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Scarlet Citadel: Level 1: Dungeon and Crypts


bwatford

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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

Estriel retreated from the door in frustration. Defeated by a complex lock. As I said I am only a dabbler. I could not even overcome this simple lock. And I am also a frail priest. We are better maintaining the current arrangement, Sir knight. Who am I to steal your chance for glory and bravery? He completed as a purely rhetoric question.

 

He took the holy crowbar from his backpack. It seems it is time for Ekaterina's Rod to shine again. But this time certainly there will be somebody close that will return to this door. So I think it is better to prepare if we decide to use force to forge our way. He said showing the crowbar to the knight, and the bear that arrived late. Maybe both. Maybe it is better to search for the key. 

 



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.)


 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd nodded in heartfelt agreement to Arik's suggestion. She didn't want to be in the corpse storage room, and she definitely didn't want to be alone in there. She followed Arik to where the others were gathered near the cell block. She let her younger Bearfolk companion take the crowbar, knowing he was more likely able to break it open, while she readied herself for company of the violent sort. "Unless one of those unfortunate souls hanging on a hook out there is a late jail guard, I doubt we'll find a key any time soon. Sounds like someone is struggling down there, someone who might be able to help us navigate these halls. Let's force it open, and be ready in case something tries to stop us," she said with confidence. She didn't actually feel that confident, but if there was a chance they could help someone who could help them in turn, the risk was worth the payoff. "Hawkwood, help me with this table, we can brace the door to the Oubliette to buy us some time if something comes for us.She walked to the table ready to barricade the door with Sir Robin's help. 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

Action: barricade door, stand guard
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.


 

Edited by foxtrot636 (see edit history)
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Scarlet Citadel Level 1: Dungeon and Crypts

 

Ingyrd and Sir Robin barricaded the door to the oubliette while Arik used the crowbar to try to open the door to the cells.  The effort was pointless. The door was solid and designed against just such efforts. It did not even give a little.  They would need to find the key or another way to open the door.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 2:55 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. (44 minutes remaining)

 

INGYRD
Has torch lit. (44 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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Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet)Elendris.png


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


 

Elendris observed her companions' failed attempts at the door, then looked toward the table being used to barricade the other door in the chamber.

 

"Well, this room seems like a jailor's chamber. I wonder if the keys would have been kept here, or if it was carried by the jailor."

 

She walked over to the chair and turned it upside down, tapping for hollowness in the legs and the underside of the seat. Then, she moved over to inspect the table, similarly checking for hollowed-out secret compartments in the table as well. As she inspected them, she noted, "If the key isn't here, I suppose we have no choice to explore past the corpses."

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: 
Bonus Action: 

Reaction:
Move: 
Manipulate: 

 

     

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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd shook out the tension from between her shoulders when she saw that it would be impossible to enter the cell area without a key. Their makeshift barricade had been pointless. But then she saw Elendris begin to search for a hidden compartment, and got out of her way. Hopefully she found something, but wasn't expecting much. The barricade had given the old Bearfolk an idea, however. In response to Elendris' second comment, Ingyrd said, "If we do have to pass beyond the corpse room, I'd prefer not to leave that gaping hole leading to gods know where behind us and unguarded. Any number of dangers could crawl out of it at any time and all of a sudden we could be surrounded. If we're not in a rush, perhaps we can cover that hole with this table and pile on a fair bit of rubble from the room above, to weigh it down."



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

Action: None
Bonus Action: None.
Move: Out if Elendris' was
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.


 

Edited by foxtrot636 (see edit history)
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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

Estriel returned the crowbar to his backpack. Certainly they failed for lack of faith, even himself could be blamed. The tool was always trustful

 

I don't think the key is in this room. It would be a really bad jailer if he did that, with almost no protection to get here. Only a trap. He scratched his chin contemplative. But bad jailers do exist, so no harm in searching.

 

Also I don't think whatever is down there can climb up, or it would already did that and eaten the jailers. We should check it too. Just as a precaution.

 



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.)


 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



"Unless the jailer is a friend to whatever's down there, feeding it bits of his wards from time to time," Ingyrd thought to herself. She, herself, was not willing to go down that hole alone. It didn't look big enough to fit more than one at a time, and instead of risking anyone's life, the old Bearfolk had meant to just neutralize the potential threat. But Hobbs made a good point and Ingyrd wasn't so stubborn as to not listen to reason. "You make a fine point, Priest," she said with a nod of her head. "I'll clear those gnawed hands off those hooks so we can lower you down to check out what's down there. They even have a winch to make it easy to bring you back up safely."



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

Action: None
Bonus Action: None.
Move: Out if Elendris' was
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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Scarlet Citadel Level 1: Dungeon and Crypts

 

Elendris examined the chair and the table that her companions had turned on its side, but she found no keys or anything else of interest. While she searched the others discussed their plan of action, of course some of them could not agree to cover the hole or to explore it.

 

Either way they would need to find out what was on the other side of the oubliette so they moved through the chamber until Arik could see down the hall beyond.

 

Looking down the passage that was south of the chamber there was a door to the east and stairs leading down to the west, the flickering of flames could be seen from the stairs and a trail of fresh blood was visible on the floor where it looked like something, or someone had been dragged down the steps recently. The underlying dried blood below the fresh indicated that it had happened on more than one occasion.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 2:59 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. (40 minutes remaining)

 

INGYRD
Has torch lit. (40 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 Barbarian (MW Character Sheet)spacer.png


AC: 14 | HP: 15/15 | Resistances: cold | HD: 0/1d12 | Initiative: +1 | PP: 11 | Bear Hug: 2/3 | Rage: 2/2 | DM Inspiration: 1/1


 

The crowbar came loose a second time in a jarring "chunk" noise, and Arik cursed very colorfully in Darakhul. He barely restrained himself from hurling the crowbar across the room in frustration, instead contenting his humors by hawking and spitting an ugly wad of phlegm on the ground. Whether this was out of desire to avoid another lecture about the "holiness" of the thing or to avoid making more noise was immaterial. "Not getting through like that." He grunted and stomped off to see what Moondancer was up to.

Arik nodded in approval at the barricade placed over the oubliette. Good call. It would guard a flank they really didn't need, since they had enough problems to worry about already. His good humors evaporated at the sight of a gory trail down another flight of stairs, and another door which was most likely trapped. Clutching his axe again, he pointed to the door and spoke much more quietly to anyone nearby "I guess we'd better check that out. Who wants to do the honors?" His tone made it clear he was NOT volunteering, but the bearfolk nonetheless held his axe ready and moved to watch the back of anyone who did.

 



Mechanics

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe


Action: 
Bonus Action: 
Move: 
Manipulate: 

 

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Estriel Ilyakrana (Luke Hobbs) - Elven Rogue (MW Character Sheet)spacer.png


AC: 14 | HP: 10/10 | HD: 1/1d8 | Initiative: +3 | PP: 12 | DM Inspiration: 1/1


 

Heh! I was not saying to enter the hole. Specially me. Just take a peek at the border. Estriel said cringing of fear if it was required to take the path of the hole. But let's keep our options open. If the hole is the best option, the hole it will be. With a more appropriate person to take the first dip.

 

That said he approached the border of the hole at the center of the chamber to take a look down. After that he moved to the threshold of the corridor to use his mirror (thieves' tools) to look at the top of the stairs, without showing himself at the main corridor.

 



Mechanics

Main Hand: Rapier
Off Hand: Torch


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

 

Name
Investigation
24
1d20+6 [[18]]
Perception
15
1d20+2 [[13]]
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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 9/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


 

"Clever priest," Ingyrd said to herself as his magic hand lowered a mirror down the hole. "Good idea, Hobbs. If you can't see much, or can't confirm if its safe, Arik and I can barricade the hole." She moved up with Arik who was inspecting the next area. The bloody trail was definitely disturbing. Ingyrd did not want to add her own to the mix if she could help it. Arik was ready near the door, so the older Bearfolk stepped up to it and readied herself to open it, unless someone else volunteered. "Let's wait for Hobbs, who's taking a peek down the hole. When we're all ready, I can open it."

 



Mechanics

Main Hand: Oak Staff
Off Hand: Torch


Action: Prepare to open the door when the party is ready to check it out.
Bonus Action: None.
Move: To the door
Manipulate: None

Free: None.

 

 

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Scarlet Citadel Level 1: Dungeon and Crypts

 

Estriel took a glimpse down the hole that continued down further than his vision could see, wherever it went it must be a long way down there. He then moved on to the short hall, using his mirror to look around the corner toward the stairs.

 

Ingyrd made her way to the door as Arik stepped around the corner to be ready if she found anything that needed his axe. 

 

Ingyrd then opened the door...

 

Bedchamber

Someone lives in this chamber. Someone slovenly. One corner of the room is taken up by filthy animal furs spread across a bed of bug-infested straw. A barrel of slimy water and an unlocked chest are the only other furniture.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 3:02 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. (37 minutes remaining)

 

INGYRD
Has torch lit. (37 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

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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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


Robin walked up to Ingyrd; at the light of her torch, he peered into the room with curiosity.

"Allow me" he finally told her. His companions had taken the lead for some time now; it was now his turn to take point and be the first to investigate further.

So the paladin made his way past the bearfolk and into the room, and approached the bed of furs; with the tip of his sword, he began to lift and move them one by one, hoping to find something hidden beneath.

If there is nothing to be found here, there is still the chest  Sir Robin thought to himself, reluctant for now to touch the furs with anything but his weapon.

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: 
Bonus Action: 
Move: 
Manipulate: Search furs, lifting and moving them one by one with the tip of his sword.

.

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 9/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


"Why thank you, Hawkwood," she said to the well groomed man as he passed her and began investigating the bed. Ingyrd shiver seeing the bugs moving about in the animal skins. It wasn't something Bearfolk talked about to the other races often, but since they had so much fur, fleas and ticks were an actual nuisance they had to worry about, and those furs scared her a bit. She was grateful the man took that bit of investigation leaving her to look at the chest. She didn't think someone who lived in a place like this would trap their unlocked chest, but the trip wire on the stairs was a very recent reminder not to take anything for granted. She looked over the chest for traps as best she could, and if she thought it was safe, she would open it up. 



Mechanics

Main Hand: Oak Staff
Off Hand: Torch


Action: Inspect chest for traps.
Bonus Action: None.
Move: To the chest
Manipulate: Open chest.

Free: None.

 

 

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Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet)Elendris.png


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


 

Elendris relaxed her muscles when her companions confirmed the room to be empty. She decided to stay outside; a sleeping chamber wasn't interesting, and if someone rushed at them from the stairways, the party would be trapped without a retreat path. Instead, she walked over to the bloodstains -- carefully checking the floor, side walls, and the ceiling for signs of wires or holes -- and inspected the bloodstains. To avoid dirtying her fingers, she didn't touch the blood, and after a brief "hmmmm", Elendris turned her attention to the corpses hanging on the chains in the previous chamber.

 

"Such crude display." said Elendris. "Do some people in this world actually like the smell of rotting corpses? We never decorate our jails this way, nor hang corpses in the sole entrance to your abode, no matter how much you want others to fear you."

 

Where she came from, it was the opposite. Displays such as this were unthinkable, since it would bring much shame to a house's status. Besides, it was unsanitary. The nearest hanging corpse had a hooded robe, so Elendris lightly poked at it with her longsword's tip, her posture screaming that she loathed getting too close, then used her blade to uncover the hood. She looked at the corpse with curiosity. 

 

"Do you think these were adventurers, hung here as a warning against unwanted guests?" mused Elendris, half to herself.

 



Mechanics

Main Hand: Empty
Off Hand: Shield


Action: 
Bonus Action: 

Reaction:
Move: Watch over the entry to sleeping chambers, then move to the top of the staircase, then move to the closest hanging corpse.
Manipulate: 

 

     

Edited by Booker28 (see edit history)
Name
Religion (+0)
3
1d20 [[3]]
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