Aspekt Posted March 10 Author Clone Share Posted March 10 It 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Coruja Posted March 10 Clone Share Posted March 10 (edited) Sarah 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 March 10 by Coruja (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
8w_gremlin Posted March 10 Clone Share Posted March 10 (edited) Eira 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 March 10 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 8 1d20+2 6 Perception 15 1d20+5 10 Attack, Longbow 7 1d20+4 3 Damage (Pierce) 7 1d8+4 3 Link to comment Share on other sites More sharing options...
morgan_ Posted March 10 Clone Share Posted March 10 (edited) Sherrin — Human Rogue 2 AC: HP2d8 HD: SpeedWalking: 40 ft. Climbing: 40 ft.: 15 17/17 40 ft. StrengthStrength Save: +1 Athletics: +3: DexterityDexterity Save: +5 Acrobatics: +5 Sleight of Hand: +7 Stealth: +5: ConstitutionConstitution Save: +2: 12 16 14 (+1) (+3) (+2) IntelligenceIntelligence Save: +1 Investigation: +1: WisdomWisdom Save: +2 Perception: +6: CharismaCharisma Save: +0 Deception: +2: 8 14 10 (-1) (+2) (+0) LanguagesCommon, Gnomish, Thieves' Cant Combat ProficienciesArmor Proficiencies: Light Armor Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Tool ProficienciesForgery Kit, Playing Card Set, Thieves' Tools 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 March 14 by morgan_ (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 23 1d20+6 17 Initiative 9 1d20+3 6 Religion 19 1d20-1 20 Link to comment Share on other sites More sharing options...
ResidualRose Posted March 11 Clone Share Posted March 11 (edited) Kagami 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. StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 19[14] (+4) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +4 Stealth: +4: 12 (+1) | ConSave: +1: 17 (+3) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +5 Animal Handling: +3 Insight: +5 Medicine: +3 Perception: +5 Survival: +3: 8 (-1) | ChaSave: +5 Deception: +5 Intimidation: +3 Performance: +3 Persuasion: +5: 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 March 11 by ResidualRose (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 6 1d20+1 5 Perception 12 1d20+1 11 Intimidation 17 1d20+4 13 Athletics (Long Jump) 23 1d20+6 17 Link to comment Share on other sites More sharing options...
Phntm888 Posted March 11 Clone Share Posted March 11 (edited) 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 March 13 by Phntm888 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 17 1d20-1 18 Initiative 14 1d20+2 12 Religion 15 1d20+4 11 Link to comment Share on other sites More sharing options...
BigLee Posted March 12 Clone Share Posted March 12 (edited) 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 Fletcher Rogue (1) / Sorcerer (1) AC: 13 | HP: 10/10 | Init: +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 HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Produce FlameConjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Shocking GraspEvocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 1st Level Spells (2/2) Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Edited March 12 by BigLee (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 17 1d20+4 13 Religion (just in case) 7 1d20+1 6 Init 15 1d20+3 12 Link to comment Share on other sites More sharing options...
scootloops Posted March 29 Clone Share Posted March 29 Tableplop Link No Rest for the Undead 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted March 29 Clone Share Posted March 29 love the map! will keep my 8 initiative, why tempt the fates. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Coruja Posted March 29 Clone Share Posted March 29 (edited) Sarah 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 March 29 by Coruja (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Weapon 1 20 1d20+7 13 Damage Weapon 1 14 2d6+3 5,6 Link to comment Share on other sites More sharing options...
scootloops Posted April 3 Clone Share Posted April 3 Tableplop Link No Rest for the Undead 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Coruja Posted April 4 Clone Share Posted April 4 Sarah 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
scootloops Posted April 4 Clone Share Posted April 4 Tableplop Link No Rest for the Undead 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
morgan_ Posted April 4 Clone Share Posted April 4 (edited) Sherrin — Human Rogue 2 AC: HP: SpeedWalking: 40 ft. Climbing: 40 ft.: 15 17/17 40 ft. StrengthStrength Save: +1 Athletics: +3: DexterityDexterity Save: +5 Acrobatics: +5 Sleight of Hand: +7 Stealth: +5: ConstitutionConstitution Save: +2: 12 16 14 (+1) (+3) (+2) IntelligenceIntelligence Save: +1 Investigation: +1: WisdomWisdom Save: +2 Perception: +6: CharismaCharisma Save: +0 Deception: +2: 8 14 10 (-1) (+2) (+0) LanguagesCommon, Gnomish, Thieves' Cant Combat ProficienciesArmor Proficiencies: Light Armor Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Tool ProficienciesForgery Kit, Playing Card Set, Thieves' Tools 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 April 5 by morgan_ (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Con Save 19 1d20+2 17 Shortsword Attack 21 1d20+5 16 Shortsword Damage 4 1d6+3 1 Link to comment Share on other sites More sharing options...
scootloops Posted April 5 Clone Share Posted April 5 Tableplop Link No Rest for the Undead 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 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. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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