Dixi Posted May 4 Clone Share Posted May 4 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 "You are quite knowledgeable in many ... unexpected fields," remarked Allera politely while still looking around. Nothing popped up but she liked that feeling of a "second vision" and thought the effect of soft glowing of her own eyes under the spell quite intriguing too. She squinted at the lever. "We do need to rest but... would you be able to hold your curiosity for so long? Not sure I can. Of course, we can spend time in speculations what is behind the door." 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 May 4 Clone Share Posted May 4 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 Riffraff was tired, and could use a rest, but he agreed with Allera's comment. "You know what they say...curiosity killed the rat!" he replied with a grin. "I can wait...just as long as the rest of us can?!" He strolled over to examine the area around the grate, still convinced that the "Architect" must have left some traps in place, and that a lever would be an obvious place to put one. Mechanics Main Hand: dagger Off Hand: Empty Action: Search for any more traps Bonus Action: none Move: go over to the grate Manipulate: none Notes: -2 on STR saves,att,dam, ab.ch After this I'm happy to take a short rest Name xDiceName xDiceResult xDiceString xDiceRolls Investigate (traps) 13 1d20+5 8 Link to comment Share on other sites More sharing options...
Cointhief Posted May 4 Clone Share Posted May 4 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 At Allera's polite remark, Sunny realized she just gave away information which might connect her back to the Cairn Hills Force. The blonde softly stuttered "Er...yeah, trivia night at the Feral Dog can be fun. You don't want me on your team though...eheh..." ooc: Fine with rest as well. Name xDiceName xDiceResult xDiceString xDiceRolls Deception 17 1d20 17 Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted May 8 Clone Share Posted May 8 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 silently moved back into the alleged bedroom and looked crookedly at the bed. The idea of being down here in this tomb long enough that someone thought to build a bed left him puzzled. Then he thought about all the times he'd slept somewhere and he'd wished to have such a defense at hand. Deadly, debilitating traps between them and his unconscious body sounded like such a wonderful idea. As the others discussed when or how they might take a break, the gnome rummaged through what remained of the bedroom's wall-in furniture. 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 Tuesday at 05:04 PM Author Clone Share Posted Tuesday at 05:04 PM Dungeons & Dragons 5e with DM BWatford Riffraff meandered toward the grate, his mind set on the belief that the “Architect” had surely ensnared the area with hidden traps, likely integrated within the lever mechanism. Yet, despite a thorough search, the ordinary refused to unveil any secrets. While the rest of the party engaged in talks of respite, Armando delved into the remnants of the bedroom’s built-in furnishings. Time had claimed the contents, leaving behind only the promise of decay, yet hope lingered for hidden treasures. Alas, fortune did not favor the gnome on this occasion. With preparations complete, Sunny engaged the lever, confirming the dwarf’s suspicions as the central column ascended from the ground, sparing only the walls to the north and south. Beneath the rising structure lay a human skeleton, its form crushed yet adorned in lustrous silver chainmail that withstood time’s assault. Equally enduring was a peculiar set of crystal lenses, mounted on a curious headpiece, still perched atop the skeletal remains. 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) 8:39 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. Is concentrating on detect magic (7 minutes remaining) 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. Has a torch lit (33 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...
Dixi Posted Tuesday at 08:37 PM Clone Share Posted Tuesday at 08:37 PM 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's eyes widened at the sight of the peculiar halfmask(?) - she was not sure what to call this thing but considering the surroundings and the chainmail, which withstood time - the mask had to be magical. "Can I see it?" Allera meant it literally. Her magical sight had to be still active and she hoped to confirm the both findings carried an aura of magic. Mechanics Main Hand: Empty Off Hand: Empty Action: If "Detect magic" is still active, she tries to see if the things are magical. 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...
Cointhief Posted Tuesday at 10:30 PM Clone Share Posted Tuesday at 10:30 PM 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 "Here, stand in this exact spot and look where my nose is pointing. You can't miss it..." Sunny offered, confusing 'literal' for 'figurative'. ooc: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted Wednesday at 01:58 AM Clone Share Posted Wednesday at 01:58 AM (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 observes the obvious, "the body looks crushed. As if the whole column of stone landed on it. Is it clear what the trigger is in there? If not, let's lasso a foot and drag the body into this hallway. I'd like to examine that armor, and Allera seems interested in that mask." The dwarf works a slipknot to toss over a foot, in case no trigger is found. So, he can drag the body away from the threatening stone pestle now above them. Mechanics Main Hand Empty Off Hand Shield Use Object - Move - Action - Bonus Action - Edited Wednesday at 01:59 AM by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted Wednesday at 06:59 PM Clone Share Posted Wednesday at 06:59 PM 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 trip around the bedroom and through the various stonework furnishings do not result in treasures for the gnome, but they do offer him the benefit of looking busy while being relatively safe from corpse-eating giant bugs and acidic traps. Armando takes his time with each drawer, each loose chip of stone, and even visually inspects the upper corners of the room before deciding he'd found what he was going to find and nothing more. Which was nothing. The others were busy with the grate and the wall of tools anyways, and as long as he could hear them rustling about and chattering about levers, he knew he was within arm's reach. When the stone wall moved, the rumbling noise was enough to tell Armando that his assistance was needed elsewhere. He grabbed his nothing and headed for the curious hidden alcove. With the dwarf working to drag the body out of the revealed space, Armando grabbed the tail end of the rope and helped out. When the body was free, the gnome dropped the rope like he'd never been involved. "Issa this who you're looking for then?" He asked his hostess quietly, almost rhetorically, as she tried to study the body herself. 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...
MysteriousMiller Posted Wednesday at 09:18 PM Clone Share Posted Wednesday at 09:18 PM 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 "Well, I was right about there being more traps..." Riffraff commented, wrinkling up his nose as he stared at the crushed corpse "..I'm just grateful it was someone else who set'em off!" He helped pull the rope to retrieve the body, keen to stay away from any possible trigger, then rubbed his hands with glee as he looked at the chainmail and goggles. "Our first paycheck!" he stated rather greedily, before turning to Allera to ask "So...whaddaya think? Some kinda magical gizmo?" Mechanics Main Hand: Empty Off Hand: Empty Action: help pull the rope Bonus Action: none Move: none Manipulate: sheathe 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...
bwatford Posted Thursday at 07:12 PM Author Clone Share Posted Thursday at 07:12 PM Dungeons & Dragons 5e with DM BWatford Allera’s gaze grew wide with intrigue at the enigmatic half-mask before her—its nature uncertain, yet given the chainmail that had defied the ravages of time, it surely bore an enchantment. Her detection spell confirmed her suspicions, revealing the object bathed in a uncommon glow of transmutation magic, while the chainmail itself was devoid of such mystical energies. Thodin, with resourceful hands, crafted a lasso and deftly ensnared the skeletal remains, drawing them closer by the enduring armor they adorned. Remarkably, the brittle bones maintained their cohesion, allowing him to retrieve the majority of the skeletal fragments. Once within reach, the goggles were delicately lifted from the skull and entrusted to Allera, while Thodin appraised the chainmail’s exceptional make. The armor, a testament to masterful artisanship, bore a hidden utility: it could be disassembled to form a dagger-like weapon—a clever and lethal innovation concealed within its segments. The creator’s intent remained a mystery, yet the craftsmanship was undeniably exquisite. Meanwhile, Armando and Riffraff chanced upon a leather pouch, ancient and fragile, disintegrating at their touch. Within its tattered confines lay the remnants of three shattered statuettes and three others preserved in pristine condition—a majestic palace, a slender spire flanked by eight varied turrets, and what appeared to be a stately stadium. These miniature marvels, untouched by time, surely held value, perhaps as coveted relics for a connoisseur of such rare artifacts. 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) 8:44 pm MoondayMonday the 9th of ReapingJuly, 595 CY Scene Information: I will be adding all of the items to the "party loot" thread shortly. During a short rest someone can attempt to identify the goggles by examining them for the full hour and then making a DC 15 Arcana check (disadvantage if not proficient). Only one person can attempt it but someone else can assist if they are proficient in Arcana. During a short rest someone can attempt to appraise the statuettes for value by studying them for the full hour and making a DC 11 Intelligent check, plus proficiency bonus if proficient in jeweler's tools. Only one person can attempt it but someone else can assist if they are proficient in Jewler's Tools. 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. Is concentrating on detect magic (2 minutes remaining) 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. Has a torch lit (28 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...
Dixi Posted Thursday at 09:25 PM Clone Share Posted Thursday at 09:25 PM (edited) 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 "I could have sworn the armour is magical!" Allera did not look disappointed, more like surprised. "But at least this mask is. I can say more but it will take time. What do you all say to some rest now? Seems like we uncovered enough secrets here to be sure the rest will be safe." Should others agree and if no one else wants to twiddle the mask for an hour, Allera will do it. If someone else wants to do it, consider her helping for advantage. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Your one free object interaction goes here. Edited Thursday at 09:28 PM by Dixi (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Arcana roll (IF Allera is doing it) 10 1d20+5 5 Second roll if someone helps: 11 1d20+5 6 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted 22 hours ago Clone Share Posted 22 hours ago 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 studies the chain mail and amazes at the intricate work to conceal a dagger. "What's the word? Y'all want to take a breather here before trying that door?" After a pause, "would anyone mind if I claimed this chain mail? It's nicer than mine." He wonders who was its last owner and if Ulaa placed it here for him to find. Obviously, the armor did not protect its owner from being crushed to death, so he would have to avoid making the same mistake. Mechanics Main Hand Empty 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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