codexgigas Posted February 29 Clone Share Posted February 29 Monday, 23rd of Winter Night, Morning Moon Magic Solinari, Lunitari, and Nuitari are in conjunction. All Wizards of High Sorcery receive a +1 bonus to Spell Attack Rolls and Spell Save DCs. Solinari (9)--Waning, 4 days to Low Sanction Lunitari (6)--Waning, 1 day to Low Sanction Nuitari (9)--Waning, 1 day to Low Sanction After the Battle of Icewall Castle, you spent a day trying to chisel the diamonds out of Sleet's frozen hoard. For your efforts, you gain several diamonds worth a total of 3500 steel, as well as coins worth a total of 2100 steel. Gareth uses two diamonds, worth a total of 1000 steel, to raise Sir Aran and Sir Brian from the dead. Aran Tallbow easily returns to life, but Brian Donner does not answer Gareth's summons. After time spent communing with Habbakuk, Gareth concludes that his fellow Knight of the Sword is unwilling to return to the material plane. Brian is with his gods now and at peace. The rest of you have not had a peaceful time. Seven days have passed since the Battle of Icewall Castle. You rowed the Icefolk's fishing boat north until you reached the city of Than-Khal on the northern coast of Icemountain Bay. From there, you bought passage on a merchant ship headed toward Northern Ergoth. From that Northern Ergoth, you expect a short voyage over the Sancrist Passage to the island where the Knights of Solamnia's leaders are in exile. However, the waters of the Sirrion Sea are rough in winter, and your voyage has not been easy so far. Your ship, the Windrider, hasn't made the progress you hoped for, although the coastline of Southern Ergoth has begun to appear on the horizon. The two knights accompanying you have not been good company. Aran keeps to himself much more than he did before his death. You often see him staring off into the distance, seemingly completely unaware of his immediate surroundings. Derek Crownguard spends most of his time below decks in the small cabin that officially belongs to all of you. Derek is unwilling to let anyone, including Aran and Gareth, into the cabin. When you have been in there, you have caught glimpses of Derek quickly putting the Dragon Orb away into his pack. The knight seems obsessed with the arcane object, but he has refused to allow Araxis to examine it. He seems to be growing increasingly paranoid. As the land begins to appear to your north, you notice a strange cloud on the southern horizon. It appears to be moving toward you. Tabletop You have diamonds worth 2500 steel left. If you intend to draw cards from the Deck of Many Things, you need to declare how many cards you wish to draw in advance. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 29 Clone Share Posted February 29 Javeq - Half-Elf Warlock 10 sheet AC: 16 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: Javeq waits for the others to declare their intentions first, making sure he goes last. He takes off his rings, places them in a pouch, and sets it off to the side so he is no longer wearing them. He dismisses his sword to its extra dimensional space. No matter what happens to the others, he declares his intention before the deck of cards. He speaks with some hesitation, knowing he is tempting fate with each card. "Six." He does not draw any cards, instead waiting for all of them to appear at once. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Object: ACTIONS Greatsword +9 to hit, 2d6+5 slashing +1d6 cold (-5/+10 for GWM, triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Far Step Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia. Name xDiceName xDiceResult xDiceString xDiceRolls 6 draws 16; 20; 3; 16; 3; 18 1d22;1d22;1d22;1d22;1d22;1d22 [16]; [16,20]; [16,20,3]; [16,20,3,16]; [16,20,3,16,3]; [16,20,3,16,3,18] repeat 16 14 1d22 14 repeat 3 21 1d22 21 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted February 29 Clone Share Posted February 29 (edited) Gareth uth Fearfold, Knight of the Crown AC 21 | Initiative +0 | HP 87/87 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 3/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 13. Stone Shape, VSM 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 13. Greater Restoration, VSM 100 gp 14. Raise Dead, VSM 500 gp 2/2 Gareth is blessed to attempt to bring the two knights back from death and content that one of them returned. If death is truly paradise, why would you want to return to this mortal coil? He is also blessed that Habbakuk positioned him at Icewall Castle to reconsecrate the spring and shrine to his divine patron. When Aran's self-isolation becomes obvious, Gareth would softly approach him to discuss it over the many days of the trip. He suspects his melancholy is due to the realization that he could have stayed in paradise with his friend, but he nurses the conversation over many days for Aran to confirm it aloud. When Derek's self-isolation becomes obvious, Gareth joins Aran on deck and seeks his counsel on the subject. "Aran, I'm concerned with Derek's behavior. We know that the dragon orb is an instrument of the Dragon Queen. What if She was able to bend Derek to Her will? He is the senior knight, but what does the Oath and Measure suggest as a course of action? Nothing? What if he betrays us to Her armies? I'm concerned with inaction. What do you think?" OOC Derek is obviously the senior knight. What is the status difference between Aran and Gareth? Edited February 29 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hudsonpolar Posted February 29 Clone Share Posted February 29 Araxis Malthen-Galad Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 13 HP: 78/78 Hit Dice Used (d6): 0/8 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 MW Sheet https://www.myth-weavers.com/sheets/?id=1774607 Araxis had helped out with collecting the diamonds. They would prove valuable and shown to be as valuable when resurrecting the fallen knights. The journey that followed left him with some concern. The way the knight secluded himself with the orb become more and more troublesome. He knew that Gareth would keep tabs on his people but that would not mean he would refrain. Calling forth Mithralroval, he sent the mystical feline to keep watch and if possible a close eye on what he was doing. In the meantime, his curious eye wandered to the deck of cards that Javeq had been playing with. Name xDiceName xDiceResult xDiceString xDiceRolls Cards 44 4d22 19,17,1,7 Link to comment Share on other sites More sharing options...
codexgigas Posted March 1 Author Clone Share Posted March 1 (edited) Monday, 23rd of Winter Night, Morning Moon Magic Solinari, Lunitari, and Nuitari are in conjunction. All Wizards of High Sorcery receive a +1 bonus to Spell Attack Rolls and Spell Save DCs. Solinari (9)--Waning, 4 days to Low Sanction Lunitari (6)--Waning, 1 day to Low Sanction Nuitari (9)--Waning, 1 day to Low Sanction Gareth sits by Aran on the deck. It takes almost a minute for the other knight to acknowledge his presence. When he does, Aran startles. "My apologies, Sir Gareth," he says. "I do not understand how these Dragon Orbs work, but your wizard might. They say the wizards created the Orbs thousands of years ago during the Second Dragon War. But if Sir Derek is... compromised... then he may be removed from command by his peers and brought before the Council in Sancrist. But we would need to be absolutely sure that he has fallen to evil." Thorin, Javeq, and Araxis sit on the other side of the deck, looking at the deck of cards they found in the dragon's hoard. None of them has been able to resist the lure of the cards, even though Araxis is aware they contain immense magical power. Thorin draws two cards. He moves as if he will draw more, but there is a flash of light. When the light clears, Thorin is gone. Araxis draws four cards. His pouch at his belt suddenly feel light, as his coins disappear. He finds himself filled with knowledge and the sense that he can convince others to follow him. Javeq draws six cards. As he draws the first, a skeleton clad in a tattered black robe appears. Javeq quickly draws more cards. He feels a sudden wrenching sensation, and his outlook on the world is altered. He feels a sudden surge of power within him, but then a sudden sense of foreboding overshadows him. With his last draw, a blade made of pure sunlight appears in his hand. The skeleton points at Javeq. "Javeq, your life is forfeit. You must face me alone. All who interfere shall feel my might!" A scythe appears in the skeleton's hand as it moves to attack. Tabletop As a Knight of the Sword, Gareth has a higher standing within the Knights of Solamnia than Aran, a Knight of the Crown. Derek outranks both of them as a Knight of the Rose. Thorin draws the Idiot. His Intelligence score decreases by 3. Thorin draws Donjon. He disappears in a flash of light, leaving his gear behind. His other draws are canceled. He is imprisoned and is effectively an NPC until he is rescued. All divination spells fail to locate him. Only a wish spell will reveal the location of his prison. Araxis draws the Rogue. He has earned the enmity of an unknown NPC. Araxis draws Ruin. All wealth he is carrying, other than magic items, is destroyed. Araxis draws the Vizier. Once in the next year, he may ask a question and receive a true answer through meditation. Araxis draws the Throne. He gains proficiency and expertise in Persuasion. In the near future, he will gain ownership of a small keep. Javeq draws the Skull. He is attacked by an Avatar of Death. Javeq draws the Balance. His alignment is changed (Good to Evil and Law to Chaos). Javeq draws the Moon. He can cast Wish 2 times. Javeq draws the Flames. A powerful devil becomes his enemy. Javeq draws the Fool. He must draw again. Javeq draws the Euryale. He is cursed and takes a -2 penalty to saving throws until the curse is broken. Only a god or the power of the Fates card can break the curse. Javeq draws the Key. A sunblade appears in his hand. Javeq wins initiative against the Avatar of Death. Edited March 1 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Idiot 3 1d4+1 2 Javeq Reroll 17 1d22 17 Javeq Reroll 14 1d22 14 Moon 2 1d3 2 Javeq Reroll 13 1d22 13 Fool 21 1d22 21 Reroll 21 8 1d22 8 Javeq Initiative 20 1d20+1 19 Avatar of Death Initiative 11 1d20+3 8 Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 1 Clone Share Posted March 1 (edited) Javeq - Half-Elf Warlock 10 sheet AC: 16 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: Javeq pulls one of the rings out of his pouch and ignites the sunblade. He turns to his friends. "Well. It's a good thing this appeared in my hands then. Leave this for me. Death is mine to overcome." He puts on the ring, twirls the sword and approaches the Avatar, a wicked smile across his face. But as he gets close, he drops the sunblade and summons the Sword of Amberace, it's cold blue steel gleaming in his hands. Mechanics If you want to skip the turn-by-turn posts, Javeq will trade punches with this thing. I actually have to drop the sunblade since it's not a pact weapon. So this turn he will do that and summon his frost brand. Then two attacks each round, +9 to hit, 2d6+5 slashing + 1d6 cold. Main Hand: sunblade Off Hand: Empty Action: summon frost brand Bonus Action: activate sunblade Move: to Avatar Object: put on ring of spell storing Reaction: shield if it helps ACTIONS Greatsword +9 to hit, 2d6+5 slashing +1d6 cold (-5/+10 for GWM, triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Far Step Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia. Edited March 1 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Round 2: attack, attack, damage, damage 11; 10; 18; 18 1d20+9;1d20+9;3d6+5;3d6+5 [2]; [2,1]; [2,1,5,5,3]; [2,1,5,5,3,5,5,3] Round 3: attack, attack, damage, damage: 26; 19; 19; 13 1d20+9;1d20+9;3d6+5;3d6+5 [17]; [17,10]; [17,10,5,5,4]; [17,10,5,5,4,2,3,3] Round 4: attack, attack, damage, damage: 26; 13; 14; 15 1d20+9;1d20+9;3d6+5;3d6+5 [17]; [17,4]; [17,4,3,3,3]; [17,4,3,3,3,5,1,4] Round 5: attack, attack, damage, damage: 11; 26; 21; 12 1d20+9;1d20+9;3d6+5;3d6+5 [2]; [2,17]; [2,17,6,5,5]; [2,17,6,5,5,2,4,1] Round 6: attack, attack, damage, damage: 23; 29; 17; 18 1d20+9;1d20+9;3d6+5;3d6+5 [14]; [14,20]; [14,20,5,4,3]; [14,20,5,4,3,6,1,6] Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 1 Clone Share Posted March 1 (edited) Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101/101 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 3/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 After his conversation with Aran, Gareth approaches his companions, especially Araxis, for counsel. "I'm increasingly concerned with Derek's behavior with that dragon orb. What do you know about it? Can the Dragon Queen use it to corrupt individuals?" "I plan to commune with Habakkuk about the situation and can ask a single question. What do you think about the following question? Does Derek Crownguard plan to act according to the Oath and Measure of the Knights of Solamnia and against the interests of Takhisis, the Dragon Queen? Would there be a better worded single question?" Gareth looks very concerned, because as a Knight of the Rose, Crownguard outranks him, and any move against him jeopardizes his standing within the knighthood. OOC @Hudsonpolar Divination = You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. Edited March 2 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hudsonpolar Posted March 1 Clone Share Posted March 1 Araxis Malthen-Galad Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 13 HP: 78/78 Hit Dice Used (d6): 0 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 He gave the question a little thought. "I put nothing above the Dragon Queen at this point Gareth. There are many items and trinkets that can hold magic to bolster and weaken. To think that one could be used to control another is not far from imagination and could be in that room at this moment. It would be best to get it out of their hands but I know yours are tied. As far as your question to your god, I do not know. Either way you word it, it should be is he being influenced. Frankly you knights are too stubborn and should not mess with magics you have no capability of handling" He crossed his arms and leaned his back against the wall to recall what he could of the orb. Actions Pre Javeq death battle History or Arcana check on the orb to pull out some more information on what we are dealing with. Name xDiceName xDiceResult xDiceString xDiceRolls roll 21 1d20+8 13 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 1 Clone Share Posted March 1 (edited) Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101/101 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 3/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 After his discussion with Araxis and other companions, Gareth asks Aran to join him to witness the ritual to Habbakuk. He ritually casts Divination at a suitable location on the ship and asks his divine patron, "Does Derek Crownguard plan to act according to the Oath and Measure of the Knights of Solamnia and against the interests of Takhisis, the Dragon Queen?" OOC Divination = You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. Edited March 2 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 1 Clone Share Posted March 1 Javeq - Half-Elf Warlock 10 sheet AC: 16 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: Javeq lowers his sword after the Avatar is defeated. He picks up the rest of his gear and puts on the other ring. He looks around, completely broken by Thorin's disappearance. There is no benefit that deck could have given us that's worth losing Thorin over. He sits down and puts his face in his hands, hiding the tears rolling down his face. What have we done? "I wish we had found a different powerful magic item instead of that Deck of Cards." Mechanics I'm hoping you'll reroll the magic item or pick something else, but if the best we can do is negate it, that's fine. Main Hand: Frostbrand Off Hand: Empty Action: Wish Bonus Action: none Move: none Object: none Reaction: shield if it helps ACTIONS Greatsword +9 to hit, 2d6+5 slashing +1d6 cold (-5/+10 for GWM, triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Far Step Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted March 2 Author Clone Share Posted March 2 Monday, 23rd of Winter Night, Morning Moon Magic Solinari, Lunitari, and Nuitari are in conjunction. All Wizards of High Sorcery receive a +1 bonus to Spell Attack Rolls and Spell Save DCs. Solinari (9)--Waning, 4 days to Low Sanction Lunitari (6)--Waning, 1 day to Low Sanction Nuitari (9)--Waning, 1 day to Low Sanction Araxis knows much about the Dragon Orbs, all of which feeds his concerns about Derek Crownguard's behavior. The Wizards of High Sorcery created five orbs during the desperate days of the Third Dragon War. Each Dragon Orb contains the imprisoned soul of an ancient and powerful chromatic dragon. The trapped souls give the master of a Dragon Orb the power to command chromatic dragons, but the imprisoned dragons seek to dominate anyone who dares to use a Dragon Orb. Using the orb is a constant battle of wills. Anyone can use a Dragon Orb, but the arcane training wizards undergo gives their minds a measure of protection against the dragon's baleful whispers. While the orbs themselves are tools that undermine Takhisis' minions, the fact that they use evil dragons to fight evil makes them perilous tools. Before the Lost Battles, each of the Five Towers of High Sorcery guarded one of the Dragon Orbs. Following the destruction of the Towers of Istar, Daltigoth, and Losarcum, no one knows what became of the Orbs they guarded. Araxis has had enough time to study the Dragon Orb Derek commandeered to determine that it is most likely the Wayreth Orb. He heard rumors the Conclave of High Sorcery entrusted the orb to a wizard to guard it; apparently they chose poorly by giving the orb to Feal-Thas. The final orb, the Orb of Palanthas, is presumably sealed within the locked Tower of High Sorcery in the city of Palanthas. Javeq engages in a brutal duel with the Avatar of Death. Following a tense battle, he stands, panting and bleeding, before he harnesses the power the cards gave him to cast a wish spell. The scene on the ship's deck shifts around Javeq. His wounds close. The next thing he knows, he is huddled with Araxis and Thorin, examining the strange scarf they claimed from Sleet's hoard. Araxis and Javeq are aware of the scarf's immense power, which has made them afraid to handle the object. However, their experiments to this point have proven that the artifact is powerful and consecrated by holy spells. Gareth interrupts their revere as he asks them to witness his ritual. The cleric finds a comfortable space on the ship's deck and makes his offerings to Habbakuk. As he meditates on his question, a feeling of peace comes over him. When Gareth opens his eyes, the largest kingfisher he has ever seen lands an arm's length away from him. The bird looks him in the eyes, nods its head once, and then takes flight again, leaving a single blue-tinged feather behind. Gareth knows the kingfisher is sacred to Habbakuk and has appeared to answer his question. He is sure that Derek acts according to his own interpretation of the Oath and the Measure and seeks to defeat Takhisis. However, he takes the feather as a sign that at least one of the three divine patrons of the Knights of Solamnia is closely watching over their group to ensure that Derek is not corrupted by the Dragon Orb. Behind you, the cloud continues to move toward the ship, even as the wind blows the other clouds away from you. Tabletop Round 1 Both of Javeq's attacks miss. The Avatar of Death deals 8 points of slashing damage and 8 points of necrotic damage to Javeq. Round 2 Both of Javeq's attacks hit. The Avatar of Death deals 9 points of slashing damage and 5 points of necrotic damage to Javeq. Round 3 Javeq's first attack hits. The Avatar of Death deals 11 points of slashing damage and 6 points of necrotic damage to Javeq. Round 4 Javeq's second attack hits. The Avatar of Death deals 8 points of slashing damage and 5 points of necrotic damage to Javeq. Round 5 Both of Javeq's attacks hit. The Avatar of Death disappears, defeated. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
darlis moonbeam Posted March 2 Clone Share Posted March 2 Thorin Firestone Statblock Thorin Firestone Dwarf Drakewarden Ranger 10 Gender: Male Alignment: Neutral Good Background: Outlander Deity: Reorx AC: 20 HP: 105 Str: 21 (+8) Dex: 18 (+4) Con: 14 (+2) Int: 13 (+1) Wis: 18 (+4) Cha: 10 (0) Saves: Strength and Dexterity Skills: Athletics, Nature, Stealth, Perception, Survival Feat: Skill Expert Melee Attack: WyrmSlayer +2 BattleAxe - +13 to hit Handaxe x3 - +8 to hit Ranged Attack: Heavy Crossbow - +8 to hit Handaxe x3 - +8 to hit Flaw I am too enamored of ale, dwarven spirits, and a good pipe at the end of the day. Personality Trait I once ran twenty-five miles without stopping to warn my clan of an approaching Draconian horde. I'd do it again if I had to. Ideal It is each person's responsibility to make the most happiness for the whole clan. Bond My clan is the most important thing in my life, even when they are far from me. I want to bring honor to their name. Skills Skill Name Modifier Athletics +8 Acrobatics +4 Stealth +10 Sleight of Hand +4 Arcana +2 History +2 Investigation +2 Nature +5 Religion +2 Animal Handling +4 Insight +7 Medicine +4 Perception +10 Survival +7 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Passive Perception: 18 Feats and Abilities Feats: Skill Expert Race Traits Ability Score Increase: CON+2, WIS +1 Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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 Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Brewers supplies Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Combat Training You have proficiency with the battleaxe, hand axe, light hammer, and war hammer. Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level. Class Features Hit Dice: d10 Saving Throws: STR, DEX Skills: Stealth, Nature, Perception Favored Foe This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level Deft Explorer This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1 r Fighting StyleAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. SpellcastingBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell save DC = 15 Spell attack modifier = 7 Primal Awareness This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd Speak with Animals 5th Beast Sense 9th Speak with Plants 13th Locate Creature 17th Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest Drakewarden Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons. Draconic Gift At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits: • Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you. • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice. Drake Companion At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. Drake Companion Small dragon Armor Class: 17 (natural armor) Hit Points: 5 + five times your ranger level (the drake has a number of hit dice equal to your ranger level) Speed: 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1) Saving Throws: Dex +4, Wis +5 Damage Immunities: Cold Senses: darkvision 60 ft., passive Perception 12 Languages: Draconic Challenge: Proficiency Bonus (PB) +3 Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 +3 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. Bond of Fang and Scale At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature. Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence. Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence. Drake’s Breath At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one. This damage increases to 10d6 when you reach 15th level in this class. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. Perfected Bond At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale. Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest Level 4 ASI: +2 Dex Nature's VeilThis 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Background Features Skills: Athletics, Survival Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Proficiencies Armor: None Weapons: None Tools: Mandolin Languages: Common Dwarven Draconic Elvish Hand Talk Ogre Plains Nomad Spells Spells Known: Cantrips: Thaumaturgy Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Level 1 Spells: Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Goodberry1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Fog Cloud1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st Level 2 Spells: Locate Object2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Primal Awareness Spells: These can be done once a day. Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. Beast Sense2nd-level divination (ritual) Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.< Equipment Equipment WyrmSlayer +2 Battle Axe Heavy Crossbow Hand Axe x3 Mithral Half Plate Belt of Giant Strength Explorer’s Pack Flask of Dwarven Spirits Jug of Ale Pouch of Dwarven Smoking tobacco Dwarven Pipe Deck of Cards Grooming Kit Mirror Assorted herbs and spices for cooking Iron Pot Mandolin Shield Drake Companion Stats Name: Silvena Gender: Female Size: Small/Medium HP: 40 Proficiency Bonus:+3 Speed: 40 Saves: Dex +4, Wis +5 Abilities: STR 16(+3), DEX 12(+1), CON 15(+2), INT 8 (-1), WIS 14(+2), CHA 8 (-1) Damage Immunities:Cold Senses: Darkvision 60 ft, Passive Perception: 12 Languages: Draconic Actions: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 +3 piercing cold damage. Reactions: Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 cold damage A look of profound loss and sadness is in Thorin's eyes as he reappears though it quickly fades as his memory of events disappeared and the reordering of the universe happens in the blink of the eye as if it had never happened. He glances around himself and blinks as his mind tries to determine what is going on. He looks at Araxis and Javeq as they look at the Scarf. "So do either of you have any clue as to what this thing is and how it can be used?" When they are asked to meet the others he realizes that Gareth had been worried about Derek and the influence the Orb had on him. Luckily it appeared that the worries are unwarranted, at least for now. He turns to the others now that it seemed that had a moment to reflect. "So now that we have some breathing space, what are our next steps after we reach Sancrist?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 2 Clone Share Posted March 2 Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101/101 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 3/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth breathes a sigh of relief that the senior knight is not corrupted. He tucks the feather of the kingfisher within his gear. Seeing the chasing cloud, he calls out, “Captain! Captain! What’s that cloud behind us? And how soon will it engulf us?” After the answer, he heads down to see Derek, “Ser Derek. We need to talk.” If he doesn’t open the door, Gareth speaks anyway, “Two things. First, Habukkuk confirms that you have not yet been corrupted by the soul of the chromatic dragon within that orb, but please don’t test it by attempting to use it. Second, there is an unnatural cloud chasing us. It’ll be upon us soon.” OOC Start to Ritual cast Water Walk on everyone who wants it when the cloud is 15 minutes away Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 2 Clone Share Posted March 2 Javeq - Half-Elf Warlock 10 sheet AC: 16 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: As the memories of Thorin's abduction and Javeq's fight against Death fade from his memory as if they had never happened, Javeq looks at the scarf that he has been examining with Araxis. "Given the holy consecration of this, I think Gareth would be the best to hold onto it and try to determine what it is." He gives the scarf to Gareth and takes up a position on the ship closest to the approaching unnatural cloud. "Here, Gareth. See what the holy spells turned this into." Mechanics I'm hoping you'll reroll the magic item or pick something else, but if the best we can do is negate it, that's fine. Main Hand: Frostbrand Off Hand: Empty Action: Wish Bonus Action: none Move: none Object: none Reaction: shield if it helps ACTIONS Greatsword +9 to hit, 2d6+5 slashing +1d6 cold (-5/+10 for GWM, triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Far Step Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 2 Clone Share Posted March 2 (edited) Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101/101 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 3/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth shrugs and accepts the scarf. “Thanks.” He appreciates the gift from his companions while he ties it around his neck. OOC He starts a short rest to attune to the scarf. Hopefully he has time to complete it and the Water Walk before the cloud hits. Edited March 2 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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