TricksterArcane Posted February 21 Author Clone Share Posted February 21 (edited) Mercedes takes ten minutes to look around, but does not find anything more of interest at the goblin camp. Making their way back to town, Kat, Mercedes and Felvora catch up with Lotham, Georg, and Gwyn at the Stonehill Inn. A cloudy, gray haze covers the late afternoon sun as it makes its way to the other horizon. OOC Ok, where too? You probably have enough time to investigate one more site before the sun sets, or you can opt to investigate at night. Edited February 21 by TricksterArcane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
QuirkyJoe Posted February 25 Clone Share Posted February 25 Father Georg (Swashbuckler) Passive Insight: 13 | Passive Investigation: 11 | Passive Perception: 10 HP: 51/51 AC: 16 (Half Plate) / 19 (w/+1 Shield) Speed: 30' Conditions: None Equipped: Nothing Ability ScoresSTR +4 DEX +1 CON +1 INT +1 WIS +0 CHA +1 | Attacks+1 Rapier, +8, 1d8+7 Sneak Attack 4d6 | LanguagesCommon, Elvish, Goblin, Orc, Thieves’ Cant | Saving ThrowsSTR +4 DEX +4 CON +1 INT +4 WIS +0 CHA +2 | Skill ChecksAcrobatics +1 Animal Handling +0 Arcana +1 Athletics +10 Deception +8 History +1 Insight +3 Intimidation +8 Investigation +1 Medicine +0 Nature +1 Perception +0 Performance +5 Persuasion +8 Religion +4 Sleight of Hand +1 Stealth +1 Survival +0 | Special FeaturesThieves’ CantPHB, pg. 96 You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly. Cunning ActionPHB, pg. 96 You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Cunning Action: 1 Bonus Action Steady AimTCoE, pg. 62 As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Steady Aim: 1 Bonus Action Roguish ArchetypePHB, pg. 96 Swashbuckler Fancy FootworkSCAG, pg. 47 During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacitySCAG, pg. 47 You add your CHA modifier (+2) to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage on the attack roll. Ability Score ImprovementPHB, pg. 96 Feat Alert Uncanny DodgePHB, pg. 96 When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Uncanny Dodge: 1 Reaction EvasionPHB, pg. 96 When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. RACIAL TRAITS LanguagesBR, pg. 31 You can speak, read, and write Common and one extra language. Goblin Ability Score IncreaseBR, pg. 31 Two different ability scores of your choice increase by 1. Strength Score Charisma Score SkillsBR, pg. 31 You gain proficiency in one skill of your choice. Athletics FeatBR, pg. 31 You gain one feat of your choice. Moderately Armored FEATS MANAGE FEATS Fighting InitiateTCoE, pg. 80 You learn one Fighting Style option of your choice from the fighter class. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. AlertPHB, pg. 165 You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. Moderately ArmoredPHB, pg. 168 Increase your Strength or DEX score by 1. You gain proficiency with medium armor and shields. Strength Score Georg shakes his head at Lotham's question. "I don't believe so, my friend. If any of us had, I'm sure we'd be having an easier go of things at the moment." Spying the return of the others, Georg first checks in with Kat to make sure his other long-time ally is well, then eagerly awaits an update from the trio. That which is known Stones have been taken from all over Phandalin -- Miner's Exchange, Shrine of Luck, Barthen's well. Gwyn says the cornerstone was a Netherese fragment. She's knowledgeable on the topic. The stone would've been suffused with magic, and it's possible that it's leaking magic and affecting things around it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted February 29 Clone Share Posted February 29 (edited) Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) "Georg", Kat calls out, she is dusty and her hair is a bit unkept due to the excursion of the combat. "could have done with you, ran into some weird-arse magic using goblin camp, you heard of anything like that." looking over to Lotham, "You know anything about them? and what did you find out whilst we were having all the fun?" she seems genuinely happy about the outcome of the fight, and eagerly takes a hearty swig from her special wineskin. Edited February 29 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted February 29 Clone Share Posted February 29 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham listened to the adventure the others had at the goblin camp and was quietly glad he had accompanied Georg. That had been much safer, and quite pleasant, actually. When Kat asked about what they had been up to, he gladly told them everything that they had discussed. In detail. A lot of detail. "So, yes," he said after he realized he had been rambling a bit. "These 'weird-arse' goblins, as you say, are most likely a result of something to do with these Netherese fragments. Exactly how, we don't know - yet." The last was said with a bit of a grin - he was definitely interested in learning more about 'leaking magic'! OOC Where to now? Anyone feel like checking out the Shrine of Good Luck? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted February 29 Clone Share Posted February 29 Mercedes Tiefling Folk Hero Wild Magic Barbarian 5 My words | My thoughts | My Actions AC 13 HP 50/50 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire Rage 3/3 Magic Awareness 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Her hackles now eased back in Phandalin, Mercedes sighs and begins to pop her joints around her neck, getting tired but not ready to turn in just yet. Her bloodlust sated, her axe at ease, she listens, passive more than anything. "Seems kinda odd, all these weird rocks sittin' around, and the village using them to help put up parts of buildings. Judging from the holes I've seen, which is just the one, seems like they don't break easy. Can't use them to make proper bricks, save in small fragments already broke off from these... old wizard things. I think that's what Netherse means, don't remember that too much. Anyroad: let's hit up a few more of these, get a sense of things, and see if we can't find more of this goblin trouble elsewhere sooner rather than later, eh? There's what, a shrine, a few other places? We wanna split up again, or stick together? Better than what those goblins did, in pieces like they are, heh." Out of Character Situational: Down to hit up the shrine! Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted February 29 Clone Share Posted February 29 Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) "Are there any other locations that have these stones, in their construction, any that the town guard should, well go guard?" Kat's mind seemed to have dulled by several degrees after Lotham's very detailed, long, and boring talk, and finding the right words was an issue, but the information was there, hidden in the words, so many words, but it was all there very detailed and without a doubt accurate, Lotham would make a good asset for the Zhents if he could be contained, she'd send a report soon. She shook her head, and took another sip of wine, "So what now, any other locations we need to check out? Does anyone have any thoughts?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
QuirkyJoe Posted March 2 Clone Share Posted March 2 Father Georg (Swashbuckler) Passive Insight: 13 | Passive Investigation: 11 | Passive Perception: 10 HP: 51/51 AC: 16 (Half Plate) / 19 (w/+1 Shield) Speed: 30' Conditions: None Equipped: Nothing Ability ScoresSTR +4 DEX +1 CON +1 INT +1 WIS +0 CHA +1 | Attacks+1 Rapier, +8, 1d8+7 Sneak Attack 4d6 | LanguagesCommon, Elvish, Goblin, Orc, Thieves’ Cant | Saving ThrowsSTR +4 DEX +4 CON +1 INT +4 WIS +0 CHA +2 | Skill ChecksAcrobatics +1 Animal Handling +0 Arcana +1 Athletics +10 Deception +8 History +1 Insight +3 Intimidation +8 Investigation +1 Medicine +0 Nature +1 Perception +0 Performance +5 Persuasion +8 Religion +4 Sleight of Hand +1 Stealth +1 Survival +0 | Special FeaturesThieves’ CantPHB, pg. 96 You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly. Cunning ActionPHB, pg. 96 You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Cunning Action: 1 Bonus Action Steady AimTCoE, pg. 62 As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Steady Aim: 1 Bonus Action Roguish ArchetypePHB, pg. 96 Swashbuckler Fancy FootworkSCAG, pg. 47 During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacitySCAG, pg. 47 You add your CHA modifier (+2) to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage on the attack roll. Ability Score ImprovementPHB, pg. 96 Feat Alert Uncanny DodgePHB, pg. 96 When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Uncanny Dodge: 1 Reaction EvasionPHB, pg. 96 When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. RACIAL TRAITS LanguagesBR, pg. 31 You can speak, read, and write Common and one extra language. Goblin Ability Score IncreaseBR, pg. 31 Two different ability scores of your choice increase by 1. Strength Score Charisma Score SkillsBR, pg. 31 You gain proficiency in one skill of your choice. Athletics FeatBR, pg. 31 You gain one feat of your choice. Moderately Armored FEATS MANAGE FEATS Fighting InitiateTCoE, pg. 80 You learn one Fighting Style option of your choice from the fighter class. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. AlertPHB, pg. 165 You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. Moderately ArmoredPHB, pg. 168 Increase your Strength or DEX score by 1. You gain proficiency with medium armor and shields. Strength Score "Fairly certain I haven't, Kat, but you remember what the past few weeks have been like for us. All manner of strangeness, of tiny kingdoms emerging within ruins and nearby hills..." Georg shakes his head rather tiredly, then -- as though internally considering much the same as Lotham and prioritizing in-town searches as opposed to those that might lead to situational danger -- responds to the group at large, saying, "Shrine ought to be pleasant enough. Shall we head off, then?" To Mercedes, he adds, "Well, that's your call, honestly. We know that the goblins were kind enough to wreak havoc within Phandalin proper, and suspect that they've spent enough time in the area to pluck other stones and precious oddities for whatever devious gains they've a mind to. I've no doubt that you can handle yourself. Still, safety in numbers," capping his final statement off with a quite series of raised eyebrows. That which is known Stones have been taken from all over Phandalin -- Miner's Exchange, Shrine of Luck, Barthen's well. Gwyn says the cornerstone was a Netherese fragment. She's knowledgeable on the topic. The stone would've been suffused with magic, and it's possible that it's leaking magic and affecting things around it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted March 18 Author Clone Share Posted March 18 You go investigate the Shrine of Luck next. Once a striking cairn of colorful rocks and offerings to Tymora, this shrine now looks precarious. You see two figures attempting to move some of the shrine's larger rocks: the elf Sister Garaele and a human girl no more than ten years old. Sister Garaele looks visibly upset. Show if you question Sister Garaele Sister Garaele had been away from Phandalin when the crime occurred so she doesn't know what happened. She points to the little girl. "Tamara and her mother Trilena, might know more." "Oh Lady Luck, give me the strength to restore your blessed shrine," she whispers before turning back to the stone structure. OOC If you wish to help Sister Garaele make repairs, please a DC 15 Survival, Religion or Acrobatics check. If you fail, you take 2 bludgeoning damage from falling rocks. After three successful checks, the shrine is repaired. Show if you question the little girl The girl's name is Tamara Stonehill. She and her mother visited the shrine to pray but as they were walking up, part of the shrine collapsed, and three small creatures, goblins, hurried away from the rubble carrying a stone. She points down a nearby alley and says they went that way. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted March 20 Clone Share Posted March 20 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham looked at the shrine and frowned, recognizing that something was out of the ordinary. He approached Sister Garaele and asked what had happened. He looked visibly upset at the answer and looked off in the direction the little girl had pointed. He then looked back at the shrine and sighed. Rolling up his sleeves, he tried to help out. OOC Religion Name xDiceName xDiceResult xDiceString xDiceRolls Religion 20 1d20+5 15 Link to comment Share on other sites More sharing options...
Gregorotto Posted March 22 Clone Share Posted March 22 Mercedes Tiefling Folk Hero Wild Magic Barbarian 5 My words | My thoughts | My Actions AC 13 HP 50/50 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire Rage 3/3 Magic Awareness 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Well she's certainly not going to go by herself, so Mercedes decides to stick with the group regardless: maybe they can go after the Shrine or whatever they do next. So, on to the Shrine they go. The shrine could use some work to be repaired, and she's fine doing just that. But before she does, she stops and asks the little girl about what she saw. "That way, huh? Well, don't you worry none: my axe has it on good authority those weird little goblins have been dealt with, eh Axie?" She pats her axe and gives the girl a wink, hoping to change her mood. "Alright, let's test our luck and put this place back together!" Out of Character Situational: Survival to help rebuild Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Survival Check 18 1d20+3 15 Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 1 Clone Share Posted April 1 (edited) Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) Kat talks with the priestess and the little girl, whilst getting stuck into helping Mercedes move the rocks. Kat seems to favour magic, and combining Shape Water and Mold Earth helps as best she can. As she does so she speaks to each of the elements in their primordial language, Terran, and Aquan, asking for their help in making the structure strong and able to weather all that it needs to endure. Edited April 1 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Survival DC 15 5 1d20+4 1 Magical GuidanceTCoE, pg. 66 to re-roll 19 1d20+4 15 Link to comment Share on other sites More sharing options...
TricksterArcane Posted April 8 Author Clone Share Posted April 8 Through your skills and efforts, the Shrine of Luck is restored to a presentable state. Sister Garaele is ecstatic and recites a blessing of Tymora for each of you. Oddly enough, you actually feel like Tymora might have heard her. With the light you have left, you investigate the area where Tamara indicated that she had seen the goblins run off to. Kat is the first to spot the glint of metal on the wall of a building. When you get closer, you discover an axe embedded at the foot of the wall. Nearly faded Dwarvish runes are etched across the head of the axe. Considering that none of you understand Dwarvish, your only course is to bring it to Gwyn (or another dwarf) to decipher. OOC You all gain inspiration for repairing the shrine. As for the axe, let me know if you bring it to Gwyn, ask a friendly dwarf, or use magic. I'll post the appropriate followup based on that decision. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted April 10 Clone Share Posted April 10 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham was intrigued by the writing on the axe. "Dwarvish, is it?" he asked of nobody in particular. "Allow me," he said before starting the ritual casting of a spell that would allow him to read it. OOC Casting Comprehend Languages as a ritual Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted April 10 Author Clone Share Posted April 10 As the magic of Lotham's spell takes effect, the runes suddenly become clear to him. "Grant us clarity, grant us dominion, O Queen of the Invisible Art" DC15 Religion check Queen of the Invisible Art is a title given to Deep Duerra, the duergar goddess of conquest and psionics. This prayer would only be used by the duergar or a follower of Duerra. DC20 History check Through your studies or maybe a conversation with the Rockseeker brothers, you recall that there used to be an ancient duergar mining outpost located in one of the Sword Mountains east of Phandalin. However, duergar control of the outpost ceased centuries ago when it was overtaken by mind flayers. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted April 12 Clone Share Posted April 12 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham read the runes aloud, feeling pretty pleased with himself. After he read it, he started as he realized he recognized the words. "Oh! Deep Duerra is the duergar goddess of conquest and psionics! She's often referred to as Queen of the Invisible Art!" he exclaimed. "This would be a prayer to her!" He then thought a bit more and added, "You know, there used to be an ancient duergar mining outpost in one of the Sword Mountains east of here. It was taken over by mind flayers centuries ago, though." OOC Religion Name xDiceName xDiceResult xDiceString xDiceRolls Religion 24 1d20+5 19 History 27 1d20+8 19 Link to comment Share on other sites More sharing options...
Recommended Posts