yxanthymir Posted March 1, 2023 Clone Share Posted March 1, 2023 Karn Strauss | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2 | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5 | CantripsMage Hand Minor Illusion Vicious Mockery | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3 He promptly perceived their approach. He ignored them at first and finished the song. Then he carefully, with controlled and graceful movements, put the lyre on the top of the rock. Finally he addressed the strangers. Good morning, people. I am Karn, a really lucky adventurer. - He did a sweeping motion with his arms showing the piles of earth. - And those were my companions. We were trying to adventure inside the Scarlet Citadel, in search for riches, but destiny betrayed us before we had even the chance to face the place. An owlbear attacked us. Three died at the spot, Martin and I escaped. Unfortunately Martin died a few hours ago from his grievous wounds. And I could do nothing to save him. - He paused for a few seconds. - I was paying my respects before returning to Redtower. And you, Robin and Yngird, what are doing here? Going to the Citadel? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted March 1, 2023 Clone Share Posted March 1, 2023 Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 "<<Destiny is fiction,>>" Ingyrd said in Northern, a little sad, fully intending the comment for Arik's ears alone. "<<Our mistakes are our own.>>" She switched back to common to continue the conversation. "We also lost a companion; inside the citadel. He may still be alive, so we're going back in to try to rescue him. If your destiny hasn't changed, and you wish to continue your delving of the citadel, we could use the help in the rescue, but I warn you, there is much danger we face. Some of us, at least, plan to continue in the citadel, however this shakes out." Mechanics Main Hand: Staff Off Hand: None. Action: none Bonus Action: None Move: None Manipulate: None. Free: None. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
yxanthymir Posted March 2, 2023 Clone Share Posted March 2, 2023 Karn Strauss | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2 | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5 | CantripsMage Hand Minor Illusion Vicious Mockery | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3 Death is just one part of the life. Everybody will die one day. So this changes nothing of my plans, although I very much prefer to be alive a little more time to enjoy the exquisite flavors of this world. But to live fully and enjoy the multitude of pleasures life has to offer, unfortunately I need money, and The Citadel offers the kind of material gain that I seek. He said and jumped from the rock, packing his lyre at his packback. If it is not a problem, our interests collide. Let's go and rescue this companion of yours. He must be really cherished for you to endanger your lives for him. I feel I will like this individual. Lead the way, noble Yngird. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted March 2, 2023 Clone Share Posted March 2, 2023 Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 "We met him yesterday," Ingyrd said honestly. "I wouldn't call him cherished, really, but I don't take my failure lightly, and it seems most of us are in agreement. It wasn't his fault we had to leave him behind, he was enchanted in some way, so I will do what I can for him." Ingyrd waited to see if the others had anything to add to the newcomer. If not, she led the way back to the Scarlet Citadel. While they walked, she filled Karn in on all that had transpired in their adventure so far. Mechanics Main Hand: Staff Off Hand: None. Action: none Bonus Action: None Move: None Manipulate: None. Free: None. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Booker28 Posted March 6, 2023 Clone Share Posted March 6, 2023 Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 When the newcomer agreed to join them in their exploration of the ruins, Elendris stepped forward as well and gave a friendly nod. "I am Elendris, and I welcome you as well. While we have not seen an owlbear, we've fought our way down a couple stairs, whereupon we were beset by undead and magical traps, as well as a hulking man wielding a great maul. Another who can fight or cast spells would be most welcome." Mechanics Main Hand: None Off Hand: Shield Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted March 14, 2023 Author Clone Share Posted March 14, 2023 Level 1: Dungeon and Crypts As the group approached the ruins once they were in sight they were suddenly set upon by a harpy from out of the trees, she had caught them all by surprise and she was very angry that her sister had been killed. Despite its flurry of both club and claw upon Arik, the bearkfolk managed to defend himself well and was unharmed by her wraith. Ruins Above CeresdayFriday, the 10th of Low SummerMay @ 6:42 am WE ARE IN COMBAT Everyone is up!! Harpy is engaged with Arik. This is a theater of the mind encounter. No map needed. Show Active Maps Not Currently In Use!! Show Bookkeeping PASSIVE PERCEPTION SCORES Ingyrd 15 | Elendris 12 | Robin 12 | Arik 11 | Karn 11 INITIATIVE (Round 2) Harpy PC's MECHANICS Currently Not in Use!!! CONDITIONS Not in Use!! DESCRIPTIONS DEFAULT MARCHING ORDER Arik Robin Karn Elendris Ingyrd ARIK LOSTCUB Hit Points: 15/15 Resistances: Cold Hit Dice: 1/1 Bear Hug: 3/3 *L Rage: 2/2 *L XP: 100/300 DM Inspiration: 1/1 ELENDRIS VESSICARI Hit Points: 9/9 Immunities: Magic Sleep Resistances: (ADV Charmed) Vulnerabilities: Sunlight Sensitivity Hit Dice: 1/1 Hexblade's Curse: 1/1 *S Path of Darkness: 3/3 *L Spell Slots *S (ATK +5 DC 13) 1st Level: 1/1 XP: 100/300 DM Inspiration: 1/1 INGYRD MOONDANCER Hit Points: 10/10 Hit Dice: 1/1 Stalwart Will: 1/1 *S Spell Slots *L (ATK +5 DC 13) 1st Level: 2/2 XP: 100/300 DM Inspiration: 1/1 KARN STRAUSS Hit Points: 9/9 Hit Dice: 1/1 Bardic Inspiration: 3/3 *L Spell Slots *L (ATK +5 DC 13) 1st Level: 2/2 XP: 0/300 DM Inspiration: 1/1 SIR ROBIN HAWKWOOD Hit Points: 12/12 Immunities: Magic Sleep Resistances: (ADV Charmed) Hit Dice: 1/1 Divine Sense: 4/4 *L Lay On Hands: 5/5 *L XP: 100/300 DM Inspiration: 1/1 Name xDiceName xDiceResult xDiceString xDiceRolls Ingyrd Initiative 5 1d20-1 6 Arik Initiative 6 1d20+1 5 Karn Initiative 9 1d20+2 7 Sir Robin Initiative 18 1d20-1 19 Elendris Initiative 7 1d20+3 4 Harpy Initiative 15 1d20+1 14 Party Average 9 (5+6+9+18+7)/5 Harpy Stealth 17 1d20+1 16 Harpy attacks Arik with Club | Bludgeoning 10; 2 1d20+3;1d4+1 [7]; [7,1] Harpy attacks Arik with Claw | Slashing 6; 4 1d20+3;2d4+1 [3]; [3,2,1] Harpy attacks Arik with Club | Bludgeoning 13; 3 1d20+3;1d4+1 [10]; [10,2] Harpy attacks Arik with Claw | Slashing 166; 6 12d20+3;2d4+1 [7,20,14,15,14,20,1,18,14,9,12,19]; [7,20,14,15,14,20,1,18,14,9,12,19,2,3] Link to comment Share on other sites More sharing options...
yxanthymir Posted March 14, 2023 Clone Share Posted March 14, 2023 Karn Strauss | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2 | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5 | CantripsMage Hand Minor Illusion Vicious Mockery | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3 Karn was surprised. The problems started even before they set their feet at the Scarlet Citadel. Strangely a song came to his mind and he could not avoid singing it with his trustful lyre, deftly strumming its cords with innate mastery. Fly into the corpsepainted sky, The feathered arms of mystery. From these infinite heights, My shadow obscured. He stopped and aimed a comment at the harpy. What a marvelous exemplar of failure! Mechanics Cast Vicious Mockery (Save vs WIS) against the harpy. 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Booker28 Posted March 15, 2023 Clone Share Posted March 15, 2023 Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 The harpy's assault took Elendris by surprise as well. She raised her right arm forward and muttered an incantation, conjuring forth a blast of eldritch energy from a short distance away. Her mind registered the futility of the harpy's rage-fueled assault against stronger foe. She'd have done different, waiting for an opportune time. But then again, if it had attacked even earlier, like last night... "Good thing this one didn't attack us last night. Let's just hope its cries don't attract more things." Mechanics Main Hand: None Off Hand: Shield Action: Eldritch Blast Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast Attack 21 1d20+5 16 Eldritch Blast Damage 5 1d10 5 Link to comment Share on other sites More sharing options...
foxtrot636 Posted March 15, 2023 Clone Share Posted March 15, 2023 Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 "Damn bird," Ingyrd said, well aware that the creature wasn't a beast at all. After their encounter with her sister yesterday, the old bearfolk knew there would be no reasoning with the thing. Best to put it down quickly. She roared in its face as she stepped up across from Arik in solidarity and lifted her staff up in both hands. With a heave, she tried to knock it senseless, or at least distract it so Arik could get a solid strike in. Mechanics Main Hand: Staff Off Hand: None. Action: Two handed strike with quarterstaff Bonus Action: None Move: Move up to engage Harpy, trying to position so she is directly across from Arik. Manipulate: None. Free: None. Name xDiceName xDiceResult xDiceString xDiceRolls Staff to hit 19 1d20+5 14 Staff bludgeoning dmg 10 1d8+3 7 Link to comment Share on other sites More sharing options...
PatronSaint Posted March 16, 2023 Clone Share Posted March 16, 2023 (edited) Arik Lostcub - Bearfolk Barbarian Arik whirled to face the harpy as it flung itself at him. He managed to batter aside its claws and its club failed to do more than sting his tough skin. Ingyrd struck it a telling blow with her staff whilst maneuvering to a position of advantage, and the younger Bearfolk tried to seize the advantage. He snarled at the ugly thing and took a swing, looking to take a chunk out of whatever he could. A wing? An arm? Did it matter? Not to Arik. He just wanted to hurt the thing that wanted to hurt him. His strike landed solidly, opening an ugly wound in the harpy's flesh. Mechanics ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Attack with axe Bonus Action: Move: Manipulate: 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. Edited March 16, 2023 by PatronSaint Adding attack results (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Axe attack with flanking bonus 24 1d20+7 17 Axe damage 13 1d12+3 10 Link to comment Share on other sites More sharing options...
Leonidas1789 Posted March 16, 2023 Clone Share Posted March 16, 2023 (edited) Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet) 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 'This place is even more dangerous than I had anticipated.' Robin thought to himself as yet another harpy attacked Arik. Wasting no time, the paladin rushed forward and raised his longsword, before bringing it down with all the might he could muster. "Khors, give me strength - for my cause is just." he whispered as a short prayer as he attacked the beast to protect his friend. Note to Billy: I messed up the roll and subtracted 5 instead of adding 5, so the total should be 23 instead of 13 for the attack roll I think. Mechanics Main Hand: Longsword Off Hand: Shield Action: Attack Harpy. Bonus Action: Move: Manipulate: Note to Billy: I messed up the attack roll and subtracted 5 instead of adding 5, so the total should be 23 (18+5) instead of 13 (18-5). Cheers. Edited March 16, 2023 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword Attack 13 1d20-5 18 Longsword Damage 11 1d8+3 8 Link to comment Share on other sites More sharing options...
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