.)

Leather Armor - 10 lbs.

Rapier - 2 lbs.
2 x Daggers - 2 lbs.

Shortbow - 2 lbs.

20 x Arrows - 1 lb.

Some feathers


Pouch - 1 lb.

An iron holy symbol devoted to an unknown god --

Thieves' Tools - 1 lb.

Dungeoneer's Pack -61.5 lbs.

•  a Backpack

•  a Crowbar

•  a Hammer

•  10 pitons

•  9 torches

•  a Tinderbox

•  10 days of Rations

•  a Waterskin

•  50 feet of Hempen rope


Coin Purse (0.3 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 80.8 lbs.

Spells

  

Elf Spells
___________________________________________________

Cantrips

Mage Hand (30 ft.)


 

Edited by yxanthymir (see edit history)
Name
Stealth
10
1d20+3 [[7]]
Investigate
12
1d20+6 [[6]]
Perception
7
1d20+2 [[5]]
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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd looked at the bolts that Hobbs pointed out, intrigued by the trap. If she had her way, they would spend an hour disarming the trap, so they wouldn't have to worry about it if they had to escape quickly later. Unfortunately, the group was ready to move on. Ingyrd took the other side of the door that was ajar, ready to force her way in if needed. 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

Action: None.
Bonus Action: None.
Move: None.
Manipulate: None

Free: None.

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 9/10 HD 0/1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Athletics +5, Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (58.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 8 (8 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 76.36 lbs.


 

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Elendris Vessicari - Shadow Elf WarlockElendris.png



 

Elendris observed the others inspecting the trap and the holes for crossbow bolts. Such crude instruments of violence! She tried to not visualize what would have happened if the bolts had been triggered. She shook her head. 

 

"We could lure something to this trap, if proper situation presents itself. Granted, I suspect that whatever lives here may be the trap-layer and thus knows of it too. Still, an option to be mindful of."

 

As the others approached the slightly open door, Elendris kept one eye on them but silently slinked around the chamber to the other door, and pressed her ear to the wood, listening for any noise from the other side. It wouldn't do to have guests barging in from both sides.

 

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Shield

___________________________________________________
 

* DM-rolled secret rolls preferred. 

Action: Put ears to the northern door and listen.
Bonus Action: -
Move: North 6, W 2, while checking the knee height for tripwires and pressure traps on floor & walls, and any holes on floor/wall/ceiling. 

Manipulate: -

Character Sheet

 

Elendris Vessicari - Scáthsidhe (Shadow Fey) Warlock (Hexblade)

___________________________________________________
STATS

Str 11 (+0) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)
HP 9/9 HD 1d8 AC 16 (leather, shield) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' darkvision, sunlight sensitivity*
DM Inspiration Yes
Languages Common, Elvish, Umbral
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Eldritch Blast (range 120) +5 attack, 1d10 force damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Deception +5, Insight +2, Perception +2, Performance +5, Stealth +5
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Path of Shadows (3/day). When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

 

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.

 

Traveler in Darkness. You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions.

___________________________________________________
CLASS FEATURES

Hexblade's Curse (1/1 per rest)

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
 

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

 

You can’t use this feature again until you finish a short or long rest.

 

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

 

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the

 

Equipment

 

___________________________________________________

General Inventory (82.5 lbs.)

Rapier - 2 lbs.
Arcane Focus (crystal) - 1 lb.
Leather Armor - 10 lbs.
3 x Daggers - 3 lbs.
Shield - 6 lbs.
Pouch - 1 lb.

Dungeoneer's Pack -61.5 lbs.

a Backpack

a Crowbar

a Hammer

10 pitons

10 torches

a Tinderbox

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 165 lbs. (15 x STR)

Current Weight: 82.7 lbs.

Spells

  

Warlock Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Eldritch Blast [120 ft.]
Minor Illusion [30 ft.][C]


1st Level (1/1 slot per rest)

Cause Fear [60 ft.][C]

Shield [Reaction]


 

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spacer.png


Scarlet Citadel Level 1: Dungeon and Crypts

 

Moving to the door that was slightly ajar and trying to peer through the small opening Estriel wasn't seeing much on the otherside, he slowly tried to push the door further open and as he did the door squeaks loudly on its hinges, the sound quickly grabbing everyone's attention. Estriel's torchlight spilling into the next chamber.

 

Oubliette

This thirty-foot-diameter chamber is a horrid sight. Chains drape from the ceiling, each with a large meat hook at the end. Six of the chains have bodies hanging from them, all in stages of decay indicating they’ve been dead for weeks to months. The stench of death is thick in the chamber.

 

The largest, nastiest-looking hook hangs motionless above a five-foot hole in the floor that drops into blackness. Something is lashed to the hook—a pair of lacerated human hands, gnawed off at the wrists. The chain extends through a pulley attached to the ceiling and back down to a winch with hundreds of feet of chain spooled around it.

 

As Ingyrd moved to join Estriel at the now open door, Elendris moved to the door on the north wall and placed her ear to it. She could hear the distant sound of groaning as if someone was in a lot of pain. Checking the door over she found it to be locked tight.

 

spacer.png

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 2:48 pm

Passive Perception (Arik 11, Robin 12, Estriel 10, Ingyrd 15, Elendris 12) Passive Investigation (Arik 11, Robin 11, Estriel 16, Ingyrd 11, Elendris 10) 

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

spacer.png

Level 1: Dungeon and Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Currently Not in Use!

 

ESTRIEL
Has torch lit. (51 minutes remaining)

 

INGYRD
Has torch lit. (51 minutes remaining)

 

MECHANICS DESCRIPTIONS

Currently Not in Use!

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

 

 

CHARACTER STATUS

ARIK LOSTCUB INGYRD MOONDANCER

Hit Points: 15/15 (Resistance (cold))
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

Spell Slots 1st Level: 1/1 (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 9/10 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 0/1
Stalwart Will: 1/1 *S

Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 0/1

ELENDRIS VESSICARI SIR ROBIN HAWKWOOD

Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 12/12 (Fey Ancestry)
Hit Dice: 1/1

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L

XP: 40/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA  

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

 

 

 

 

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik wrinkled his nose at the awful scent. He liked this not at all, the place smelled like what he assumed a ghoul's larder would. The thought of ghouls brought a brief apoplectic look of rage to his face before he reminded himself that there were none here. He sighed as everyone looked in with trepidation. He didn't want to go in at all, but someone had to lead the way, and Moondancer had set a precedent already by prodding him into the lead earlier. "Can't back down now. Let's get this over with." Arik stepped up behind Hobbs and Moondancer and rumbled in a deep, quiet voice "Are we going in, then?" When everyone was ready, he led the way forward carefully, axe ready.

 



Mechanics

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe


Action: Readied action to chop someone who comes out at us.
Bonus Action: Your bonus action goes here.
Move: Arik moves slowly into the room, keeping close to the rest of the team.
Manipulate: Your one free object interaction goes here.

Character Sheet

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 


STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.


WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.


PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium


FEATS 

 


RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.


CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0


Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



The older Bearfolk had not expected the sight that greeted them in the next room. Ingyrd had seen all sorts of gruesome scenes in her forest, but those had all been nature taking its course. This was different... sinister even. She followed Arik in, careful not to step in any mess or an any mechanisms. She inspected the gnawed hands in the center, trying to figure out how "fresh" they were, and then looked down the hole below her. "Looks like someone is using this room to feed something below," she thought out loud. She then looked at hands closer, trying to see if recognized the bite patterns on the gnawed ends.



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

Action: Inspect gnawed hands to try to guess what creature had gnawed on them.
Bonus Action: None.
Move: None.
Manipulate: None

Free: None.

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 9/10 HD 0/1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Athletics +5, Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (58.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 8 (8 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 76.36 lbs.


 

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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

When Estriel opened the door he was not prepared to the scene that attacked his eyes. He was definitely not prepared for the damned scene, he was thinking of maybe enemies or a corridor, but not a morgue. With a morgue, he was not that out of place thanks to Saint Ekaterina. The stink was quite tame to what he was used too. A graverobber was indeed a nasty business, he was glad he could move to a more fragrant business, and stay away from that. But life works in circles, and here he was back to where he started. Still he needed to pretend he was shocked.

 

Lady Lada, please shine upon us. And gives us strength. Because this is a damned place. He says with a frightful semblance, while making holy symbols with what he can use from his hands, while holding a rapier and a torch. Temporally he sheathed his rapier. Enter at your own peril, I will try the other door first.

 

That said he moved to the other door. He got from Elendris that there was moaning behind it. Maybe a captive. He put the torch on the floor and examined the lock to see if he could try to open it.

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Torch

___________________________________________________

Action: -
Bonus Action: -
Move: -
Manipulate: -

Character Sheet

 

Estriel Ilyakrana - Elf (River) Rogue

___________________________________________________
STATS

Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2)
HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' ft. darkvision
DM Inspiration Yes
Languages Common, Draconic, Elvish, Thieves' Cant
Background Charlatan Feature False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage
Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 
Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +6*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7*

* = Expertise
Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords
Armor Light
Tools Thieves' tools 

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day.

___________________________________________________
CLASS FEATURES

Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Equipment

 

___________________________________________________

General Inventory (80.5 lbs.)

Leather Armor - 10 lbs.

Rapier - 2 lbs.
2 x Daggers - 2 lbs.

Shortbow - 2 lbs.

20 x Arrows - 1 lb.

Some feathers


Pouch - 1 lb.

An iron holy symbol devoted to an unknown god --

Thieves' Tools - 1 lb.

Dungeoneer's Pack -61.5 lbs.

•  a Backpack

•  a Crowbar

•  a Hammer

•  10 pitons

•  9 torches

•  a Tinderbox

•  10 days of Rations

•  a Waterskin

•  50 feet of Hempen rope


Coin Purse (0.3 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 80.8 lbs.

Spells

  

Elf Spells
___________________________________________________

Cantrips

Mage Hand (30 ft.)


 

Name
Investigation
16
1d20+6 [[10]]
Perception
4
1d20+2 [[2]]
Thieves' Tools
11
1d20+7 [[4]]
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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


AC: 18 | HP: 12/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1


 

What a gruesome scene !  Sir Robin thought to himself upon discovering the ominous room.

"It is unlikely that we will find anything in this room, and any creature living down that hole is likely very powerful. That is, unless we want to search these corpses one by one, of course." he said. Something he was not really keen to do himself, truth be told.

The paladin then approached Hobbs the priest. "You seem to possess knowledge about traps, and there are likely more in this place. Would you consider taking point from now on? With our armors, Arik and I do not stand a chance against trip wires, and we only survived the last one through sheer luck." he told the priest.

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: 
Bonus Action: 
Move: 
Manipulate:

.

 
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Scarlet Citadel Level 1: Dungeon and Crypts

 

Arik led the way into the room as Ingyrd followed behind, Ingyrd stopping over the hole in the floor to inspect the hands that dangled on the chains there. The hands looked to have been severed in a ragged way but the bearfolk could not tell if it was a single bite, many bites, or if they had just been torn from the arms they had been attached to.  It definitely was not a smooth cut that caused it.  Looking down into the whole it dropped down as far as she could see and continued past what her eyes could see.

 

Meanwhile, Estriel moved north to the locked door that Elendris was near, setting his torch down and pulling out his lockpicks to open the locked door. Sir Robin meanwhile moved with him to ask him if he would take point. Estriel worked his picks into the lock before answering, after a couple of minutes he gave up. The lock was just too complex for him. Standing back up he used his torch to try to see what was beyond through the small, barred window in the heavy door.

 

Cells

The chamber contains six cells, each cell is closed off by iron bars with locked doors. The sounds of groaning as if someone was in constant pain could be heard from somewhere within. A small table and stool sit at the far end of the cell lined hall.

 

Examining the door closer, it was a very solidly built door, without a key the only other way would be to try and force it open which looked to make a lot of noise and require a lot of strength even if it were possible. Perhaps someone strong with a crowbar might try and force the lock.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 2:52 pm

Passive Perception (Arik 11, Robin 12, Estriel 10, Ingyrd 15, Elendris 12) Passive Investigation (Arik 11, Robin 11, Estriel 16, Ingyrd 11, Elendris 10) 

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

spacer.png

Level 1: Dungeon and Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Currently Not in Use!

 

ESTRIEL
Has torch lit. (47 minutes remaining)

 

INGYRD
Has torch lit. (47 minutes remaining)

 

MECHANICS DESCRIPTIONS

Currently Not in Use!

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

 

 

CHARACTER STATUS

ARIK LOSTCUB INGYRD MOONDANCER

Hit Points: 15/15 (Resistance (cold))
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

Spell Slots 1st Level: 1/1 (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 9/10 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 0/1
Stalwart Will: 1/1 *S

Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 0/1

ELENDRIS VESSICARI SIR ROBIN HAWKWOOD

Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 12/12 (Fey Ancestry)
Hit Dice: 1/1

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L

XP: 40/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA  

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

 

 

 

 

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik froze as he stepped across the room as he realized he didn't hear Robin clanking along behind him. A quick glance over his shoulder confirmed his suspicion and worse, three of his companions were not following! Moondancer was there which was somewhat comforting (although he'd eat his own cooking utensils before he admitted that aloud) but they'd split the party and that was a recipe for disaster. He stepped back to the elder's side and whispered in northern since it was his first language and nobody else was listening (he hoped) <"We should go back. Don't want to get jumped like this."> He stepped back in the direction of his other compatriots, but stayed close to Moondancer, not wanting her to get caught out alone.

When he approached the others he noticed the door was decidedly not open. He looked at Hobbs with an expression that betrayed his impatience and said "Do you need us to force this door too?" He inwardly groaned at the notion, since last time he'd broken into a room it hadn't ended particularly well, and he might have to hear Hobbs blabber about saint what's-her-face.

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

Name
Athletics to Open Door (Advantage)
12
1d20+5 [[7]]
Athletics to Open Door
6
1d20+5 [[1]]
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