Basil_Bottletop Posted April 17 Clone Share Posted April 17 Armando Railwalker Gnomish Warlock AC: 13 (leathers) | HP: 9/9 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 1/1 | Spell Attack: +4 | Spell DC: 12 DM Inspiration: 0/1 The misfire as the creature slithered into hallway was due in part by its sheer ugliness. Armando hadn't a proper idea of where to aim and shooting blindly was as awful as shooting skyward. He opened his mouth to apologize to those that might feel as though they were properly targeted, but no words came out. Instead, he watched as the creature swallowed the lamp and his own eyesight slipped from vivid colors and distinct details, to that of the dark sight. Muted greys and blurred approximations filled his view. The voice startled him and he looked around to see if anyone else had heard it too, only to see that most of the others were already pressed back into the fray. Armando let go of his crossbow and it swung wildly back beneath his arm. Scurrying forward to match the distance that Allera held in the hallway, he was able to truly see what frightened them all. It's worm-like body and slithering fleshy movements reminded him that there were other creatures of the deep that might enjoy such treats. The gnome made a fist and pointed his thumb in the direction of the creature. Under the cover of complete darkness, Armando's confidence somehow shined. His four fingers flicked outward and an opaque-blue spitfire shot out from his palm in the direction of the creature, just as he uttered a noise that sounded like pushing water through ones teeth. Mechanics Main Hand: Empty Off Hand: Empty Action: Casting Eldritch Blast Bonus Action: Move: Moving to the spot E of Allera Manipulate: drop weapon Name xDiceName xDiceResult xDiceString xDiceRolls Ranged Attack 15 1d20+4 11 Damage 2 1d10 2 Link to comment Share on other sites More sharing options...
bwatford Posted April 17 Author Clone Share Posted April 17 Dungeons & Dragons 5e with DM BWatford Despite the darkness, Riffraff could still discern the creature and hurled a stone, sidestepping to avoid the trajectory of Alatia's spells and Armando's erratic crossbow bolts. Thodin alerts his companions to the creature's location for them to target, as he swings his warhammer back towards the beast. The hammer strikes the creature's rubbery flesh, producing a dull thud. Temporarily blinded, Sunny clenched her eyes shut, focusing inward. A tingling sensation crept up her spine, heightening her senses to an extraordinary level. The indomitable warrior advanced, her arm swinging with might… only to awkwardly pat one of the statues spewing forth storms. Clearing her mind, she peered into the gloom. Allera’s eyes could discern the form of the beast, yet the tome had deemed it untouchable. Undeterred, she engaged in a mental duel with the beast’s hive mind. Her consciousness brushed against several within the collective, failing to inflict harm but succeeding in sowing seeds of confusion. Armando clenched his hand, thumb jutting out towards the shadowy figure. Even shrouded in darkness, his assurance was palpable. With a swift gesture, his fingers splayed, releasing a stream of cobalt flames from his hand, accompanied by a sound reminiscent of water forced through clenched teeth. The surge of power struck the entity, severing a writhing appendage that thudded to the earth, its movements stilled. For now, the danger had passed. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of Diamond Lake) 8:07 pm MoondayMonday the 9th of ReapingJuly, 595 CY WE ARE OUT OF COMBAT Lingering Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks. Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS MINOR MALLEABLE Takes 7 hit points of bludgeoning damage from Riffraff's sling. Takes 5 hit points of bludgeoning damage from Thodin's warhammer. Takes 4 hit points of psychic damage from Allera's Mind Sliver. (reduced to 0 immune) Takes 2 hit points of force damage from Armando's Eldritch Blast. Has taken a total of 34 hit points of damage. IS DEAD CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. ALLERA Has -2 on strength-based attacks, damage, checks, and saves. ARMANDO Has -2 on strength-based attacks, damage, checks, and saves. RIFFRAFF Has -2 on strength-based attacks, damage, checks, and saves. SUNNY Has -2 on strength-based attacks, damage, checks, and saves. DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 0/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 1/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 5/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 17 Clone Share Posted April 17 PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 A few seconds after the creature stops moving, Thodin prods it with his hammer to double check. Satisfied that it's dead, he stows his warhammer and asks the troop, "What is this thing? Anyone know?" He pulls out another torch and tinderbox from his backpack and creates some light without much fuss. "I've never seen anything like it. Did everyone hear it talk, too?" He continually swivels his head to keep an eye on the Tee intersection and his new companions. "Riffraff, you still hurt? Do we want to try to take a break down here, or do we want to retreat to that sarcophagus room? Some of you are still feeling the effects of that poison gas, too eh?" Mechanics Main Hand Empty Off Hand Shield Use Object Stow warhammer Move - Action Ignite a torch Bonus Action - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cointhief Posted April 17 Clone Share Posted April 17 Sunny Suel Barbarian 1 16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1 Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2 Rage: OX Sunny held out her hands, stumbling around gently slapping the various faces she came across. "So, if this thing swallows light does it crap darkness?" was her astute inquiry, hoping beyond hope someone would fish out the cleric's lantern from the void monster's gullet. Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks. (Blinded) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted April 18 Clone Share Posted April 18 PC Allera Lorabelis Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 Allera watched the probings of the dead meat pudding very carefully. Then repeated (now in a calmer tone, though, able to think clearly). "This monster is called Malleable. Scholars still argue about where it came from and what it truly is but the monsters are sentient. Sentient mass of... bodies? It absorbs any sentient creature it comes across and grows until killed. Nasty thing. Let's hope it was the only one here." She looked back then forward again. "We went so far already, even fought for the right to pass. Would be a shame to turn halfway. Besides, the poison back in the chamber might still be there. I am for moving forward." Allera did not leave the spot right away, however. "Not sure if this thing ... craps at all. But it did swallow our light. If we can cut it open and get light back..." Judging by her facial expression, Allera would rather travel in the darkness for the rest of the expedition than touch this pile of meat. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted April 18 Clone Share Posted April 18 Riffraff RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 5/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 As the creature fell, so did Riffraff...down to his knees with his head in his hands, overwhelmed with emotion! He'd never been so scared, so relieved, so elated. Slowly he rose to his feet. Then he rushed over to Alatia, grabbing her and hugging her and peppering her with snotty kisses. "Thank you, thank you, thank you, thank you!!!! I REALLY thought I was a goner!" he squealed excitedly. Turning to Thodin and Alatia, he rubbed an arm across his teary, snotty face then nodded thoughtfully. "I could use a little time out, but I agree...we may as well do that here rather than chance the gas once more." But before he sits down he pulls out a knife and heads for the creature, determined to slice it open. "First things first though...let's see what's inside this hideous thing!" Mechanics Main Hand: Empty Off Hand: Empty Action: Gut the Malleable Bonus Action: none Move: to the corpse Manipulate: pull out dagger Notes: -2 on STR saves,att,dam, ab.ch After this I'm happy to take a short rest Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted April 19 Clone Share Posted April 19 Armando Railwalker Gnomish Warlock AC: 13 (leathers) | HP: 9/9 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 1/1 | Spell Attack: +4 | Spell DC: 12 DM Inspiration: 0/1 Armando hovered over the corpse of the Malleable, as best one can when they are only a few feet tall, and watched it in its stillness. Allera's recounting gave it context, but it very quickly became too layered for Armando to understand. It was a thing that tried to eat them and if it had eaten them then it would just get larger and eat again. He could understand that. A guppy did that. One could net one out and feed it scraps for months, fattening it up until it was meaty enough for a meal. The meal would be terrible, but it would be a meal. He thought to poke the thing with his boot, but thought against it in the off chance it still had some fight left in it. There were creatures too that could lose a limb and keep on going. People too. Instead, he just listened and stared. When Riffraff approached, Armando moved to the opposite side so that he could see what his intentions were, even though they'd been voiced just moments ago. That first slip of the blade into the fleshy exterior gave Armando the willies and he shivered. The more cutting, the more wet fleshy bits flopped about, the more it repulsed him. But he couldn't look away. Deep down, he knew he wanted to know what was inside this thing too. It ate to keep alive and it lived down in the bottom of a long forgotten tomb. He needed to know what else might be down here that it just hadn't caught yet to eat. Mechanics Main Hand: Empty Off Hand: Empty Action: Casting Eldritch Blast Bonus Action: Move: Moving to the spot E of Allera Manipulate: drop weapon Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 22 Author Clone Share Posted April 22 Dungeons & Dragons 5e with DM BWatford Thodin's torch cast a much-needed glow in the surrounding passage as the ratfolk expressed gratitude to those who had saved him from the creature. In gratitude, the rogue drew a blade and prodded the creature's flesh until a solid clink was heard. He then sliced into the mass to extract the still-lit lantern. The ordeal was exceedingly repulsive, and Riffraff couldn't tell if he had reached its stomach or merely layers of flesh. The creature's anatomy was unfamiliar, lacking any recognizable organs or structures. After Allatia got the ornate lantern back, she tried her best to clean off any residue, but it seemed futile. So, she ensured at least the handle was clean, held the lantern aloft once more, and proceeded to the corner to discover what awaited her to the east and west. To the west, Allatia observed a chamber, its ceiling bathed in what seemed to be natural sunlight, casting light upon a spinning wheel adjacent to a short red metal pedestal. Atop the pedestal was what appeared to be a jet-black stone egg, roughly the size of a small boulder, adorned with a gold glyph, its details indiscernible from this distance. However, the presence of a large patch of yellowish-brownish mold growing on the floor was of greater concern. To the east lay a larger expanse, yet she could discern nothing noteworthy there, save for the smooth stone flooring. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of Diamond Lake) 8:12 pm MoondayMonday the 9th of ReapingJuly, 595 CY Lingering Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks. Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. Has a Everburnign Yellow Lantern. ALLERA Has -2 on strength-based attacks, damage, checks, and saves. ARMANDO Has -2 on strength-based attacks, damage, checks, and saves. RIFFRAFF Has -2 on strength-based attacks, damage, checks, and saves. SUNNY Has -2 on strength-based attacks, damage, checks, and saves. THODIN Has a torch lit (60 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 0/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 1/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 5/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 22 Clone Share Posted April 22 (edited) PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin watches the surgery with disgust. He's glad that he doesn't have to do it, but he supposes that he could if he had, too. Fortunately, the lantern with the magical light survived. He keeps a comment about crapping darkness to himself to not encourage Sunny. While Alatia cleans the lantern, the dwarf realizes the grave danger that they face and steps just past her between the western passage holding his shield and torch away from his body becoming as a big a barricade as possible. Signaling toward the western tunnel, he says, "that passage has an enormous patch of brown mold. This stuff freezes you on contact and grows from any heat source. Does anyone have any magical cold? That's the only way to destroy it. Otherwise, we need to leave the passage alone." He looks to his companions hoping one of them magically create cold. Mechanics Main Hand Torch Off Hand Shield Use Object - Move - Action - Bonus Action - Edited April 22 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cointhief Posted April 22 Clone Share Posted April 22 Sunny Suel Barbarian 1 16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1 Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2 Rage: OX Sunny nodded approvingly at the slippery and oddly smelly lantern recently extracted out of the Stomach of the Beast From Beyond. She likewise gave a mental thumbs-up at the crackling torch now held by Thodin, but her face crinkled when she heard the dwarf's question. "Uhh...no...I for one can't just 'make' cold. What would the recipe for that even be...step 1...?" A sinister part of her corrupted psyche deep inside had a filthy answer. A flurry of images flashed through her mind, of mystic symbols and necromantic rituals...each one designed to trap the nascent heat of the world and destroy it in the most mocking and vindictive of fashions. Echoes of a lost void beyond the most distant dark star ensnared the Suel with enticing tentacles of forbidden lore, overpowering commands like *𐎋𐎁𐎎𐎍𐎉𐎐𐎃𐎍𐎂𐎉𐎂𐎉* ...but Sunny just chuckled, like a flip of the psychological switch something more lighthearted took back over. "...I suppose I can 'make' warm though, that's much easier. Step 1: give me a hug." she smirked. Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted April 23 Clone Share Posted April 23 PC Allera Lorabelis Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 "Let me help." Allera waved her hand over the disgustingly smelling and looking lamp to return the shiny object to its natural state. "Much better!" She tried her best not to look at the heap of meat on the floor. Instead, she looked at the mould Thodin was pointing at (no less disgusting, to be fair) and past it. "Hm... I can not freeze the thing. But... That "egg" looks very interesting. If we can not get to it, maybe we can get the thing to us? Say, a rope around it and then we pull the rope together?" (If idea is accepted, Allera can fix the rope with help of Mage Hand or Unseen Servant - that on itself should be able to drag 30 pounds of weight) Mechanics Main Hand: Empty Off Hand: Empty Action: 1. Prestidigitation to clean the lamp, 2. Mage Hand or Unseen Servant if we are trying to get the egg to us. Bonus Action: Move: Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted April 23 Clone Share Posted April 23 (edited) Riffraff RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 5/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 As the others checked out the moldy tunnel and debate how to grab the egg, Riffraff sighed and got to his feet. "With all this fungus stuff all around, I'm not sure how I feel about sitting here and resting." he commented warily. "Let me have another sniff around before we try anything...this place is a deathtrap!!" With that he steadily made his way down towards the Eastern tunnel, looking carefully for signs of any more of the traps that have plagued them. Mechanics Main Hand: dagger Off Hand: Empty Action: Search for any more traps Bonus Action: none Move: S S S S E Manipulate: none Notes: -2 on STR saves,att,dam, ab.ch After this I'm happy to take a short rest Edited April 23 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Investigation (traps) 11 1d20+5 6 Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted April 24 Clone Share Posted April 24 Armando Railwalker Gnomish Warlock AC: 13 (leathers) | HP: 9/9 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 1/1 | Spell Attack: +4 | Spell DC: 12 DM Inspiration: 0/1 The brutality of the ratfolk's dressing of the fleshy creature somehow pressed beyond the grotesque and into an opaque world of unreality. The gnome stood and watched, without flinching, at each pass of the knife's blade into the meat and ichor. He watched with amusement as the lantern was drawn out of cavity and even reached for it in weak sense of helpfulness, albeit not enough to be noticed. It didn't take the overlooking personally though, and simply went back to looking over Riffraff's shoulder as he continued to bury his blade deeper. When it was over, Armando didn't notice the blood that had crept along the floor and soiled the tips of his boots. Only when he took a step away and the sticky, drying blood screamed at him did he even realize how close he'd come to stand by the corpse. The tiny screams at his feet begged him to stay a bit longer, but the rest of the group had pressed forward and Armando did not want to be left behind in this Gods-forsaken place. He found himself shirking his duties as Sunny's shadow and instead followed a similar path as Riffraff. The others were pre-occupied with a hallway that they could not go down, but hadn't even considered the path that they could. The gnome silently chuckled at his and Riffraff's ingenuity. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Moving to the hallway entryway of the eastern branch Manipulate: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 24 Author Clone Share Posted April 24 Dungeons & Dragons 5e with DM BWatford As Thodin alerted the group to the danger, Allera was preoccupied with devising a solution to their predicament, one that was currently just beyond their grasp, both literally and physically. Simultaneously, Riffraff edged just enough to peer down the opposite way, with Armando closely following. The vast area to the east remained devoid of anything, yet the northern part of the chamber was still out of sight. However, Riffraff noticed an alcove on the eastern side of the central pillar. The east face of the central pillar featured a niche running from the floor to the ceiling. The niche's walls are fitted with pegs, some vacant, others holding ancient architectural tools. On the niche's floor rest two large drain grates, their purpose as yet unclear. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of Diamond Lake) 8:17 pm MoondayMonday the 9th of ReapingJuly, 595 CY Lingering Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks. Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. Has a Everburnig Yellow Lantern. ALLERA Has -2 on strength-based attacks, damage, checks, and saves. ARMANDO Has -2 on strength-based attacks, damage, checks, and saves. RIFFRAFF Has -2 on strength-based attacks, damage, checks, and saves. SUNNY Has -2 on strength-based attacks, damage, checks, and saves. THODIN Has a torch lit (55 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 0/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 1/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 5/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 25 Clone Share Posted April 25 PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin concludes, "right. So with no magical cold, that way is closed. Riffraff, what's the other way look like?" The dwarven miner walks closer to the hallway's entrance next to Riffraff. Seeing the floor grate, he says, "that's a fairly big drain. Probably a trap in here that fills the tunnels with water. More reason to check." "Sunny, want to carry my torch again?" He offers. Mechanics @Cointhief @MysteriousMiller Main Hand Torch Off Hand Shield Use Object - Move - Action - Bonus Action - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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