BobtheWizard Posted February 27 Clone Share Posted February 27 Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts After eating quickly but not too fast to draw attention, Cole gets up to go up to the boys' bedroom with Niles, ready to prepare and rest for the next day. "Looks like we'll be sharing a room again. Let's hope it's more comfortable than our last room, and let's hope tomorrow doesn't put us back in a prison cell." Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: none Move: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted February 27 Clone Share Posted February 27 (edited) Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes When the gnome has had his fill of drink and victuals, which wasn't all that much to begin with, he follows after Alura. In a hushed tone so as to not be overhear, he asks, "I was a prisoner for some time. What might I need to know as to recent developments?" Later as he and Cole enter their room, he replies, "how could it be worse?" Then immediately regretted saying that as he worried that in some fashion he might have cursed them. Edited February 27 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted February 29 Author Clone Share Posted February 29 Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Despite Niles' words seeming to tempt fate, the night passes uneventfully. You regather in the common room of the inn the next morning, your cover as cultists still intact. After a hurried breakfast of bread, cheese, and more beer, you head toward Skyreach Castle. No one attempts to bar your passage through the small village. Outside the village, you draw near to the tethered flying citadel. A lowered drawbridge spans a foggy moat. Beyond the drawbridge is an open portcullis, and beyond the portcullis is a covered gateway leading to an open courtyard. Large figures loom in the gateway, but you can’t quite make them out. Towers stand on either side of the gate. The left tower is forty feet taller than the right. Large, brutish figures stand watch atop them. You hadn't realized the cult was in league with ogres. Lemish is full of ogres, however, and the degenerate race has been leaderless since Ankhar the Truth's defeat. It might have been easy work to press the ogres into service. As you cross the drawbridge, the large figures in the gateway resolve into huge statues, one on either side of the gate. They face inward, watching anyone who crosses beneath the portcullis. Each stands twenty feet tall. For a moment, you believe they depict elves. Their features are beautiful and finely wrought. However, their expressions are crueler than anything you have ever seen on an elf. It takes several moments for you to realize that these are statues of ogres as they were in the Age of Dreams, before their evil natures corrupted their beauty and debased their intelligence. These seem strange decorations for a flying citadel. The statues seem expectant, somehow. No one appears before the gate to greet you or bar your path. However, Tallis gave you clear instructions to speak the password she shared as you entered Skyreach Castle. Tabletop You are in Area 6A. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted February 29 Clone Share Posted February 29 Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes Niles is fascinated by the 'tribute' statues depicting the ogre from their classical history. He fancies himself of something of an intellectual, though he isn't particularly smart. He is, however, very wise and often wisdom can be even more beneficial than intelligence. He carefully regards to statues looking for signs of magic and, more importantly, some kind of trap that might detect the thoughts of those below or something equally as unfortunate. Name xDiceName xDiceResult xDiceString xDiceRolls Arcana roll if applicable 12 1d20+3 9 Link to comment Share on other sites More sharing options...
codexgigas Posted March 1 Author Clone Share Posted March 1 Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Niles can tell that the statues are enchanted, but he cannot determine the nature of the spells upon them. Tabletop You are in Area 6A. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 1 Clone Share Posted March 1 Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole isn't the one that should be doing the talking when it comes to persuading people, but he is capable of repeating a password. "Let's see if this works or if she was playing us." He walks up to the statues, ready to give them the password at the first sign of movement. Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: none Move: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 1 Clone Share Posted March 1 Aubryn Grace AC: 21 | Hit Points: 88/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 3/4 | Rallying Command: 3/4 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou 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. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The significance of the strange ogre statues is completely lost on Aubryn. She quietly takes in the castle's defenses while trying not to stand slack-jawed at the impress structure built into the clouds. She lets Cole recite the password, looking around for any sign of resistance. Or better yet, signs of Rezmir. Tabletop Perception check! Name xDiceName xDiceResult xDiceString xDiceRolls Perception check 24 1d20+5 19 Link to comment Share on other sites More sharing options...
rauhric Posted March 1 Clone Share Posted March 1 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura studies the statues as well, but she thinks detecting magic will help provide her more insight. "Give me a moment and let me she what I can uncover." She cast her spell and speaks the words of power in order to reveal the secrets these statues hold. OoC Using action to cast Detect Magic. Edited March 3 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted March 2 Author Clone Share Posted March 2 Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Alura can detect immensely powerful transmutation magic coming from the two statues. As she studies them, she comes to the conclusion that they are golems. They seem to be inert at the moment. She suspects the passwords might serve to keep them in their dormant state. Tabletop You are in Area 6A. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted March 3 Clone Share Posted March 3 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura tells her companions, "They are magical ... Golems. Some secret word activates them. We need to be on guard for that word, it might help us in case they are activated against us." She inspects them closely to see if she can uncover any clues that would eventually lead her to a secret word command. OoC Passive Investigation 23 to collect some clues on the Golems. Maybe a design idea or motif that will help with a possible word command? Edited March 6 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted March 3 Clone Share Posted March 3 AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▣ ▢] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [▣ ▣ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▣ ▣] Blight, Wall of Fire, Conjure Minor Elementals "Kill anyone before they can speak, I understand." Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Casting: Animate Dead to reestablish control • Ritual Casting: Alarm Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 3 Clone Share Posted March 3 (edited) Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes Niles is disappointed in himself for not seeing that they were golems. Now that he knows, it appears to be a pretty obvious conclusion. However, he is very grateful that one of his companions was able to make that determination. He tenses when Cole speaks the password. He is certain that the correct password either deactivates the golems or keeps them in their stasis... but the wrong password likely activates them immediately. Edited March 3 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted March 4 Author Clone Share Posted March 4 (edited) Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Cole speaks the password aloud as you pass through the gates: Takhisis, our mother and strength. The golems shudder as you approach them, but the password renders them dormant once more. You pass through into a large courtyard. Walls of solid ice enclose this courtyard. Another courtyard partially overhangs this one. It is held aloft by sweeping arches of ice that soar to a height of over one hundred feet. Doors of sculpted ice fitted with iron hinges lead to various outbuildings and main keep on the far side of the courtyard from the gate towers. Cultists move around the edges of this courtyard, heading into the various buildings. None of them pay particular attention to you. Why should they? You know the password, so you obviously belong here. Mixed in among the cultists are ogres, although there are relatively few of them in the courtyard itself. Most stand guard atop the walls. The two groups seem to be mingling as little as possible. Tabletop You are in Area 7. Map Edited March 4 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 5 Clone Share Posted March 5 Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole assesses the situation, trying to calculate what our odds would be if we just started killing them all, which would be his preferred method of dealing with this group. But he decides that might be suicide and that we should wait until the odds improve or our hands are forced. He approaches one of the cultists. He knows we've rehearsed our stories and should be able to pass as cultists, but he still has a bad feeling about this. "Excuse me. We are new recruits sent to help Rezmir. Who are we supposed to check in with?" Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: none Move: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 5 Clone Share Posted March 5 Aubryn Grace AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 4/4 | Rallying Command: 4/4 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou 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. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. For her part, she crosses her arms and looking the cultist part. Aubryn feels like these cultists tend to be jerks so they should act like that. Of course, she cannot lie. The knight then says to Callista, "I thought we were supposed to find Rezmir. There's a check in?" Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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