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Jade Talons: In Character : Chapter 1 - Mosswood


Aspekt

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village.png.07140a32fd6cd080fa293097cfeb7ccd.pngIt took a bit of convincing, but the young girl finally stopped trying to hide behind her mom's skirts from "the demon". Hanna steps forward and speaks on the party's behalf to the rest of the villagers who come to see what all the commotion is about. And as night falls over the sleepy hamlet you are all provided a warm meal in one of the larger houses, and they offer to let you stay in one of the haylofts for the night.

The cart and mules are put away inside the barn, and you all climb to the second level where dried hay provides a soft place to lie down. It's nice to have an actual roof and four walls for the first time in almost a week.

It's almost midnight when a strange breeze begins to blow. The only light at the moment comes from a single lantern that was provided by the owner, and it burns with a orange glow that leaves long shadows in the corners.

Anyone awake at this hour hears a dog barking for nearly a minute, and then it suddenly goes quiet.

You know that the doors to the barn were closed snug behind you, but they weren't locked. You could leave if you want, or perhaps you'd rather stay and fortify your location?

DC 12 Perception Check

You hear muffled footsteps moving around outside of the barn. They seem to heading from the forest, towards the houses that make up this hamlet. The footsteps are light and quick.

For those who Leave the Barn

If you choose to leave the barn and investigate, you'll need some kind of light source in order to see clearly. Taking the lantern inside the barn will leave everyone else in darkness, unless they have a light source of their own.

Dark clouds cover any light the moon might have provided. A strong wind blows at the trees, and causes exposed flames to flicker and fight to stay burning.

100 feet away from the barn, equal distance from the barn and the nearest house, two creatures with grayish scabby skin and long pointed ears are feasting on a dog that they have killed. Their hands are tipped with sharp claws and their mouths have long pointed teeth. Perhaps these were humans once, but they're humans no longer. They turn to look at you if you come close to them with any kind of light source.

 

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spacer.pngSarah Heart

Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp
HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft
Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading
Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach
Inspiration 0d6 | Spells 1 ■■ | Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed.

 

Some rest wouldn't hurt. During daytime, Sarah would spend an hour gathering the herbs needed for what she had planned, and the rest of the afternoon brewing a concoction to alleviate pain in general. She made it in the form of a cream. It was a gift for Hanna. Something she would find useful.

At night they could finally sleep. Well, mostly. Sarah had a light sleep. It was terrible for resting properly, but at least it kept her aware of her surroundings. The dog barking was enough to snap her out of her sleep, some hasty footsteps and then the dog silenced. That was enough to jolt her from her bed, grabbing her equipment. She took a torch from her bag of holding and lit it at the lantern inside the barn. She would leave the light for the others, but she did touch anyone not awake to make them aware of the strange situation.

Being a monster hunter means putting yourself in danger. Whatever that moved in could endanger the citizens of that hamlet, and Sarah couldn't allow that. With her crossbow in one hand and the torch in another, she left the barn, following the noise, or the absence of it. Upon realizing what was going on, there wasn't much left to do but to put these monsters to rest. Was it undead or demonic creatures? Anyways she tossed the torch forward to provide more light where her foes were and started firing her crossbow. But ALAS! Her crossbow had to jam right on the first shoot! "By Lady Heart!"

Edited by Coruja (see edit history)
Name
Perception
17
1d20+4 13
Initiative
11
1d20+3 8
Attack Main
8
1d20+7 1
Religion (Resistances/Weakness/Immunity)
21
keep(2d20,highest,1)+1 20,20
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hunter-small.png.0b79cc2c82e1a9ee0a013cb005c59b93.pngEira Fjelldis Human Druid 2

Hp: 17/17 | Ac: 15 | Init: +2 | Perception: 15 | Insight: 15 | Investigation: 11
STRSave: -1
Athletics: -1
8, DEXSave: +2
Acrobatics +2
Slight of Hand +2
Stealth +2
14, CONSave: +2 14, INTSave: +3
Arcane +1
History +1
Investigation +1
Nature +1
Religion +1
12, WISSave: +5
Animal Handling +5
Insight +5
Perception +5
Medicine +3
Survival +5
16, CHASave: +0
Deception +0
Intimidation +0
Performance +0
Persuasion +0
10


 

Eira had spent the rest of the time in conversation with Dapple, learning more about the world through the eyes of a horse, it had been good for Eira, she thanked Dapple and hopped that they could speak again sometime, but she had to return to the others and find someplace to sleep.
---x---

At the first distant bark, Eira was alert she grabbed her bow and quiver, her senses attuned to the distress in the sound. Dapple, had already shared unsettling tales of animals disappearing, painting a picture of unease in the otherwise tranquil surroundings. Knowing the value of every creature's place in the natural order, she felt a compelling duty to investigate, her druidic oath to protect interweaving with her role as a monster hunter. She saw Sarah swiftly grabbing her lantern and following slips from the barn. She moved towards the source of the noise, her steps light and purposeful, guided by the dim glow of Sarah's lantern and a deep-seated concern for the dog's sudden silence.

She lets an arrow slip, but the darkness and trees construed to foil her shot. "Wake the others..."

Edited by 8w_gremlin (see edit history)
Name
Initiative
8
1d20+2 6
Perception
15
1d20+5 10
Attack, Longbow
7
1d20+4 3
Damage (Pierce)
7
1d8+4 3
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sherrin_token.png.6e2c433d1ef85e747c8483af0cfbd733.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Sherrin joins the rest of the Jade Talons in spending the night in the barn. She appreciated the village's hospitality; it wasn't Sherrin's first time sleeping in such a place. It's not a bed, but it sure beats camping out in tents.

Sherrin is woken up by the dog's barking. When she listens for a possible reason, she hears the sound of footsteps outside the barn. She lights her own lantern and runs outside to investigate. "What's going on?" she asks as she passes Eira.

In the distance at the edge of her lantern's light, Sherrin sees two strange creatures looking back at her.

OOC

Perception 23
Initiative 9
Religion 19 (Natural 20!)

Action: light a lantern
Bonus Action: cunning action (dash)
Movement: 20 ft. used to rise from prone; 60 ft. movement on foot out of barn and towards the two creatures

Actions

Actions:
Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with an Object

Bonus Actions:
Cunning Action—You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Reactions:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 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. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
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.
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

Edited by morgan_ (see edit history)
Name
Perception
23
1d20+6 17
Initiative
9
1d20+3 6
Religion
19
1d20-1 20
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spacer.pngKagami Saya

Oni-blooded Ronin


AC: 14 (Unarmored, CON) | HP: 25/25 (2d12+6) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
Senses: Passive Perception 9, Insight 9 Investigation 10. Darkvision 60ft.
Str: 19[14] (+4) | Dex: 12 (+1) | Con: 17 (+3) | Int: 10 (+0) | Wis: 8 (-1) | Cha: 14 (+2)
Languages: Common, Infernal, Celestial, Kozakuran


 


Saya's predatory senses flared to life as her blood surged through her body to launch it into action. She didn't even bother grabbing her strangely shaped longbow and instead just lept from the second story loft of the barn towards the monsters.

Hitting the ground running, she let out a loud growling battlecry as her eyes began to dimly glow as the ghastly creatures came into view of her night-attuned vision.

"PITILESS CURS! STOP GNAWING ON DOG BONES AND COME TRY TO FEAST UPON MY AMPLE PHYSIQUE INSTEAD! KIAYAAAAAH!" She yelled as her hands fell to her left side, one resting on the scabbard of her katana, her thumb pressing against the hilt to ready the blade to launch into action, an action that was being readied with her right hand which grasped around the silk and shark-skin wrapped handle of the sword itself.

...she had already to failed to protect their benefactors' canine...if she could lure those monsters towards her and the barn instead of the house, perhaps she could succeed in protecting them instead

OOC

Initiative: - Initiative

Perception: - Perception

Action: - Dash another 30 ft upon landing

Bonus Action: - Try to get the monsters to target her. Intimidation

Movement: - If she can get a 10ft running start, long Jumping from second story to first. Saya's long jump currently covers 19ft (round up to 20?). Athletics (Long Jump)

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Unarmed. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+4 slashing damage. 2-Handed, Versatile (1-handed 1d8+2 slashing)

Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+4 slashing damage. 1-Handed, Light, Finesse

Tanto. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage. Light, Finesse, Thrown (20/60ft)

Tetsubo. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage. 2-Handed, Heavy

Naginata. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d10+4 slashing/piercing damage. 2-Handed, Heavy, Reach

Yumi. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one target. Hit: 1d8 + 1 piercing damage. 2-Handed, Ammo (Arrows x20)

Thaumaturgy. Cantrip: Produces various minor effects.

Bonus Actions:

Rage (2/LR). Lasts up to 1 minute, during which Saya gains resistance to all physical (bludgeoning, piercing, slashing) damage, +2 to damage with Strength-based melee weapons, and advantage on Strength Saves and Ability Checks.

Reactions:

-

Class Features:

Danger Sense. Saya has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, Saya can't be blinded, deafened, or incapacitated.

Reckless Attack. When Saya makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn.

Attunement: 1/3 Slots

Tekkō of Oni Power. While attuned to these gauntlets, Saya’s strength score is set at 19 instead of 14. (Included in stats).

 

 

Edited by ResidualRose (see edit history)
Name
Initiative
6
1d20+1 5
Perception
12
1d20+1 11
Intimidation
17
1d20+4 13
Athletics (Long Jump)
23
1d20+6 17
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Tevis Longfellow - Human Warlock


AC: 13 | HP: 15/15 | Saves: Str +0, Dex +2, Con +1, Int +2, Wis +1, Cha +5 | Passive Perception: 9 | Passive Insight: 9 | Init: +2 | Spell Slots: 2/2


The rest of the day passed relatively uneventfully, and after a delicious homecooked meal, Tevis was happy to sleep for the night - although he'd never slept in a hayloft before. Still, it was warm and dry, and that was something.

He was suddenly awoken by the sound of a dog barking. "What? Huh?" Sitting up, he heard muffled footsteps moving past the barn. Groggily, he followed others as they descended the hayloft, yawning as he did. "Did something happen?"

Looking out of the barn, he then saw the...creatures? What on earth were they? He racked his brain, trying to figure it out, even as he found himself wishing he'd grabbed his crossbow before climbing down...

 

OOC

Perception

Movement: 20 feet of movement to stand up, 10 to the ladder down the hayloft
Action: Move down the ladder to the doorway
Bonus Action: Religion check to ID (I would like to learn Special Abilities)

 

Edited by Phntm888 (see edit history)
Name
Perception
17
1d20-1 18
Initiative
14
1d20+2 12
Religion
15
1d20+4 11
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Samus was never one to sleep too deeply, but after the big meal and the nice accommodations, how could he not. But the stirring of his companions was more than enough to wake him and alert him to a possible problem.

As Sam grabs his things, he hears the footsteps outside. He climbs down from the loft, readies his bow, and follows the others out of the barn. He short legs were not fast enough to keep up with the others, but when he looked out the barn door and saw... whatever it was, he was glad to have some bigger folk between him and those creatures.

Nevertheless, Sam nocks an arrow and moves sideways to get a better shot.

 

 

 

samus_avitar.png.65f64cf0e7a42f2976c37f70c80422a3.png
Samus Fletcher
Rogue (1) / Sorcerer (1)


  AC: 13 | HP: 10/10Init: +3 | PP: 14 | Speed: 25
Spell Slots: 1st 2 | Spell Attack: +4 | Spell DC: 12

Mechanics

ACTION

Action and important info goes here

BONUS ACTION

Bonus action and details go here

MOVE ACTION

Where you going?

MANIPULATION

Free item interaction here

 

Inventory

Common clothes (3 lbs)
Short Sword (2 lbs)
Shortbow (2 lbs)

Quiver (1 lb)
- 20x arrows (1 lb)

Bandolier (6.5 lbs)
- Pipe & pipeweed (1 lb)
- Thieves' Tools (1 lb)
- 2x Oil flasks (2 lbs)
- 2x Dagger (2 lbs)

Bag of Holding (15 lbs)
- Bedroll (7 lbs)
- 7x Rations (14 lbs)
- Waterskin (5 lbs)
- Fishing tackle (4 lbs)
- Scroll case (1 lb)
- Grappling hook (4 lbs)
- 2x Silk rope (50', 10 lbs)
- Mess kit (1 lb)
- 4x Oil flask (4)
- Deck of cards

- 20x arrows
 

Encumbrance
Weight: 30.5 lbs
Status: Unencumbered
Penalty: none

Spells

Ability CHA
Save DC 12
Attack +4


0 Cantrips

Mage Hand
Produce Flame
Minor Illusion
Shocking Grasp


1st Level Spells (2/2)

Disguise Self
Mage Armor

 

 

Edited by BigLee (see edit history)
Name
Perception
17
1d20+4 13
Religion (just in case)
7
1d20+1 6
Init
15
1d20+3 12
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  • 3 weeks later...
Tableplop Link
GM

One of the creatures makes a mad dash directly towards the group leaving the barn. It's too dark to see any real details, but you can hear it's heavy, fast footsteps. It lets a terrifying, guttural howl out, followed by the second...and a third. As the first creature approaches, a horrible stench of rotting flesh assaults your senses.

Place your tokens wherever you'd like in the red rectangle, since everything got a little shuffled, you can re-roll your turn if you wish, but you have to take the new results.

 @Phntm888 @Coruja you're up!

Round 1: Those with "‼️" may act!

  Init Name Damage Tracker Concentrating Notes
  19 Gala      
‼️ 14 Tevis      
‼️ 11 Sarah      
  10 Grissom      
  9 Sherrin      
  9 George      
  8 Eira      
  6 Kagami      
           
  ? Samus    
@BigLee I'll need an init roll from you.
           


 

 

 

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spacer.pngSarah Heart

Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp
HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft
Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading
Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach
Inspiration 0d6 | Spells 1 ■ | Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed.

 

Some rest wouldn't hurt. During daytime, Sarah would spend an hour gathering the herbs needed for what she had planned, and the rest of the afternoon brewing a concoction to alleviate pain in general. She made it in the form of a cream. It was a gift for Hanna. Something she would find useful.

At night they could finally sleep. Well, mostly. Sarah had a light sleep. It was terrible for resting properly, but at least it kept her aware of her surroundings. The dog barking was enough to snap her out of her sleep, some hasty footsteps and then the dog silenced. That was enough to jolt her from her bed, grabbing her equipment. She took a torch from her bag of holding and lit it at the lantern inside the barn. She would leave the light for the others, but she did touch anyone not awake to make them aware of the strange situation.

Being a monster hunter means putting yourself in danger. Whatever that moved in could endanger the citizens of that hamlet, and Sarah couldn't allow that. With her crossbow in one hand and the torch in another, she left the barn, following the noise, or the absence of it. Upon realizing what was going on, there wasn't much left to do but to put these monsters to rest. Was it undead or demonic creatures? Anyways she tossed the torch forward to provide more light where her foes were and touched her insignia of Lady Heart by her neck. "Bless my hunt tonight against the dark, Lady Heart." Upon marking her quarry, she fires the crossbow.

Edited by Coruja (see edit history)
Name
Attack Weapon 1
20
1d20+7 13
Damage Weapon 1
14
2d6+3 5,6
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Tableplop Link
GM

Sarah unleashes a near perfect shot at the creature closest to her, the arrow sinks into it's rotting flesh, causing it to stumble but otherwise it keeps it's moementum.

Religion Result Checks: Highest I see is 21, which reveals that these creatures are a type of ghoul known as Ghasts, they have normal undead resistances/weaknesses (listed below) and there are stories of a horrendous stench that can waylay anyone of a weak constitution.

Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities 
Charmed, Exhaustion, Poisoned
STENCH:
Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

 @Phntm888 you're up!

Round 1: Those with "‼️" may act!

  Init Name Damage Tracker Concentrating Notes
  19 Gala     Marked (from Sarah)
‼️ 14 Tevis      
  11 Sarah   Hunter's Mark (Gala)  
  10 Grissom      
  9 Sherrin      
  9 George      
  8 Eira      
  6 Kagami      
           
  ? Samus    
@BigLee I'll need an init roll from you.
           


 

 

 

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spacer.pngSarah Heart

Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp
HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft
Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading
Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach
Inspiration 0d6 | Spells 1 ■ | Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed.

 

Realizing what these unholy creatures were, she shouted to her friends what she thought were the most important facts that could be passed through a shout. "Don't bother charming him, and don't breath near it!" Then she backed away to keep a safe distance from that horrible creature.

OOCPlease, consider this post a continuation of my previous post for this turn. I added speech and movement (3 squares to the east.

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Tableplop Link
GM

Grissom dashes from behind the barn and out into the open bellowing a raspy, animalistic scream as it runs towards the group.

Ghast Recalled KnowledgeReligion Result Checks: Highest I see is 21
Revealed that these creatures are a type of ghoul known as Ghasts, they have normal undead
resistances/weaknesses (listed below) and there are stories of a horrendous stench that can waylay anyone of a weak constitution.

Damage Resistances: Necrotic
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
STENCH: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

 
@morgan_ Sherrin is up! let me know if you're doing a new turn or using the previous one.

Round 1: Those with "‼️" may act!

  Init Name Damage Tracker Concentrating Notes
  19 Gala -14,   Marked (from Sarah)
  14 Tevis      
  11 Sarah   Hunter's Mark (Gala)  
  10 Grissom      
‼️ 9 Sherrin      
  9 George      
  8 Eira      
  6 Kagami      
           
  ? Samus    
@BigLee I'll need an init roll from you.
           


 

 

 

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sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats(Mobile Feat prevents attack of opportunity), running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 25 ft. (or whatever it takes) to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 4 piercing damage to Gala the Ghast


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 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. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
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.
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

Edited by morgan_ (see edit history)
Name
Con Save
19
1d20+2 17
Shortsword Attack
21
1d20+5 16
Shortsword Damage
4
1d6+3 1
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GM

Sherrin slashes into Gala before scrambling up to the roof. The ghasts horrible smell reminds her of an uncovered mass grave, she is able to resist the stench. George mindlessly rushes in to join the fray, not quite making it all the way.

Ghast Recalled Knowledge

OOC:

 @BigLee Since I missed your roll you can take a turn now and then we'll get you back in the correct order
 @8w_gremlin and @ResidualRose you're up as well!

Round 1: Those with "‼️" may act!

  Init Name Damage Tracker Concentrating Notes
  19 Gala -14, -4   Marked (from Sarah)
‼️ 15 Samus      
  14 Tevis      
  11 Sarah   Hunter's Mark (Gala)  
  10 Grissom      
  9 Sherrin     Immune: Ghast Stench (24 hrs), on roof (about 20 ft up)
  9 George      
‼️ 8 Eira      
‼️ 6 Kagami      
           
         
 
           


 

 

 

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