MysteriousMiller Posted March 29 Clone Share Posted March 29 (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: 9/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 Before Riffraff could react, the little gnome was gone. Tail and whiskers twitching, the ratling turned to the others. "Erm...well, I guess we now have 2 folks to rescue! There didn't seem to be any body parts or blood when it came back last time, so like I said, if it reappears again I'll go in myself. I'll send back a coin...or send one of those 2 back if they're safe...after all, we don't want to all get......" His voiced trailed off as he pondered the possibilities. Swallowing hard, he waited with fingers crossed, hoping that the cylinder would reappear. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: into the cylinder Manipulate: none Edited March 29 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted March 29 Clone Share Posted March 29 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 Everything was happening too fast. Allera barely had time to scoop the golden coin and nod to Thodin's - yes, scary but seemingly the only feasible option - to sacrifice someone else in the experiments with the cylinder, when Armando marched straight into the contraption with the expected result. The cylinder disappeared again. Allera exhaled audibly but immediately went very quiet, trying to listen to any sound coming from under the floor. Riffraff interrupted that pointless activity with an interesting point. "No blood... True. Not everything that kills you leaves blood behind but you have a point." She looked at Riffraff with a mix of fear and admiration. "Would you really risk it?" She thought for a second. "You know, I will send my helping hand with you." Allera pointed at the translucent Magical hand floating in the air. "Then we might know how deep that cylinder is going." Glad to have something to occupy her mind and hands in those troubling moments, Allera prepared to re-summon the hand again if the cylinder came up. Mechanics Main Hand: Empty Off Hand: Empty Action: If the cylinder comes back empty Riffraff is going, Allera re-summons Magic Hand and sends it with him. Outside 30ft the hand should disappear, which should be felt by the caster? 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...
Basil_Bottletop Posted April 1 Clone Share Posted April 1 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 sensation of movement caught the gnome off-guard even though in the back of his mind he expected it. He knew the cart-like thing had come up out of the ground and thus it likely returned downward, but knowing it and experiencing it were two different things entirely. When it stopped, Armando exhaled. When the capsule opened and standing on the other side of the doorway was Armando's companion, he smiled meekly. "You's torch." He said, brandishing it out in front of his face for a moment. When he stepped out, her assessment only made half a lick of sense but he didn't know which half. He'd not heard her knocking and he wasn't sure he'd been looking for treasure anymore than other people and he definitely wasn't sure what bald men had to do with any of it. He nodded profusely and shirked into the space next to her, just below her elbow and well inside her personal space. He looked out at the relief and took in the imagery. It was pretty even in its current state of disrepair. The missing pieces looked as much like they were lost to the ravages of time than anything nefarious, and thus they told him a different tale. But something else crept along the back of his mind while he was busy appreciating the craftsmanship of the art. Realization finally caught up with him. It made the blood drain from his cheeks. He sputtered to explain himself before the warrioress thought he was cud to be cut from the steak down here. "You's cudda been dead." Quickly, he recovered, "I came to check you's weren't." Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 1 Clone Share Posted April 1 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 cylinder expectantly hoping for the best. "It's good that the coin came back and there's no blood. Hope they learn how to come back and hold the cylinder down there. Otherwise, someone will always need to be up here to go get them." He talks to himself alound. Mechanics Main Hand: empty Off Hand: Shield Action: Strength check Bonus Action: -. Move: -. Manipulate: -. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cointhief Posted April 1 Clone Share Posted April 1 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 turned towards the darkness, as if sensing something within "No, I'm not dead...you would know that, wouldn't you." Something dark inside mused about invisible threats, slow acting poisons or even slower starvation. Either could be happening right now and she would have no way to know it. The button was funny. Unlike the rest of the rainbow apparatus, it made almost no effort to conceal itself. Sunny considered it might be like the lever for a portcullis, and said as much "...anyways like I was saying, before it returned upwards without me doing anything. Was that you guys? If not, I used to work gates, there's usually a winch or lever on the inside of the Barbican to get it open. You know, something the people can't see from the outside. Maybe that button is like the Barbican's catch." "You should get back in the Scoot'room, but give me the torch. Once you're up and away, I'll give the button a little jostle." Sorry, feel like I'm slowing things down Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Guest Posted April 1 Clone Share Posted April 1 PC Alatia Carnwheat Human Cleric 1 AC: 15 (scale mail and shield) | HP: 10/10 | Initiative: -1 | Passive Perception: 18 Spell Slots: 1st 1/2 | Spell Attack: +5 | Spell DC: 13 Warding Flare: 3/3 | DM Inspiration: 0/1 It usually didn't take much to confuse Alatia. And with her mind still half thinking about the continual flame, whether she should light another lantern or not, she was beginning to struggle to keep up with who went down below and what the plan now is. She glanced back at the sarcophogous, taking in its gorgeous stonework once again. It reminded her of the places she spent her childhood, playing in the churches and the crypts. To herself - Who were you? And what secrets do you hold? Returning her gaze to the group she tried to put those thoughts behind her and asked, "So.. do we know how deep they went?" Mechanics Main Hand: Mace Off Hand: Shield Action: - Bonus Action: - Move: - Manipulate: - Reaction: If attacked within 30ft Alatia will use her reaction to cast Warding Flare in order to impose disadvangate on the attack. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted April 1 Clone Share Posted April 1 (edited) 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 Thought to have missed a joke, Armando forced himself to chuckle. Which continued as she gave her explanation for how they'd come to be here and the others were up there. He hadn't much to add to her theory beyond the fact that she felt very confident in her findings and he didn't have a strong opinion otherwise. Unceremoniously, he thrust the torch out for her to take but his eyes fell on the stonework depiction behind her. "Things like that'n was meant to be seen, I'd betcha." His head nodded in the direction of the art. "So the -whatchu call's it? The Scoots Room? - did what it was meant to do, get people here to see this." With a few backward steps, not bothering to check to see that his pathway was clear, Armando returned to the cylinder and offered Sunny a sad little smile and wave. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Edited April 1 by Basil_Bottletop (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 2 Author Clone Share Posted April 2 Dungeons & Dragons 5e with DM BWatford As the others remained above, Armando handed the torch to Sunny and retreated. Sunny then pressed the red button, sending Armando back up to the chamber to rejoin their companions. 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) 7:45 pm MoondayMonday the 9th of ReapingJuly, 595 CY Map Lighting is currently disabled, 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 Light Spell (25 minutes remaining) Armando Torch (10 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: 1/2 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: 2/2 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: 9/9 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...
Cointhief Posted April 2 Clone Share Posted April 2 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 The disheveled and miraculously reappearing Suel tried to explain everything...why the bald statues were missing appendages, why the passage below was blocked by a huge stone, why she believed 'Scoot' and 'Room' actually rhymed, why her deck of cards was now mysteriously missing the king of hearts. The babbling, hungover slang was difficult for even master linguists to decipher, and Sunny ultimately relied on Armando's hand signals to emphasize the important points she was passionately grunting along. "...but yeah, its all hollow down there! There's gotta be another way down, yeah?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted April 2 Clone Share Posted April 2 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 The cylinder raised up from the floor again and Allera prepared to summone into existence magic hand to accompany Riffraff in his dangerous mission. But the opened door reveal not the (now familiar) empty chamber but Armando - alive and seemingly well. "You are back." Allera smiled with visible relief but immediately became serious and concerned again. "Did you see Sunny? Is she... all right?" 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...
Cointhief Posted April 3 Clone Share Posted April 3 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 Sneaking up behind Allera "NoooOOoo! Ooonly her gg-g-ghooOOOst made it back!" before tickling her in the ribs. Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 16 1d20+2 14 Link to comment Share on other sites More sharing options...
Dixi Posted April 3 Clone Share Posted April 3 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 obediently jerked at the sound surprised by the sudden appearance of the big woman. It seemed the place was even more bizarre than it looked before. The tale of the crypt below only added to the impression. Allera now looked at the cylinder with increased curiosity. "Do you think we all should go down there? To look at the murals. They might mean something." If the decision is to go, Allera is willing to be among the first to make the trip. 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...
JubalBreakbottle Posted April 3 Clone Share Posted April 3 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 visibly relaxes when everyone is unharmed and have control of the cylinder. "Aye, good dwarven construction," he mutters to himself. He waits his turn to descend in the cylinder and takes the lead into the unknown. Mechanics Main Hand: empty Off Hand: Shield Action: Strength check Bonus Action: -. Move: -. Manipulate: -. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cointhief Posted April 4 Clone Share Posted April 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 "Oh, everyone back down? Alright...hmmm, together we might be able to clear the way. Looked like a big upright slab, as if one of those sarcoffinins exploded." the day-drinker slurring words together for 'sarcophagus' and 'coffin'. She was biting into a large roast turkey leg as ravenous as the damned, popping the cork on a tiny keg of ale and taking huge gulps by the time her turn in the Scoot-Room came around again. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Guest Posted April 5 Clone Share Posted April 5 PC Alatia Carnwheat Human Cleric 1 AC: 15 (scale mail and shield) | HP: 10/10 | Initiative: -1 | Passive Perception: 18 Spell Slots: 1st 1/2 | Spell Attack: +5 | Spell DC: 13 Warding Flare: 3/3 | DM Inspiration: 0/1 Continues to talk to herself a little more, thinking out aloud about the depth that that cylinder maybe travelling to. And then trying to figure out the purpose of the lanterns, and the different colours. Mostly to herself, and perhaps to Pelor, she says, "Oooh, just had a thought. You think we'll need that lantern, the one above the cylinder? I mean they're supposed to be removed right, seeing that dead person had one." Not waiting for a reply, and hoping that holding a lit lantern wouldn't be a cause of death, the priestess will reach up and grab the lantern above the yellow cylinder, and then place the continual flame within it. Alatia admires the yellow light for a moment before ending her own light spell and stowing her mace to her belt. With a shrug she says, "We might need it.", and then walks back to the group. Mechanics Main Hand: Mace Off Hand: Shield Action: - Bonus Action: - Move: - Manipulate: - Reaction: If attacked within 30ft Alatia will use her reaction to cast Warding Flare in order to impose disadvangate on the attack. Name xDiceName xDiceResult xDiceString xDiceRolls Constitution Save (DC 14) 5 1d20+2 3 Link to comment Share on other sites More sharing options...
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