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Act 2.5: The Book in the Old House


bwatford

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


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


Caspian managed to shield his eyes against the blinding flash the creature emitted, and tried to manage the breathing that kept his mind clear in addition to balancing on the spongy, grippy floor.  Most unfortunately, the young man managed neither.  The gibbering wormed its way into his ears, ringing in his mind and drowning out his own thoughts, coaxing, wheedling, needling him to move, to go somewhere...

 

In what was perhaps a small mercy, the fact that he was unable to free his feet from the floor meant that he actually went nowhere.  



Mechanics

___________________________________________________

Main Hand: Rope
Off Hand: Virgil

___________________________________________________

Action: .
Bonus Action: N/A.
Move: .
Manipulate: .

___________________________________________________

Ki Abilities

     

 

Edited by Gallifrey (see edit history)
Name
Strength Save
6
1d20+1 5
Wisdom Save
8
1d20+3 5
Random Action
5
1d8 5
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Timora 'Grim Hand' Sethrauth - Human Fighterspacer.png


 

The bite and give of steel, the grunts of effort the cries of pain- a spray of foul ichor. All the standard stains on the tapestry of a life-and-death struggle. Recognizable despite the aberrant horror mustered before them and so cruelly familiar. The captain had never seen its like, true, but fighting monsters in the back alleys of the Blight had - in many ways- prepared him well. As well as any man could hope to be in the face of the cruelest atrocities life could throw at you. There might be some ironic humor to be found here. That the faceless horrors that stalked his dreams like a maleficent shadow now saw it fit to trouble him in his waking hours too.

 

Sucking in a deep breath through his teeth the old war hound marshalled his will. Simultaneously testing this the strength of the tar-like mud at his feet. In truth, the muck was not so much deep as it was viscous. He might have freed himself from its grasp easily in his younger years, before the wound that had ended his career. As it was now? He barely managed to keep his balance let alone dash away to freedom. 

 

He spared a glance to his right and noticed Virgil was still prone and defenseless. Exhale. They needed to fall back to the door, and make use of that natural choke point. But wishes and hopes were meaningless in the heat of battle. Another breath. How might this still be salvaged? Keep their employer alive? There seemed no easy solution. 

 

Timora resisted the urge to shout for the obvious and instead growled, "Urvitus, make for the door once Virgil is pulled clear."

 

Assuming the man had better luck freeing himself than Timora was having. One problem at a time. Even as he finished speaking the captain whipped his rapier clear and fell into Ox Kisses the heart. A form often used as a finisher, and rarely against another competent swordsman. Of which the beast before him was not, and so he let fly his thrust and hoped.

 



Mechanics

Main Hand: Rapier
Off Hand: Empty


Action: Dodge
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Draw weapon

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)
Name
Will Save
14
1d20+1 13
Str Save
5
1d20+2 3
Attack Roll
24
1d20+5 19
DMG
7
1d8+5 2
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The Book in the Old House


Johanna moved to the door once again and dired an arrow into the creature, the dark spirits that danced around the projectile tearing and rending the flesh as they enetered but it was still not enough to put down the otherwordly abomination.

 

Caspian suddenly stopped pulling at Virgil and released him as the gibbering wormed its way into his ears as his feet sank into the spongy floor as he tried to move away.

 

Grim Hand could not move from the ground his feet was stuck in but he fought off the gibbering noise. Focusing on his prey, he spotted it, one set of eyes that were bigger than the others. Bring his weapon in an overhanded rotation as he began the Ox Kisses the Heart finisher. Thrusting forward, into, and then twisting the blade in fluid stroke. The gibbering mouther stopped moving as he withdrew the blade. The gibbering faded and the ground return to its solid form.

 

Grim Hand had ended the threat.

 


An Exorcism in Eber

(Scene Notes)


 ArdsdagSunday, the 14th of YuleDecember @ 2:27 pm


 

WE ARE OUT OF COMBAT

XP Award = 90xp each.

 

CONDITIONS

Johanna (concentrating)
Virgil (dying, prone, unconscious)

 

MAP IS ACTIVE 
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

Virgil
Has 0 of 10 hit points remaining.
Is dying.
Death Saves = 2 success, 0 failures
Is prone.
Is unconscious.

 

Gibbering Mouther

Used Blinding Spittle
Takes 11 hit points of piercing damage from Johanna's bow.
Takes 7 hit points of piercing damage from Grim's rapier.
Has taken a total of 68 hit points of damage.
IS DEAD!!!

CONDITIONS

Johanna
Is concentrating on hex (59 minutes remaining)

 

Virgil
Is dying.
Is prone.

Is unconscious.

DESCRIPTIONS

 

ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has disadvantage on Attack rolls.

An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

UnconsciousAn unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings

The creature drops whatever it’s holding and falls prone.

The creature automatically fails Strength and Dexterity Saving Throws.

Attack rolls against the creature have advantage.

Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

HexYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

CASPIAN TALWYCKE

Hit Points: 6/9 

Hit Dice: 1/1

DM Inspiration: 0/1

Experience Points: 259/300

JOHANNA ASH

Hit Points: 7/7 

Hit Dice: 1/1

Magic Initiate (Hex): 0/1 *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: 0/10 

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

 

 

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Virgil Elaleth The People's Legal Councilspacer.png


All at once the darkness erupted into shrieks of maddening gibbering, as if in response to the death of the creature. To Virgil, the sound lasted a lifetime, slowly driving his mind to madness while his body bled out on the floor. Virgil's subconscious tried to shut out the sound, but it began to consume him.



Mechanics

Main Hand: None
Off Hand: None


Death Saves: 2 success, 1 failure
 

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

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

 

 

Edited by foxtrot636 (see edit history)
Name
Death Saving Throw 3
5
1d20 5
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Caspian Talwycke - The Questing Doctorimage.png.5698ff5fa8bc912017df6f0b64149ba6.png


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


The young doctor shook his head as the gibbering faded, the voices receding from his mind like a changing tide.  And, much like a man finally freed from the pull of the tide, Caspian felt the desire to take a deep breath of fresh, clean air.  Once he'd done that, memory rushed in, reminding him of what he had been happening around him.  Leaping to his feet and finding the awful beast dead and the ground blissfully solid, Caspian moved immediately to Virgil's side.  Guilt gnawed at his guts even as he took in the other man's wounds, but he forced it down and into the box, tossing it out of mind with practiced ease.  The nightmares could (and would) come later.  Right now there was work to do.  

 

Caspian's hands moved with practiced urgency.  His pack was open before it hit the ground, and he was grabbing supplies with one hand even as he began applying pressure to the various wounds with the other.  In between tying off dressings he pressed various acupoints to slow Virgil's bleeding, bringing every scrap of knowledge he had to bear on a truly substantial series of injuries.



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: 

___________________________________________________

Action: Stabilize Virgil's wounds.
Bonus Action: N/A.
Move: .
Manipulate: .

___________________________________________________

Ki Abilities

     

 

Name
Medicine check to stabilize Vigil
12
1d20+5 7
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Timora 'Grim Hand' Sethrauth - Human Fighterspacer.png


 

Timora sighed, his breathing slightly laborious as he pulled his sword free. He swept about for further threats, already feeling the ground shifting back to normalcy. The adrenaline rush from the battle slowly receded, leaving a sense of urgency in its wake. Spotting no other perils to further molest the group Grimhand allowed himself a moment to gather himself. Eyeing the abomination the captain retrieved a cloth from his belt pouch wiping his blade. 

 

He was glad to see Caspian already seeing to Virgil's injuries. Yet another close call in this god's forsaken place. Clearing his throat Timora asked, "how is he Caspian?"

 

Following that question, he added speaking to the wider group as a whole, "we should finish clearing this room, and the final level if we're still able on the 'morrow. Unless of course, our patron is satisfied with what we've uncovered thus far. I understand, however, there remain several mysteries we've no answer to."

 

Now seemed like a good chance to see where the group leaned; should they press on or cut their losses? They'd persevered and come this far. Seemed only reasonable to finish what they had started. And yet sometimes one needed to know when they were pushing their luck.

 



Mechanics

Main Hand: Rapier
Off Hand: Empty


Action: Dodge
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Draw weapon

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


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


"Stable," Caspian replied somewhat curtly to the Captain's query, his hands still busy with his patient, eyes judging the speed at which blood was soaking through his dressings, and at least half his attention on the steps he'd need to take for a poultice to ensure proper healing later as well as a tonic to encourage Virgil's body to restore its lost blood.  Certainly the half-elf would need a good cut of steak to help that process along.  Maybe the inn would have something like that on the menu...?

 

"If you give me another few minutes it will be safe to move him," Caspian added, going back over his work to see what could be improved from good-enough-in-a-crisis to properly-done-now-that-you-have-time, and sorted out a few more bandages before giving Virgil another once over for wounds the young doctor might have missed the first time.  Finding nothing, he started mixing a paste out of things he pulled from his bag, barely paying attention to any planning that might have been taking place over his head.



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: 

___________________________________________________

Action: Stabilize Virgil's wounds.
Bonus Action: N/A.
Move: .
Manipulate: .

___________________________________________________

Ki Abilities

     

 

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The Book in the Old House


 

As Caspian tended to Virgil, Sir Urvitus wiped his blades clean before stowing them back in the crossed scabbards on his back, remaining quite as Grim spoke about their situation.

Instead he walked over to the iron coffer that had been oppened next to the fireplace and looked inside before taking out a dozen small books, flipping through one of them Sir Urvitus said "Old Eb's research journals." then flipping through the books "These cover the years from 3365 I.R. to 3376 I.R. .... I imagine the later years are in the other coffer?" he asked as he eyed the still closed box on the other side of the fireplace before looking down at the dead creature then at Virgil's unconscious form "Maybe another time then...."

He then turned back to Grim "There were the two chambers in the basement, or maybe it is just one big chamber with two sets of doors?" he said optomistically. "I think that is all that is left to explore in the house." before looking back at the still closed coffer and the fireplace "And I am going to need you here when we open that one. Just in case, but we need to tend to your friend first."

"Maybe we call it a day? and come back tomorrow morning to finish up?" he asked.
 


An Exorcism in Eber

(Scene Notes)


 ArdsdagSunday, the 14th of YuleDecember @ 2:31 pm


CONDITIONS

Johanna (concentrating)
Virgil (prone, unconscious)

 

MAP IS ACTIVE 
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

Johanna
Is concentrating on hex (55 minutes remaining)

Virgil
Is prone.
Is unconscious.

DESCRIPTIONS

ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has disadvantage on Attack rolls.

An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

UnconsciousAn unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings

The creature drops whatever it’s holding and falls prone.

The creature automatically fails Strength and Dexterity Saving Throws.

Attack rolls against the creature have advantage.

Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

HexYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

CASPIAN TALWYCKE

Hit Points: 6/9 

Hit Dice: 1/1

DM Inspiration: 0/1

Experience Points: 259/300

JOHANNA ASH

Hit Points: 7/7 

Hit Dice: 1/1

Magic Initiate (Hex): 0/1 *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: 0/10 

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

 

 

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



 

Johanna shook.  Her hands trembled.  Her eyes fluttered.  She put a hand to her forehead as if in pain.

 

We survived.  Again.  She glanced at the still form of Virgil on the floor.  But barely this time.  We were lucky.  A gibbering horror like that is nothing to sneeze at.

 

She was late to the discussion in the room, but hoped to contribute.  She nodded at the nobleman.  "Our first priority has to be our fallen comrade.  He needs medical attention; without it he won't awaken for hours.

 

"Perhaps a rest back at the inn would do us all good.  We can finish our explorations on the morrow... at least, this is my view.  If our consensus is to push on, we can do our best."

 

Her glance returned to Sir Urvitus.  Little things about his behavior continued to arouse her suspicions, but he seemed straightforward enough right now.  "Any thoughts on your first day with the Thorns, good sirrah?  Any regrets?"

 

Her tone held only a slight hint of sarcasm, as if by reflex.  She barely felt the will for her usual acerbic wit.

 



Mechanics

Main Hand: Shortbow
Off Hand: None


Action: None.
Bonus Action: None
Move: Into the room.
Manipulate: None.

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

 

 

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


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


Finding nothing else to do for Virgil's wounds after he'd applied the poultice to soak through his bandages, Caspian began repacking his kit.  Now that the crisis was averted, the young doctor felt his emotions returning and for a minute he tried to just breathe as a faint whisper of feeling surged into a roaring storm.  It was hard and shaky at first, but force of habit regulated the pattern of his breaths, slowing his heart rate and (supposedly) gathering Ki from the air to fill his core.  The resolve he'd called upon to force himself to pick up the keys from the room where he'd nearly died was sorely tested as he looked down on his unconscious friend.  It had clearly been his action of opening the coffer that had triggered the creature's arrival.  He therefore bore some responsibility for what came of that.  

 

'But what do I know about magic and traps?' he asked himself, annoyance sparking at the plaintive, whining tone he'd used without thinking.  He could make excuses all he wanted, argue that he couldn't have been expected to know, and hadn't been the one to set the trap, but the heart of the problem was that he had forgotten his training.  He didn't know, and yet he'd acted anyway.  One of the first rules you learned apprenticing under a doctor was that you didn't just go poking around without knowing what you were doing first.  

 

Settling the straps on his pack, Caspian once again forced himself to focus on his breathing.  What he'd have given to have mastered the inner peace and diamond focus spoken of by the more experienced monks of the Hegemony.  Lacking that, he instead established a firm resolve to start learning more.  And to not touch things he didn't understand until he did.

 

"Virgil would do better with a night's rest," Caspian added, looking up and joining the conversation, "He should be on his feet in a few hours at most.  Then a good meal and a few poultices will have him feeling his usual self by morning, I expect."



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: 

___________________________________________________

Action: .
Bonus Action: N/A.
Move: .
Manipulate: .

___________________________________________________

Ki Abilities

     

 

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Timora 'Grim Hand' Sethrauth - Human Fighterspacer.png


 

"Hmph, agreed," Timora acknowledge, "better to recollect ourselves before we run afoul of something worse."

Truth be told Timora would be more than glad to quit this place, even if only for a time. Sheathed his weapon and prepared himself to help carry Virgil when it proved necessary. A bed and some rest were surely tempting right about now. Seeing the end of this contract couldn't come soon enough.

 



Mechanics

Main Hand: Rapier
Off Hand: Empty


Action: Dodge
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Draw weapon

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)
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spacer.png


The Book in the Old House


 

"Any thoughts on your first day with the Thorns, good sirrah?  Any regrets?" Johanna asked of Sir Urvitus.

The nobleman sighed heavily "You have lived up to your reputation. I am frankly glad I chose your company and will refer you to others if you continue to look for work when we are done here."

"My only regret, is that this house turned into more than either of us bargained for on the outset." he finsihed as he looked down at the fallen form of Virgil.

As everyone was packing up to leave he walked over to Virgil and removed Eb's Grimoire from his pack "Sorry, I need to get this to an expert and see if we can learn anything from it before the morrow. I doubt they could translate it all but anything would be helpful." then he turned and looked at Robert "You can keep that candle if you like."

With that the group walked out of the old house as Sir Urvitus locked the front door as everyone went their own ways "Same time tomorrow then." was the last thing Sir Urvitus said.

As the group returned to the inn with their fallen companion. It was only two hours later wen Victor awoke, and an hour after that he was feeling much better.

 


An Exorcism in Eber


 ArdsdagSunday, the 14th of YuleDecember @ 6:01 pm


Everyone can benefit from a short rest if they like.
It is 6:00pm in the evening if there is anything else you wanted to do?
Or you can wait until the next morning to return to the house if there is nothing else.

MAP IS NOT ACTIVE 

 


Show Active Maps

Currently Not In Use!!!

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: 0/1
Experience Points: 259/300

JOHANNA ASH

Hit Points: 7/7 
Hit Dice: 1/1
Magic Initiate (Hex): 0/1 *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: 1/10 
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

 

 

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Virgil Elaleth The People's Legal Councilspacer.png


Virgil woke slowly, gingerly becoming more aware of his surroundings. The first thing he noticed (and reveled in) was the absence of the gibbering. No, the chaotic sounds penetrating the haze of unconsciousness was the warm, comforting sound of conversation blending with sounds of the environment, in this case a tavern common room.
 

Virgil felt terrible. He had a deep ache where the monster had bit into him, and he had a mild migraine that was in the way out. He figured the latter was thanks to the incessant gibbering he had been subjected to, and was glad to feel it receding. He finally opened his eyes and saw his companions nearby, enjoying a meal. Virgil felt his stomach rumble, realizing he was famished. He slowly rose to a seated position on the bench he had been laying on.

 

He rubbed an eye with the palm of his hand and then noticed the expertly applied bandage where he had been bit. He turned to his companions and smiled wryly. "Victorious, were we?" he asked them, rhetorically. He very much doubted he would be here if his companions had failed to fight the creature off. After receiving some nods of affirmation from the others he continued. "Good. Then my gravestone won't just be: 'Eaten in a haunted house by a blob of fat, eyes, and teeth.' I had rather planned on something more elegant." Virgil began to eat, and he thanked Caspian for tending to his wounds. He was quickly caught up on events after he had fallen as he enjoyed the food and ale, and very much looked forward to ordering a bath, if it was affordable here.



Mechanics

Main Hand: None
Off Hand: None


Death Saves: 2 success, 1 failure
 

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

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 1/10 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

 

 

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


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


Guilt and remorse were weights that seemed to grow with time.  Caspian was well aware of that and so worked to keep himself busy after the party had returned to the inn.  He had a new poultice for the Captain's knee made, as well as a tonic for Vigil to help prevent infection and a pasty sort of ointment to help with healing his wounds, all before dinner.  When the meal began he forced himself to eat, fueling his body for what he knew would be another long day tomorrow, but when Virgil joined them, Caspian had to admit that some of the weight he'd been carrying was lifted.  

 

"Is there anything we should prepare for tomorrow?" he finally asked as the meal was wrapping up, "I've learned my lesson about not touching things on the upper floor, but is there any way to tell if there are traps like that elsewhere?"



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: 

___________________________________________________

Action: .
Bonus Action: N/A.
Move: .
Manipulate: .

___________________________________________________

Ki Abilities

     

 

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Timora 'Grim Hand' Sethrauth - Human Fighterspacer.png


 

Timora had decided to make the most of his time, resting his tired knee at long last. He even enjoyed a light meal before retrieving his smoke pipe and tobacco. Waiting out the final few hours before Virgil awoke, which, when it finally happened, allowed the old captain a sigh of relief. Another tragedy averted, if only narrowly. He was getting to old to be fretting over the lives of comrades again. A man could only bear so much.

 

Deciding to distract himself from his dire thoughts and memories the old captain listened to Caspian's question. Timora pondered this inquiry, brow furrowed in thought. Puffing his pipe Timora finally nodded before answering, "hmph, not much we can do beyond what we've been doin'. Exercising a greater caution- not touching things we don't understand? Seems like common sense will be our best defense as is often the case."

Inhaling slowly, Timora sighed as he emptied his pipe, "aside, nothing else comes to mind. Unless we gain somethin that can find traps born of sorcery."

 



Mechanics

Main Hand: Rapier
Off Hand: Empty


Action: Dodge
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Draw weapon

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.

 

 

 

 

 

 

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