Jump to content

Act 2.5: The Book in the Old House


bwatford

Recommended Posts

Virgil Elaleth The People's Legal Councilspacer.png



The traveling legal council looked at the book with great intensity. He had no doubt that there were answers in the book, but he wasn't sure he knew the questions. Caspian's comments shook him from his retrospective inspection of the book. "I believe that we will find out much about old Eb in that book," he responded to Caspian. "However, I'm unsure any of us here will be able to read it. Do you know how to read Deep Speech?" he asked the doctor, not expecting a response in the affirmative. "But, I suppose it would be best to take a look first, to make sure the book is unreadable by anyone here, before we leave and take it to a translator. Sir Urvitas, from one of my earlier visions today, this book belonged to Old Eb. Do you mind if we take a look inside?" Depending on the answer, Virgil would open the book. 



Mechanics

Main Hand: Rapier
Off Hand: Flute (Bard Focus)


Action: Attempt to open shades
Bonus Action: None.
Move: K 18
Manipulate: Open more shades.

Character Sheet

Virgil Elaleth
Half-Elf Bard 1


STATS

Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)
HP 10/10 HD 1/1d8 AC 13 (Leather) Speed 30 ft. 

Bardic Inspiration: 3/3d6

Passive Perception 13 Initiative +2
DM Inspiration No
Languages Common, Elvish, Gasquen
Background Entertainer Feature  By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


WEAPONS

Rapier +4 attack, 1d8+2 piercing damage
Dagger (range 20/60) +4 attack, 1d4+2 piercing damage


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +4, Charisma +5 
Skills Acrobatics +4, Deception +5, Insight +3, Perception +3, Performance +5, Persuasion +5, Stealth +4
Tools Disguise Kit, Lute, Drum, Flute, Flute (Pan)
Weapons Simple, Crossbow (Hand), Longsword, Rapier, Shortsowrd
Armor Light



FEATS 

 


RACIAL FEATURES.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.


CLASS FEATURES

Spellcasting: You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips:
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column o f the Bard table.

Spell Slots:

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability:

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

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

Ritual Casting:
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus:
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

 

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. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. 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 d 10 at 10th level, and a d l2 at 15th level.

 

Equipment

General Inventory (46.06 lbs.)

Rapier - 2 lbs.
Dagger - 1 lbs.
Leather Armor - 10 lbs.

Winter Clothes - 5 lbs

Snow Goggles - 0 lbs
Coin Pouch - 1 lb.

Ball Bearings x 1000 2 lbs.

Caltrops x 20 - 2 lbs.

Flask of Oil x 2 - 2 lbs. 

Chalk x 10 - 2 lbs.

Backpack - 5.0 lbs.
Bell - 0.0 lbs.
Costume - 4 lbs.
Ink - 0.06 lbs.
Ink Pen - 0.0 lbs.
Mess Kit - 1.0 lbs.
Paper x5 - 0.0 lbs.
Rations x3 - 6 lbs.
Perfume - 0.0 lbs. 
Scroll Case x2 - 2 lbs.
Sealing Wax - 0.0 lbs.
Soap - 0.0 lbs.
Tinderbox - 1.0 lbs.
Love Letter - 0.0 lbs.
Scroll of Cure Wounds x 2 - 0.0 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.

Spells

 Bard Spells


Spell Save DC: 12
Spell Attack Mod: +5
Spells Known: 4

Cantrips

Prestidigitation

Vicious Mockery


1st Level

Bane

Charm Person

Dissonant Whispers

Healing Word

 

 

Link to comment
Share on other sites

Timora 'Grim Hand' Sethrauth - Human Fighterspacer.png


Timora unsurprisingly had no knowledge of deep speech, let alone much experience of said language. "We might find an expert who can translate it worse comes to worst..." 

 



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Timora 'Grim Hand' Sethrauth - Human Fighter


STATS

Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 8 (-1) Wis 13 (+1) Cha 13 (+1)
HP 12/12 HD 1d10 AC 17 (studded leather, shield) Speed 30 ft.

Passive Perception 13 Initiative +3
DM Inspiration Yes
Languages Common, Dwarvish
Background Soldier (officer) Feature Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


WEAPONS

Rapier +5 attack, 1d8+5 piercing damage.

Whip (reach) +5 attack. 1d4+3 slashing damage.

Light Crossbow (range 80/320 ft.) +5 attack, 1d7+3 piercing damage.


PROFICIENCIES

Proficiency +2 Saving Throws Strength +2, Constitution +4 
Skills Acrobatics +5, Athletics +2, Intimidation +3, Perception +3, Survival +3
Gambling Sets Playing Cards

Vehicles Water
Weapons All weapons
Armor All armor, shields


FEATS 

Defensive Duelist. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


RACIAL FEATURES

 


CLASS FEATURES

Dueling. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

 

Second Wind (1/1 per short rest)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again

 

Equipment

General Inventory (123 lbs.)

Studded Leather - 13 lbs.
Shield - 6 lbs.

Rapier - 2 lbs.
Whip - 3 lbs.
Light crossbow - 5 lbs.

Case, (20 x crossbow bolt) - 2 lbs.

Common clothes - 3 lbs.
Clothing, cold weather - 8 lbs.
Horn --
Pouch - 1 lb.

Tobacoo packs - 1 lb.

Crowbar - 5 lbs.
Hammer - 3 lbs.
Playing card set --
10 x Pitons - 2.5 lbs. 
10 x Torches - 10 lbs.
10 x Rations - 20 lbs.
Whetstone --
Tinderbox - 1 lb.
Sack - 0.5 lb.

Waterskin (Full) - 5 lbs.
Silk rope, 50 ft. - 5 lbs.
Bedroll - 7 lbs.
Tent - 20 lbs.


Coin Purse (0.28 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 9

 

Encumbrance

Max Load: 150 lbs. (15 x STR)

Current Weight: 123.28 lbs.

 

 

Link to comment
Share on other sites

Johanna Ash - Occult Investigatorimage.png.6945e778edac529f992780e1e90af77d.png



 

Johanna was silent as they made their way through the house. Something about this is very, very wrong. Eb's here, watching us, I can feel it. I can feel his... hunger.

 

She walked over to the desk and stood next to Caspian. "I can't read Deep Speech, but I think the Captain's suggestion might be prudent. Shall we try to take it outside?  Sir Urvitus, what do you think?"

 

The sooner they were done with the House the better, as far as she was concerned. If this book contained clues to dealing with the haunt, so much the better. But Johanna knew books like this could also steal one's soul, were they not careful. She already had one damnation on her conscience.

 

She didn't need another.



Mechanics

Main Hand: Rapier
Off Hand: None


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

Johanna Ash
Human Rogue 1


STATS

Str 9 (-1) Dex 15 (+2) Con 8 (-1) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)
HP 7/7 HD 1/1d8 AC 13 (Leather) Speed 30 ft. 

Passive Perception 13 Initiative +2
DM Inspiration No
Languages Common (Foerdewaithe), Abyssal, Theives' Cant
Background Charlatan Feature False Identity


WEAPONS

Rapier +4 attack, 1d8+2 piercing damage
Dagger (range 20/60) +4 attack, 1d4+2 piercing damage

Shortbow (range 80/320) +4 attack, 1d6+2 piercing damage


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +4, Intelligence +3
Skills Deception +4, History +3, Insight +7, Investigation +5, Persuasion +4, Sleight +4, Stealth +4
Tools Disguise Kit, Forgery Kit, Thieves' Tools
Weapons Simple, Hand Crossbow, Longsword, Shortsword, Rapier
Armor Light


FEATS 

Magic Initiate (Warlock)
You learn two cantrips of your choice from the warlock spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.

Friends, Minor Illusion, Hex (1/Long Rest)


RACIAL FEATURES.
Extra Skill: History


CLASS FEATURES

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies. First Level:  Insight, Investigation.

 

Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

 

Equipment

General Inventory (86.5 lbs.)

Leather Armor (10 lbs.)
Common Clothes (3 lbs.)

Winter Clothes (5 lbs.)

Snow Goggles

Rapier (2 lbs.)

Dagger (1 lb.)

Pouch: (1 lb.)

  • Money (see below)
  • Ball Bearings x 1,000 (2 lbs.)
  • Caltrops x 20 (2 lbs.)
  • Flask of Oil x 2 (2 lbs.)
  • Chalk x 10 (0 lbs.)

Flute (Left Sleeve) (1 lb.)

Ball Bearings (bag of 1,000) 2lb.
Bell 
Candle (5) 0.05
Crowbar 5lb.
Hammer 3lb.
Lantern, Hooded 2lb.
Oil (flask) 2lb.
Piton 2.5lb.
Rations (10 days) 
String 10
Tinderbox 1lb.

Rope, Hempen (50 feet) (10 lbs.)
Waterskin (5 lbs.)


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 3
Electrum: 0
Silver: 4
Copper: 3

 

Encumbrance

Max Load: 135 lbs. (15 x STR)

Current Weight: 86.7 lbs.

 

Spells

Warlock Spells


Spell Save DC: 12
Spell Attack Mod: +4
Spells Known: 1

Cantrips

Friends

Minor Illusion

 

1st Level

Hex

 

 

Link to comment
Share on other sites

spacer.png


The Book in the Old House


"Sir Urvitas, from one of my earlier visions today, this book belonged to Old Eb. Do you mind if we take a look inside?" Depending on the answer, Virgil would open the book.

 

As Sir Urvitus nodded his permissions, Virgil turned to open the black leather and iron grimoire but found its covers secured with a heavy lock.

 

Johanna walked over to the desk and stood next to Caspian. "I can't read Deep Speech, but I think the captain's suggestion might be prudent. Shall we try to take it outside?  Sir Urvitus, what do you think?"

 

"Let us finish exploring the unseen rooms first, then we can take it to a translator. I am sure it would take some days to translate it." he explained.


OOC Scene Notes
Caspian 13 | Timora 13 | Jo 13 | Robert 13 | Virgil 13


 ArdsdagSunday, the 14th of YuleDecember @ 2:15 pm


Heavy Locked Grimoire (Thieves’ Tool check to disable DC 24 to open without damage.)

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)

 


Show Active Maps

spacer.png

Old House Map

Show Bookkeeping

 INITIATIVE

Not Currently in Use.

MECHANICS

Not Currently in Use.

CONDITIONS

Not Currently in Use.

DESCRIPTIONS

Not Currently in Use.

CASPIAN TALWYCKE

Hit Points: 6/9 

Hit Dice: 1/1

DM Inspiration: 1/1

Experience Points: 259/300

JOHANNA ASH

Hit Points: 7/7 

Hit Dice: 1/1

Magic Initiate (Hex): 1/1 *L (DC 12)

DM Inspiration: 1/1

Experience Points: 259/300

ROBERT VEEDER

Hit Points: 10/10 

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Hit Dice: 1/1\

DM Inspiration: 1/1

Experience Points: 259/300

TIMORA 'GRIM HAND' SETHRAUTH

Hit Points: 12/12

Hit Dice: 1/1

Second Wind: 1/1 *S

DM Inspiration: 1/1

Experience Points: 259/300

VIRGIL ELALETH

Hit Points: 10/10 

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Hit Dice: 1/1

Bardic Inspiration: 3/3 *L

Spell Slots (+5, DC 13) *L

  • 1st Level: 2/2

DM Inspiration: 1/1

Experience Points: 259/300

 

 

Link to comment
Share on other sites

Caspian Talwycke - The Questing Doctorimage.png.5698ff5fa8bc912017df6f0b64149ba6.png


AC: 16 | HP: 6/9  | HD: 1/1d8 | Initiative: +3 | Passive Perception: 13 | Ki: 0/0 | DM Inspiration: 1/1


Caspian sighed and rubbed his neck with his free hand.  His stomach had tightened into a solid knot that seemed to be pulling down on his lungs, but he forced himself to breathe through the feeling.  It looks like they were going to need those keys after all.  He'd eyed them when they'd entered this room, but said nothing when they'd walked past.  Silence, however, seemed no longer to be an option.  

 

"I'll go and grab those keys then," the young doctor forced himself to say, "We'll need them for this book as well as the other room."

 

Caspian walked to the door that lead out of the hidden study and stared at the keys the way one might a venomous snake baring its fangs.  He didn't want to do this.  He wanted to do it even less than he'd wanted to examine this room.  But he had to do this.  Or he might always wonder if he could have.  That, and he'd never forgive himself if someone else got hurt because he was too scared to do what was needed.

 

"Perhaps you could all keep a watch from here, just in case something happens again," he added, going for flippant but landing on something more serious, "Last time only those of us in the room were affected, so hopefully if the same thing happens it will be easier to get me down again."

 

Barring any objections, Caspian resolved himself to go and get the keys. 



Mechanics

___________________________________________________

Main Hand: Spear
Off Hand: Empty

___________________________________________________

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.

___________________________________________________

Ki Abilities

     

 

 

Link to comment
Share on other sites

Timora 'Grim Hand' Sethrauth - Human Fighterspacer.png


 

Timora frowned at Caspain's suggestion. Fixing the younger man with an unamused look.

 

"You barely survived last time, son," Timora warned, "are you sure you want to tempt fate so soon?"

 

Timora could tell Caspain had resolved to face this; perhaps some of him felt he needed to. The lad was many things, but at least one could say he was no coward. However, was it right to let him take on this risk? In the end, he knew he was the most expandable person here. He had no plans to die today but would not shrink from the danger. Breathing in, he said, "I can make a grab for them in your steed. No shame in takin' a step back from this."

 



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Timora 'Grim Hand' Sethrauth - Human Fighter


STATS

Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 8 (-1) Wis 13 (+1) Cha 13 (+1)
HP 12/12 HD 1d10 AC 17 (studded leather, shield) Speed 30 ft.

Passive Perception 13 Initiative +3
DM Inspiration Yes
Languages Common, Dwarvish
Background Soldier (officer) Feature Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


WEAPONS

Rapier +5 attack, 1d8+5 piercing damage.

Whip (reach) +5 attack. 1d4+3 slashing damage.

Light Crossbow (range 80/320 ft.) +5 attack, 1d7+3 piercing damage.


PROFICIENCIES

Proficiency +2 Saving Throws Strength +2, Constitution +4 
Skills Acrobatics +5, Athletics +2, Intimidation +3, Perception +3, Survival +3
Gambling Sets Playing Cards

Vehicles Water
Weapons All weapons
Armor All armor, shields


FEATS 

Defensive Duelist. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


RACIAL FEATURES

 


CLASS FEATURES

Dueling. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

 

Second Wind (1/1 per short rest)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again

 

Equipment

General Inventory (123 lbs.)

Studded Leather - 13 lbs.
Shield - 6 lbs.

Rapier - 2 lbs.
Whip - 3 lbs.
Light crossbow - 5 lbs.

Case, (20 x crossbow bolt) - 2 lbs.

Common clothes - 3 lbs.
Clothing, cold weather - 8 lbs.
Horn --
Pouch - 1 lb.

Tobacoo packs - 1 lb.

Crowbar - 5 lbs.
Hammer - 3 lbs.
Playing card set --
10 x Pitons - 2.5 lbs. 
10 x Torches - 10 lbs.
10 x Rations - 20 lbs.
Whetstone --
Tinderbox - 1 lb.
Sack - 0.5 lb.

Waterskin (Full) - 5 lbs.
Silk rope, 50 ft. - 5 lbs.
Bedroll - 7 lbs.
Tent - 20 lbs.


Coin Purse (0.28 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 9

 

Encumbrance

Max Load: 150 lbs. (15 x STR)

Current Weight: 123.28 lbs.

 

 

Edited by GreekFire1652401515 (see edit history)
Link to comment
Share on other sites

Virgil Elaleth The People's Legal Councilspacer.png



Virgil did not like Caspian's suggestion. He almost died the last time it happened, and facing death twice in the span of a couple of hours was a lot to ask of anyone. However, Virgil saw his set jaw, and knew his mind had been made up. Like after Virgil had tried to ditch the party to listen to the harpsichord, and Caspian vowed not to let him out of his sight again, he seemed similarly determined.

 

Just before he was about to respond, the Captain offered himself up to grab the keys. Virgil shook his head at this suggestion. "No Captain," he said gently. "Your whip was the most effective at rescuing Caspian last time, and we will need you to be ready if the keys are still cursed. I know you would gladly take the role with the most danger, but in this instance, it would be foolish not to have you protecting whoever goes for the keys." Virgil looked at Caspian, willing to take his place, but got the feeling Caspian had volunteered for a personal reason. "Caspian, if you insist, we will all be ready to protect you. You will not face the thing in the lake in your vision again."



Mechanics

Main Hand: None
Off Hand: None


Action: prepare a dash to get to Caspians side if a noose comes for him.
Bonus Action: None.
Move: to the door leading to the next room. 
Manipulate: Stow weapons.

Character Sheet

Virgil Elaleth
Half-Elf Bard 1


STATS

Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)
HP 10/10 HD 1/1d8 AC 13 (Leather) Speed 30 ft. 

Bardic Inspiration: 3/3d6

Passive Perception 13 Initiative +2
DM Inspiration No
Languages Common, Elvish, Gasquen
Background Entertainer Feature  By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


WEAPONS

Rapier +4 attack, 1d8+2 piercing damage
Dagger (range 20/60) +4 attack, 1d4+2 piercing damage


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +4, Charisma +5 
Skills Acrobatics +4, Deception +5, Insight +3, Perception +3, Performance +5, Persuasion +5, Stealth +4
Tools Disguise Kit, Lute, Drum, Flute, Flute (Pan)
Weapons Simple, Crossbow (Hand), Longsword, Rapier, Shortsowrd
Armor Light



FEATS 

 


RACIAL FEATURES.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.


CLASS FEATURES

Spellcasting: You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips:
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column o f the Bard table.

Spell Slots:

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability:

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

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

Ritual Casting:
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus:
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

 

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. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. 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 d 10 at 10th level, and a d l2 at 15th level.

 

Equipment

General Inventory (46.06 lbs.)

Rapier - 2 lbs.
Dagger - 1 lbs.
Leather Armor - 10 lbs.

Winter Clothes - 5 lbs

Snow Goggles - 0 lbs
Coin Pouch - 1 lb.

Ball Bearings x 1000 2 lbs.

Caltrops x 20 - 2 lbs.

Flask of Oil x 2 - 2 lbs. 

Chalk x 10 - 2 lbs.

Backpack - 5.0 lbs.
Bell - 0.0 lbs.
Costume - 4 lbs.
Ink - 0.06 lbs.
Ink Pen - 0.0 lbs.
Mess Kit - 1.0 lbs.
Paper x5 - 0.0 lbs.
Rations x3 - 6 lbs.
Perfume - 0.0 lbs. 
Scroll Case x2 - 2 lbs.
Sealing Wax - 0.0 lbs.
Soap - 0.0 lbs.
Tinderbox - 1.0 lbs.
Love Letter - 0.0 lbs.
Scroll of Cure Wounds x 2 - 0.0 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.

Spells

 Bard Spells


Spell Save DC: 12
Spell Attack Mod: +5
Spells Known: 4

Cantrips

Prestidigitation

Vicious Mockery


1st Level

Bane

Charm Person

Dissonant Whispers

Healing Word

 

 

Link to comment
Share on other sites

Caspian Talwycke - The Questing Doctorimage.png.5698ff5fa8bc912017df6f0b64149ba6.png


AC: 16 | HP: 6/9  | HD: 1/1d8 | Initiative: +3 | Passive Perception: 13 | Ki: 0/0 | DM Inspiration: 1/1


Caspian nodded at the Captain and Virgil in wordless thanks.  Getting to know someone on the road was all well and good, but learning you could trust someone to not only offer to take on a dangerous task for you, but to step back and let you do it if you needed to all while watching your back?  That was a rare and priceless thing.  As well traveled as he was, Caspian could count on the fingers of one hand how often he'd seen something like that.    

 

"Virgil's right about needing you to get me down if anything happens, Captain," Caspian said, with a calm that surprised him, "though I am grateful for the offer." 

 

"For both your offers," he added, looking over to include Virgil, before pulling off his gloves and tucking them into his belt.  Squaring his shoulders and letting out a breath, still feeling far more calm and composed than he would have expected of himself, Caspian crossed through the doorway to pick up the possibly cursed keys.

 

'They're just keys,' he assured himself, 'so go and pick them up so you can accept that and move on.'



Mechanics

___________________________________________________

Main Hand: Spear
Off Hand: Empty

___________________________________________________

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.

___________________________________________________

Ki Abilities

     

 

Link to comment
Share on other sites

spacer.png


The Book in the Old House


 

Putting up a strong front, Caspian moved over and grasped the keys from the floor.....

 

nothing happened

 

Caspain let out a sigh of relief.

 


An Exorcism in Eber

(Scene Notes)


 ArdsdagSunday, the 14th of YuleDecember @ 2:19 pm


Heavy Locked Grimoire (Thieves’ Tool check to disable DC 24 to open without damage.)

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)

 


Show Active Maps

spacer.png

Old House Map

Show Bookkeeping

PASSIVE PERCEPTIONS
Caspian 13 | Timora 13 | Jo 13 | Robert 13 | Virgil 13
 INITIATIVE

Not Currently in Use.

MECHANICS

Not Currently in Use.

CONDITIONS

Not Currently in Use.

DESCRIPTIONS

Not Currently in Use.

CASPIAN TALWYCKE

Hit Points: 6/9 

Hit Dice: 1/1

DM Inspiration: 1/1

Experience Points: 259/300

JOHANNA ASH

Hit Points: 7/7 

Hit Dice: 1/1

Magic Initiate (Hex): 1/1 *L (DC 12)

DM Inspiration: 1/1

Experience Points: 259/300

ROBERT VEEDER

Hit Points: 10/10 

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Hit Dice: 1/1\

DM Inspiration: 1/1

Experience Points: 259/300

TIMORA 'GRIM HAND' SETHRAUTH

Hit Points: 12/12

Hit Dice: 1/1

Second Wind: 1/1 *S

DM Inspiration: 1/1

Experience Points: 259/300

VIRGIL ELALETH

Hit Points: 10/10 

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Hit Dice: 1/1

Bardic Inspiration: 3/3 *L

Spell Slots (+5, DC 13) *L

  • 1st Level: 2/2

DM Inspiration: 1/1

Experience Points: 259/300

 

 

Link to comment
Share on other sites

Caspian Talwycke - The Questing Doctorimage.png.5698ff5fa8bc912017df6f0b64149ba6.png


AC: 16 | HP: 6/9  | HD: 1/1d8 | Initiative: +3 | Passive Perception: 13 | Ki: 0/0 | DM Inspiration: 1/1


Caspian held the keys gingerly between his fingertips, waiting as heartbeats stretched into breaths.  The keyring and its hefty burden of eleven keys carried the house's general chill down into his skin, leaving his fingers fairly numb, but no spiritual chill assaulted his soul.  No strange visions clouded his mind as he looked around the room and up into the rafters.  He didn't even hear any voices breaking the silence.  When nothing continued to happen beyond a reasonable doubt, he turned back to the others and held up the keyring.

 

"I think that it's safe," he said, feeling a sense of relief spreading in his chest that seemed to mix itself into his odd state of calm before both dissipated into whatever place unused emotions occupied, "though I can't say as much for any of the rooms we haven't unlocked."

 

Walking over to Johanna he offered her the keyring.  "The, um, plan was to start from the top and work our way down, right?"



Mechanics

___________________________________________________

Main Hand: Spear
Off Hand: Empty

___________________________________________________

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.

___________________________________________________

Ki Abilities

     

 

Name
Arcana
11
1d20 11
Nature
14
1d20 14
Link to comment
Share on other sites

Johanna Ash - Occult Investigatorimage.png.6945e778edac529f992780e1e90af77d.png



 

Johanna nodded at Caspian as he approached, breathing a sigh of relief.  "Aye, let's proceed.  After you, gentlemen." Johanna gestured to the door with a flourish.  And so for me to keep an eye out for dangers from other directions than the front.

 

A sardonic smile passed her lips as they worked their way through the room where she was nearly hanged. Eb, you old bastard.  You haven't beaten me yet.

 

There couldn't be much more to this house than what they'd discovered, but she shivered nevertheless.  The last few places had held the most surprises; she hoped the trend wouldn't continue and they could all enjoy a nice meal at the inn tonight.



Mechanics

Main Hand: Rapier
Off Hand: None


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

Johanna Ash
Human Rogue 1


STATS

Str 9 (-1) Dex 15 (+2) Con 8 (-1) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)
HP 7/7 HD 1/1d8 AC 13 (Leather) Speed 30 ft. 

Passive Perception 13 Initiative +2
DM Inspiration No
Languages Common (Foerdewaithe), Abyssal, Theives' Cant
Background Charlatan Feature False Identity


WEAPONS

Rapier +4 attack, 1d8+2 piercing damage
Dagger (range 20/60) +4 attack, 1d4+2 piercing damage

Shortbow (range 80/320) +4 attack, 1d6+2 piercing damage


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +4, Intelligence +3
Skills Deception +4, History +3, Insight +7, Investigation +5, Persuasion +4, Sleight +4, Stealth +4
Tools Disguise Kit, Forgery Kit, Thieves' Tools
Weapons Simple, Hand Crossbow, Longsword, Shortsword, Rapier
Armor Light


FEATS 

Magic Initiate (Warlock)
You learn two cantrips of your choice from the warlock spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.

Friends, Minor Illusion, Hex (1/Long Rest)


RACIAL FEATURES.
Extra Skill: History


CLASS FEATURES

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies. First Level:  Insight, Investigation.

 

Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

 

Equipment

General Inventory (86.5 lbs.)

Leather Armor (10 lbs.)
Common Clothes (3 lbs.)

Winter Clothes (5 lbs.)

Snow Goggles

Rapier (2 lbs.)

Dagger (1 lb.)

Pouch: (1 lb.)

  • Money (see below)
  • Ball Bearings x 1,000 (2 lbs.)
  • Caltrops x 20 (2 lbs.)
  • Flask of Oil x 2 (2 lbs.)
  • Chalk x 10 (0 lbs.)

Flute (Left Sleeve) (1 lb.)

Ball Bearings (bag of 1,000) 2lb.
Bell 
Candle (5) 0.05
Crowbar 5lb.
Hammer 3lb.
Lantern, Hooded 2lb.
Oil (flask) 2lb.
Piton 2.5lb.
Rations (10 days) 
String 10
Tinderbox 1lb.

Rope, Hempen (50 feet) (10 lbs.)
Waterskin (5 lbs.)


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 3
Electrum: 0
Silver: 4
Copper: 3

 

Encumbrance

Max Load: 135 lbs. (15 x STR)

Current Weight: 86.7 lbs.

 

Spells

Warlock Spells


Spell Save DC: 12
Spell Attack Mod: +4
Spells Known: 1

Cantrips

Friends

Minor Illusion

 

1st Level

Hex

 

 

Link to comment
Share on other sites

 

26RMIJF.jpg

Robert Veeder - Composer of Dirges



 

Robert nodded in agreement with the others.  "Onwards... and take care.  This house has proven dangerous enough already. I can't imagine it's going to let us probe its secrets much further without things getting even worse.  Great evil seems to have occurred here, or at least been researched and pondered and considered, and we know something's lurking.  It's not going to be as simple as open a few doors, collect a few more books and candles and be on our way, I fear."

 

His fingers flexed around the hilt of his rapier nervously, one then the next, almost an odd reaction given how very real some of the danger here seemed to be... and how very little the rapier was likely to be able to do about it.



Mechanics

Main Hand: Rapier
Off Hand: None


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

Equipment

Will update

 

Spells

None

 

 

 

Link to comment
Share on other sites

Timora 'Grim Hand' Sethrauth - Human Fighterspacer.png


 

And so, the squad had managed to avoid disaster. Nevertheless, Timora prayed their luck might hold out just long enough to complete their contract. Every moment in this dreadful place weighed on the aged captain. The air of this place caused the hairs on the back of his neck to stand. Particularly the room that had nearly claimed the life of one of their companions. He could only imagine how much worse it was for the man in question. 

 

Caspian had undoubtedly proven his mettle today, the doctor revealing he was made of sterner stuff than appearances would lead one to believe. He had certainly earned the captain's respect. Timora inclined his head toward Talwycke slightly before leading the way down. Finally, some headway, perhaps? Still, the sooner they were gone from here, the better. The arcane-locked door a floor down would be their first destination. Timora would try unlocking it using the keys from the keyring Caspian had recovered if given a chance.

 



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Timora 'Grim Hand' Sethrauth - Human Fighter


STATS

Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 8 (-1) Wis 13 (+1) Cha 13 (+1)
HP 12/12 HD 1d10 AC 17 (studded leather, shield) Speed 30 ft.

Passive Perception 13 Initiative +3
DM Inspiration Yes
Languages Common, Dwarvish
Background Soldier (officer) Feature Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


WEAPONS

Rapier +5 attack, 1d8+5 piercing damage.

Whip (reach) +5 attack. 1d4+3 slashing damage.

Light Crossbow (range 80/320 ft.) +5 attack, 1d7+3 piercing damage.


PROFICIENCIES

Proficiency +2 Saving Throws Strength +2, Constitution +4 
Skills Acrobatics +5, Athletics +2, Intimidation +3, Perception +3, Survival +3
Gambling Sets Playing Cards

Vehicles Water
Weapons All weapons
Armor All armor, shields


FEATS 

Defensive Duelist. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


RACIAL FEATURES

 


CLASS FEATURES

Dueling. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

 

Second Wind (1/1 per short rest)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again

 

Equipment

General Inventory (123 lbs.)

Studded Leather - 13 lbs.
Shield - 6 lbs.

Rapier - 2 lbs.
Whip - 3 lbs.
Light crossbow - 5 lbs.

Case, (20 x crossbow bolt) - 2 lbs.

Common clothes - 3 lbs.
Clothing, cold weather - 8 lbs.
Horn --
Pouch - 1 lb.

Tobacoo packs - 1 lb.

Crowbar - 5 lbs.
Hammer - 3 lbs.
Playing card set --
10 x Pitons - 2.5 lbs. 
10 x Torches - 10 lbs.
10 x Rations - 20 lbs.
Whetstone --
Tinderbox - 1 lb.
Sack - 0.5 lb.

Waterskin (Full) - 5 lbs.
Silk rope, 50 ft. - 5 lbs.
Bedroll - 7 lbs.
Tent - 20 lbs.


Coin Purse (0.28 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 9

 

Encumbrance

Max Load: 150 lbs. (15 x STR)

Current Weight: 123.28 lbs.

 

 

 

Link to comment
Share on other sites

  • 2 weeks later...

spacer.png


The Book in the Old House


 

As Caspian, Johanna, and Robert assembled in the room the noose had hung from, Grim Hand and Virgil eyed the other room for anything they might have missed here in the study.

 

The two paintings depict views of alien landscapes. In one, a forlorn village huddles at the edge of a wasteland beneath jagged foothills that rise to towering mountains in the distance. Traders, their silhouettes concealed by robes, treat with hunched and twisted humanoids that emerge from the huts, while huge, reptilian winged horses with bird-like beaks look on. In the other, jagged slopes of a shattered caldera jut from a dark sea, a strange architecture of colonnades, minarets, and spiraling steps lining their flanks above black-sailed ships in the waves below. The third painting shows a self-portrait of Old Eb in the style of a mask.

 

The cabinets contain a large supply of material components and foci for spellcasting and arcane research. These includes several small boxes containing locks of hair and several jars of preserved organs, eggs, and embryos.

 

The stone fireplace is carved with eldritch symbols. The angles of the stonemasonry create overlapping areas of shadow into the firebox. 

 

The iron coffers on each side of the fireplace are exceptionally well-made, large enough to hold a cubic foot of goods and still unexplored, although they did not appear to be locked, they did have a simple latch on them.

 


An Exorcism in Eber

(Scene Notes)


 ArdsdagSunday, the 14th of YuleDecember @ 2:23 pm


 

Who is carrying the Grimoire? Please let me know.

Heavy Locked Grimoire (Thieves’ Tool check to disable DC 24 to open without damage.)

 

SKILL CHECKS

(If you don't make them then please don't read them)

Show DC 20 Arcana

A successful DC 20 Intelligence (Arcana) check identifies the two landscape paintings as depictions of the Plateau of Leng.
The stone fireplace is carved with eldritch symbols that a DC 20 Intelligence (Arcana) check will reveal as linked to the conjuration and worship of the Outer Gods and Great Old Ones.

Show DC 20 Nature

Several jars of preserved organs, eggs, and embryos which a successful DC 21 Nature check will identify as coming from a void-stirge. Void-stirges are aberrations of the vastnesses of outer space where they soar through the darkness between worlds
beholden to unknown powers.

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)

 


Show Active Maps

spacer.png

Old House Map

Show Bookkeeping

PASSIVE PERCEPTIONS
Caspian 13 | Timora 13 | Jo 13 | Robert 13 | Virgil 13
 INITIATIVE

Not Currently in Use.

MECHANICS

Not Currently in Use.

CONDITIONS

Not Currently in Use.

DESCRIPTIONS

Not Currently in Use.

CASPIAN TALWYCKE

Hit Points: 6/9 

Hit Dice: 1/1

DM Inspiration: 1/1

Experience Points: 259/300

JOHANNA ASH

Hit Points: 7/7 

Hit Dice: 1/1

Magic Initiate (Hex): 1/1 *L (DC 12)

DM Inspiration: 1/1

Experience Points: 259/300

ROBERT VEEDER

Hit Points: 10/10 

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Hit Dice: 1/1\

DM Inspiration: 1/1

Experience Points: 259/300

TIMORA 'GRIM HAND' SETHRAUTH

Hit Points: 12/12

Hit Dice: 1/1

Second Wind: 1/1 *S

DM Inspiration: 1/1

Experience Points: 259/300

VIRGIL ELALETH

Hit Points: 10/10 

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Hit Dice: 1/1

Bardic Inspiration: 3/3 *L

Spell Slots (+5, DC 13) *L

  • 1st Level: 2/2

DM Inspiration: 1/1

Experience Points: 259/300

 

 

Link to comment
Share on other sites

Caspian Talwycke - The Questing Doctorimage.png.5698ff5fa8bc912017df6f0b64149ba6.png


AC: 16 | HP: 6/9  | HD: 1/1d8 | Initiative: +3 | Passive Perception: 13 | Ki: 0/0 | DM Inspiration: 1/1


The young doctor rubbed the back of his neck while taking a moment to look around the room with fresh eyes.  He'd still be happy to see the last of this house, but this room at least held no lingering terrors for him.  Checking his gear and various weapons to make sure they were all ready at hand, Caspian nodded, mostly to himself, and followed Virgil back into the study.  If the paintings there were anything more than art, Caspian couldn't tell.  In fact aside from his certainty that he never wanted to meet the creatures depicted within, nor travel to the places they showed, he really didn't have anything at all to say about them.  So instead he moved to what he could understand.  The unopened coffers. 

 

"So... we should probably check these before exploring further?" he half-asked, gently extending his spear and using its tip to flip open the latch, "Hopefully it's just firewood, but in this room, who knows..."

 

Exerting a little force, Caspian flipped open the coffer's lid from as far away as his spear allowed.



Mechanics

___________________________________________________

Main Hand: Spear
Off Hand: Empty

___________________________________________________

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.

___________________________________________________

Ki Abilities

     

 

 

Name
Arcana check: Mouther
18
1d20 18
Strength Save
9
1d20+1 8
Wisdom Save
19
1d20+3 16
Link to comment
Share on other sites

×
×
  • Create New...