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Adventure 3 - Tidal Tribulations


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spacer.pngKronk

HP: 56/56 | Initiative: +1 | Perception: +1 | Stealth: +1 | Armor Class: 17

Despite still being at surface level, Kronk still feels enough out of his depth with the current conversation that he remains silent. When Moana comes up behind him to get his attention, Kronk feels a small amount of relief. That relief swiftly vanishes in the face of confusion as a previously unknown tattoo on Moana's arm starts waving at him! He trusts Moana enough to extend his own hand for a shake, but the feeling of the ink figure crossing over onto his own skin is enough to cause Kronk to withdraw his hand as if bitten by something.

Kronk stares, wide-eyed and gasping, as an intricate tattoo begins to cover his right arm. His forearm is soon covered with inky black jungle trees, their leaves sharp like razors, and angry jaguars burst forth from the canopy. From his elbow up, a mountain rises with a stone temple sitting at its summit. At the top of the pyramid, lounging like Emperor Kuzco on a lazy day, was Kronk's new companion.

He looks at Moana uncertainly, at the very least thankful that it's not some magical curse. "Uh... Thanks, I guess? Does Maui do this kind of thing often?" Flexing his arm causes the trees in the jungle to shake, the jaguars to stir angrily, and the little ink man stands up to flex dramatically at the summit of the temple.

I really hope this thing can come out, somehow, or else I really don't know how I'm gonna explain this to Papi...

Kronk notices there is a small bit of writing arching over the top of the temple. Amazingly, it appears to be written in Quechua. He squints as he reads it aloud:

"'Macho Picchu'... What does that even mean," the mountain of a man wonders in bewilderment.

 

Edited by Prehysterical (see edit history)
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Mickey the Sorcerer's Apprentice -- Mouse (Lightfoot Halfling) Folk Hero SorcererMickeyv7.jpg.1716c1797c70f8627088f601a5486646.jpg


AC: 14 (17) | HP: 32/32 | Init: +4 | Speed: 25' | Jump: 30'| Prof. Bonus: +3 | Passive Perception: 9 | Passive Insight: 9 | Passive Investigation: 11 | STR: 10 (0) | DEX: 16 (+4) | CON: 13 (+1) | INT: 13 (+1) | WIS: 8 (-1) | CHA: 17 (+3) | Subclass: Wild Magic | Sorcery Points: 7 | Spellcasting Ability: CHA | Spell Save DC: 14 | Spell Attack Bonus: +6
Buffs: None | Debuffs: None | Advantages: Fear | Inspiration: 0 | Exhaustion: 0 |


Golly! This is getting kind of uncomfortable.

As the Mouse continued to kneel before the High King, awaiting His Majesty's permission to rise and consult Merlin's great spellbook, the young sorcerer surreptitiously glanced around the vast hallway out of the corner of his eye. He couldn't help but notice that none of the others were kneeling.

Now that's weird.

Well, the princesses were royalty, anyway, so he guessed they didn't have to do anything extra special to show deference or respect.

And as for Fa Mulan, the Envoy from the Land of the Dragons (Wherever that is!) -- maybe it's because she's a diplomat or an ambassador or something? Maybe she doesn't have to kneel before King Arthur, either?

Too bad the King showed up when he did. Mickey would've liked to have given Fa Mulan a proper welcome.

Now, of course, that didn't explain Kronk's indifference to King Arthur.

Maybe Kronk was a prince? He certainly didn't dress like a prince. With that apron, he's dressed more like a cook, but Yesnid once told Mickey about a king who only wanted to be a clockmaker.

Weirder and weirder....

Anyway, all these courtly protocols were very confusing to the young apprentice. After all, he was just a simple, country sorcerer. Or, at least, he was trying to be.

Now that brought up an interesting line of thought as the onyx-haired rodent shifted his weight a bit in an effort to maintain his position on the stone floor. Is he even looking this way?

Are any of the others magic-users like himself? He only knew them as "princesses". (Well, they were certainly still pretty enough to be princesses in his opinion.) He was pleased that so many of them seemed eager to learn magic.

However, he had heard that most princesses were simply adventuresses. Usually they relied on quick wits, natural charm, useful allies, and the occasional magic item or two.

Now this Fu Mulan and Princess Merida certainly looked formidable enough with their weaponry and armor. Despite the apron, Kronk looked plenty tough, too.

I wonder if any of them already know how to cast magic? Is that even taught at the Princess Academy? And then, an even more ominous thought overshadowed his idle speculations.

Is Minnie learning how to cast magic?

 



Mechanics

OOC: n/a


Main Hand: Empty
Off Hand: Empty


Action: Mickey's action goes here.
Bonus Action: Mickey's bonus action goes here.
Move: Mickey's movement goes here.
Manipulate: Mickey's one free object interaction goes here.

     

 

 

 

Edited by artsmythe (see edit history)
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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana WaialikiSea Soul 6

Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)

Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 20 (+5)

AC: 15
HP: 35
PP: 14

 

The effect of the tattoo figure on Kronk was mildly put dramatic. How could it even do that? Why hadn't Maui told her in advance?

On 4/20/2024 at 10:49 PM, Prehysterical said:

"Uh... Thanks, I guess? Does Maui do this kind of thing often?"

"I wouldn't know," Moana said, still unsure if this was a good thing or not. "It is the first time he gave me one of his tattoos. I asked for a... subtle one, but I guess that didn't pan out. It was supposed to aid me on my journey. I really didn't expect this, to be honest. Hopefully you don't mind? If you do, I'll see if I can get into contact with Maui and ask how to remove it."

OOC

Good pun :)

I miss Minor Illusion. I would have used it to show Maui and his tattoos now if I had it.

 

Edited by Ayeba (see edit history)
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Merlin made a noise as Mulan entered "Forgiven Miss Fa, better late than never as the saying goes."

~~~

Arthur was somewhat unnerved by Mickey bowing to him, he was still not used to it. "Oh rise please, no need to be so formal."

~~~

Merlin hummed as he reached into his bag and pulled out a scroll of locate object followed by four healing potions one for each of their group. "I don't know if Locate Object is going to work if you're using it to find the Cauldron itself." He stated "however it might be able to be used as a tracker if you cast the spell for an object that you attach to the cauldron.

~~~

After people finished organizing themselves into the teams and getting set for all the items and spells they wanted for the missions (Please make any further requests in the Spell Research or the OOC topics), Merlin addressed them all

"because of everything that going on I can't be sure of the outcomes of your missions or what is going to happen on them but as some know, any efforts you put towards trying to help the kingdoms and stop villains from destroying what has been done is worth praise."

Ursula chuckled "just try not to destroy the artifacts to prevent their use."

Merlin gave a look at Ursula "Ursula, what are you going on about."

Ursula chuckled "artifacts contain power Merlin, like that sword that your kingly assistant pulled, it has its place in the world and a certain group of overseers would not like it if they had to create a new artifact because someone carelessly destroyed one."

Merlin frowned at Ursula

Ursula chuckled "I think this is where I head on home, Flotsam, Jetsam, Glut, we leave now." She seemed to draw a circle in midair and opened what appeared to be a portal that showed an underwater region that was barely illuminated by gloomy light. "enter here if you're going to challenge my lair heroes." She laughed as she seemed to dive into the portal with a splash.

Glut grinned "we'll be waiting for ya." He laughed then dove into the water followed by Flotsam and Jetsam.

Merlin huffed "well at least they're gone for now."

 

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image.jpeg.046450084d26c8cee63870bae1f483c2.jpegName Eilonwy | Class Rogue 4/Wizard 2 | AC: 14 (17) | HP: 27/27 | Prof: +3 | PP: 13 | Saves: Str -1 / Dex +7 / Con +1 / Int +6 / Wis +0 / Cha +1 | Portent (8)

Special Abilities darkvision, Sneak Attack, Incisive Sense, Blessing of the Moonweaver, Cunning Action, Steady Aim, Ear for deceit, Eye for Detail, Insightful Fighting, Divination Savant, Portent | 

Attacks: Rapier | +7 | 1d8+4 pierciing, Shortbow +1 | +8 | 1d6+5 piercing (80/320 ), Dagger | +7 | 1d4+4 piercing (20/60)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice 4d8/2d6 (6/6) | Death Saves: 0/0

Cantrips: Light, Booming Blade, Mind Sliver, Green-flame Blade, Sacred Flame, Vicious Mockery

Level 1 | (3/3) | Thunderwave, Find Familiar, Chromatic Orb, Shield, Magic Missile, Mage Armor, Healing Word (1/day), Silvery Barbs, Dissonant Whispers

 


 

"Thank you Merlin." She says politely as she packs the scroll and potion away. "I was actually planning to use it to find the cauldron once we got close enough. Thanks for the warning. I won't try that now. The cauldron is not so easy to destroy apparently, so the old sea witch need not worry. If we can get it and bring it back it will be enough. Is everyone going with me ready to go and understand the plan? Leaving without a plan is like a bird trying to fly with one wing." She says. The little pink pig comes up next to her and oinks.

 

 

 

Mechanics

MOVE: none

ACTION: none

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: none

 

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Mickey the Sorcerer's Apprentice -- Mouse (Lightfoot Halfling) Folk Hero SorcererMickeyv7.jpg.1716c1797c70f8627088f601a5486646.jpg


AC: 14 (17) | HP: 32/32 | Init: +4 | Speed: 25' | Jump: 30'| Prof. Bonus: +3 | Passive Perception: 9 | Passive Insight: 9 | Passive Investigation: 11 | STR: 10 (0) | DEX: 18 (+4) | CON: 13 (+1) | INT: 13 (+1) | WIS: 8 (-1) | CHA: 17 (+3) | Subclass: Wild Magic | Sorcery Points: 7 | Spellcasting Ability: CHA | Spell Save DC: 14 | Spell Attack Bonus: +6
Buffs: None | Debuffs: None | Advantages: Fear | Inspiration: 0 | Exhaustion: 0 |


Upon receiving King Arthur's humble invitation, Mickey sprang up to his feet. "Gee, thanks, your Majesty! You're swell!" He then ran over to bow before the newcomer. "Fa Mulan! Welcome and Howdy-doo! It's a pleasure to meet you. Good luck on your upcoming mission with Moana, Merida and Kronk. Gosh! I just know that everything will go swimmingly for you and the others." He laughed pleasantly at his joke.

The Mouse then scurried over to Merlin's great book after the others have made their choices. He quickly scanned the ponderous tome, searching for any spells that Yesnid had ever described to him and had struck the young apprentice's fancy. Naturally they were all sorcerer spells. He finally decided upon Mage Armor, Counterspell, and Dispel Magic.

He then took off his mentor's jewelry and handed both items over to Merlin, who nodded his head approvingly. Once the transaction was done, the selected spells entered into the excitable rodent's magical repertoire and he was almost ready.

He turned to the great wizard and said, "Mr. Merlin, sir? I've thought it over and... and I think it would make sense if one of us on our team had one of your, uh, 'communication stones'. I think it would help us if we had a means to let you know when we've finished our mission."

Once equipped, the dedicated magic-user answered Eilowy's question. "Okay, Princess. Whenever you're ready, I'm ready. You're the boss!" He help up the four fingers of his left hand and counted off the bullet-points. "1) We have to stop the bad guys from getting the Black Cauldron and reviving Hades. 2) We have to make our way to the island of Morva where the artifact is guarded by three witches that we might have to bargain with. 3) We have to be prepared to deal with a lot of magic and we will have to fight an army of cutthroats.. 4) And we have to bring the Cauldron back to Merlin. Did I miss anything?"

 



Mechanics

OOC: n/a


Main Hand: Empty
Off Hand: Empty


Action: Mickey's action goes here.
Bonus Action: Mickey's bonus action goes here.
Move: Mickey's movement goes here.
Manipulate: Mickey's one free object interaction goes here.

     

 

 

 

Edited by artsmythe (see edit history)
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R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet | Application

AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


Merida smiled as Mulan accepted her offer and seemed to be getting along well with Moana. So, it was the three of them and Kronk, that would be an adventure for sure. Looking at the helm of underwateriness, she considered trying to fit it on and decided right against it, instead she took a cloak and began trying to stuff all of her hair into it, then gave up and pulled the hood back. It was like a silky leather and very comfortable. She was trying to blow some hair out of her face when Mickey offered his well wishes and she went over to him and pinched his cheeks while smiling widely. "Ohh wee mouse, thank you. When we see each other again we'll have amazing stories to share while we drink tea and eat all the sweets we can find! Ya?"

Then she realized something and turned towards the wizard "Merrlin? Do you have some sort of waterproof bag? Wouldn't it be awful if we go to put the dial in our pack and all our stuff in so just goes all whoosh and swoooo, floating all away as we're reaching and grabbing all over like an octopus in four parts. It sounds awful, hilarious, but terrible. Since bringing the dial back is so important, it would be a wee bit helpful if we had something that wouldn't have everything just float away when we open it? Like a bag that holds things in place, a holding bag?" She explained animatedly waiving her hands about as she spoke.

Mechanics:

 

Statblock

[b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]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.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]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 1d6. 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.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). 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[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By 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 Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]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.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
Princess Merida of Dunbroch
Human Ranger 6 Chaotic Good

AC 16 HP 52 Speed 35ft

Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

Attacks
Longbow +1 +10 1d8+5
Rapier +7 1d8+4
Shortsword(Highland Dirk) +7 1d6+4



Background Folk Hero
- Rustic Hospitality

ASI & Feats +2 Dex
- Fey touched , Sharpshooter

Race: Wispbound Human(Wildhunt Shifter)
- Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

Class: Ranger
- Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

Subclass: Horizon Walker
Detect Portal , Planar Warrior

Stellar Blessing

 

 

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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana WaialikiSea Soul 6

Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)

Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 20 (+5)

AC: 15
HP: 35
PP: 14

 

Moana watched Ursula leave. In the short time they'd interacted, she had not grown fond of the self-proclaimed sea goddess; quite the opposite.

She turned to Merlin. "If I may be as bold as to ask, Merlin; how much do you trust Ursula? What are her real motives? She says that the Sundial will arbitrate this 'game', but that's just her word. Does the Sundial really have a will of its own?"

"Let's for a moment assume that we succeed. Is there anything that prevents her from immediately colluding with the other villains against us?"

She gestured towards the portal.

"Can you prevent her from using her magic like this to immediately come here and retrieve the Sundial again, or at least create a lot of problems? At the very minimum, we should assume that the moment events are not moving in the way Ursula wants, all the information she has on us may end up in the villains' hands."

 

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R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet | Application

AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


 

"I can answer some of that Mo. Ursula is a villain, she used magic to sneak in before, pretending to be someone else. It was a sort of fluke that it happened because nobody was expecting anything. It's plenty safe in the vault here normally... but no, there's no reason to trust the witch, she's just using us against the other villains because they're trying to cut her out after she tried to cut them out. One thing we can be thankful for is that these witches work for them selves at the expense of everyone, good and evil alike.

I donnay believe she'd be offering us a chance to get the sundial if she had a choice, but you're right... it could be something else, a trick to get us to make it work somehow? It's not letting her use it, so she may be trying to lure us down there for some reason, but if you ask me, none of that matters. We just need to get the sundial back to the vault, and the Cauldron will be keeping the other villains busy so they won't be able to help Ursula. She's all the problems, she'll side with anyone who can get her what she wants. Princess Ariel makes no joke about it... she almost lost her soul to the seawitch and no, not just because she has red hair!"

Mechanics:

 

Statblock

[b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]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.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]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 1d6. 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.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). 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[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By 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 Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]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.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
Princess Merida of Dunbroch
Human Ranger 6 Chaotic Good

AC 16 HP 52 Speed 35ft

Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

Attacks
Longbow +1 +10 1d8+5
Rapier +7 1d8+4
Shortsword(Highland Dirk) +7 1d6+4



Background Folk Hero
- Rustic Hospitality

ASI & Feats +2 Dex
- Fey touched , Sharpshooter

Race: Wispbound Human(Wildhunt Shifter)
- Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

Class: Ranger
- Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

Subclass: Horizon Walker
Detect Portal , Planar Warrior

Stellar Blessing

 

 

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image.jpeg.046450084d26c8cee63870bae1f483c2.jpegName Eilonwy | Class Rogue 4/Wizard 2 | AC: 14 (17) | HP: 27/27 | Prof: +3 | PP: 13 | Saves: Str -1 / Dex +7 / Con +1 / Int +6 / Wis +0 / Cha +1 | Portent (8)

Special Abilities darkvision, Sneak Attack, Incisive Sense, Blessing of the Moonweaver, Cunning Action, Steady Aim, Ear for deceit, Eye for Detail, Insightful Fighting, Divination Savant, Portent | 

Attacks: Rapier | +7 | 1d8+4 pierciing, Shortbow +1 | +8 | 1d6+5 piercing (80/320 ), Dagger | +7 | 1d4+4 piercing (20/60)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice 4d8/2d6 (6/6) | Death Saves: 0/0

Cantrips: Light, Booming Blade, Mind Sliver, Green-flame Blade, Sacred Flame, Vicious Mockery

Level 1 | (3/3) | Thunderwave, Find Familiar, Chromatic Orb, Shield, Magic Missile, Mage Armor, Healing Word (1/day), Silvery Barbs, Dissonant Whispers

 


 

Eilonwy gives Merida a quick hug. "I know that you will do great. Hen Wen sees a glowing success in your future and so do I." She looks over the rest of Sundial Submersion and says a few words. "May the winds of fortune blow your way and the weave of magic fold for your good. I hope we will all be back together soon to share stories of our adventures." She says.

 

Then the princess turns to the Cauldron Cacophony and hands each of them a healing potion. "Sorcerer Mickey, it is a pleasure to have you with us. Aurora and Rapunzel are both great assets, I know them well from school. I couldn't think of a better team. I am excited to work with you. Thank you all for agreeing to help get back the cauldron. I am afraid we have a dark road to travel. I think Mickey laid out the plan very well in broad strokes. Two of the big holes in our plan that I see are finding the cauldron and trading for it. Last time the witches were willing to trade for a magical sword. I am not sure what we could trade this time." She turns to Merlin, "Your Magical Eminence, do you have any items you think that we could trade for the Black Cauldron?" She asks.

 

 

Mechanics

MOVE: none

ACTION: none

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: none

 

Edited by WolfBirch (see edit history)
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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana WaialikiSea Soul 6

Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)

Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 20 (+5)

AC: 15
HP: 35
PP: 14

 

Moana nodded at Merida. "Sounds like I'm not the only one guarded about Ursula." 

She shrugged. "I think I've shared my all my apprehensions. I guess all that remains is to do our best and hope that is good enough."

"I wish you all the best luck," she told the members of the other group, "May the wind grace your sails."

OOC

Before entering the portal, Moana will gather the members of the her group and give them a little pep-talk, aka Inspiring Leader. I can do it in-character if you wish to, I just don't want to start it before Merlin has given his final go. It would be highly inappropriate to give a long monologue while ignoring the most important person in the room.

I will only be inspiring my own team, as the GM expressed skepticism at using it on the other team, and I'm really not a fan of starting a game by annoying the GM.

 

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Rapunzel - Arcane Tricksteroldmanwanderer_Disneys_Rapunzel_short_brown_hair_high_fantasy_r_77974c05-de69-4746-b012-7131bbbd01f2-removebg-preview.png.e92ea98bef3b0aafea186d019b007d31.png

DnD Beyond Sheet | Myth-Weaver Sheet



STR: +0 | DEX: +3 | CON: +0 | INT: +2 | WIS: +0 | CHA: +3

INT: +3 | AC: 14 | HP: 27

Passive Perception: 16 | Passive Investigation: 14 | Passive Insight: 10



It was all very hard to just stand back and let everything happen, but Rapunzel couldn't think of anything to say or do that would help move things along, so she waited, she took mental notes, and did everything in her power not to hit the sea witch with her frying pan ... seriously, the nerve and hubris of that woman!

Taking a breath as the teams were chosen, Rapunzel moved to be nearer her group and gave Aurora a smiling nod as she did. It was good to have seen the other princess again and she was a friend in a sea of newness!

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Mickey the Sorcerer's Apprentice -- Mouse (Lightfoot Halfling) Folk Hero SorcererMickeyv7.jpg.1716c1797c70f8627088f601a5486646.jpg


AC: 14 (17) | HP: 32/32 | Init: +4 | Speed: 25' | Jump: 30'| Prof. Bonus: +3 | Passive Perception: 9 | Passive Insight: 9 | Passive Investigation: 11 | STR: 10 (0) | DEX: 18 (+4) | CON: 13 (+1) | INT: 13 (+1) | WIS: 8 (-1) | CHA: 17 (+3) | Subclass: Wild Magic | Sorcery Points: 7 | Spellcasting Ability: CHA | Spell Save DC: 14 | Spell Attack Bonus: +6
Buffs: None | Debuffs: None | Advantages: Fear | Inspiration: 0 | Exhaustion: 0 |


While the Cauldron Cacophony waited for Merlin to respond to Eilonwy's question, the excitable Mouse suddenly raised his hand. "Oh! Oh! I just had an idea. What if we offered the witches the opportunity to teach here at the Mage Towers? We could say that all expenses would be paid. They could draw a stipend as visiting scholars or something."

"Oh, we could also say that while they were here, they would also have the opportunity to audit courses. Learning magic from the greatest wizard of them all would certainly be attractive to a spellcaster, as I'm sure you would all agree."

"We could even say that, if they allow us to transport the Cauldron here, they could continue to guard it, thus enjoying the extra security the Mage Towers' magical defenses can offer. I mean, it's not like any of us plan to use the Cauldron. All we really want to do is the keep the bad guys from using it to bring back this Hades guy (whoever he is!) from the dead."

Then after a dramatic pause, the young sorcerer continues on a more somber note, "Of course, we should have a back-up plan in case bargaining doesn't work. Maybe we should try to steal the Cauldron if they don't like our offer? Of course, we would need a way to easily carry it. Maybe a Bag of Holding might help. Mr. Merlin, sir? Would that be possible? I've only got 87 pazoozas left to my name at this point. Maybe the rest of my team would be willing to chip in so that we could buy one?"

"Oh, and we'd need people who were extra stealthy and light-fingered enough to pull this off." He turned to Eilonwy, Rapunzel and Aurora. "What do you all think?"

 



Mechanics

OOC: n/a


Main Hand: Empty
Off Hand: Empty


Action: Mickey's action goes here.
Bonus Action: Mickey's bonus action goes here.
Move: Mickey's movement goes here.
Manipulate: Mickey's one free object interaction goes here.

     

 

 

 

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image.jpeg.046450084d26c8cee63870bae1f483c2.jpegName Eilonwy | Class Rogue 4/Wizard 2 | AC: 14 (17) | HP: 27/27 | Prof: +3 | PP: 13 | Saves: Str -1 / Dex +7 / Con +1 / Int +6 / Wis +0 / Cha +1 | Portent (8)

Special Abilities darkvision, Sneak Attack, Incisive Sense, Blessing of the Moonweaver, Cunning Action, Steady Aim, Ear for deceit, Eye for Detail, Insightful Fighting, Divination Savant, Portent | 

Attacks: Rapier | +7 | 1d8+4 pierciing, Shortbow +1 | +8 | 1d6+5 piercing (80/320 ), Dagger | +7 | 1d4+4 piercing (20/60)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice 4d8/2d6 (6/6) | Death Saves: 0/0

Cantrips: Light, Booming Blade, Mind Sliver, Green-flame Blade, Sacred Flame, Vicious Mockery

Level 1 | (3/3) | Thunderwave, Find Familiar, Chromatic Orb, Shield, Magic Missile, Mage Armor, Healing Word (1/day), Silvery Barbs, Dissonant Whispers

 


 

The the princess with the golden red hair agrees with Mickey. "Well that certainly might be an attractive offer, they are rather vain. One of them might like a date with Mickey. If the Villains manage to lure the 3 witches away, then we will have no choice but to steal the Black Cauldron." She adds looking at the few coins in her own pocket.

 

 

Mechanics

MOVE: none

ACTION: none

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: none

 

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Aurora-Briar Rose- (Eladrin) Dream Cycle Druid

 

eddhttps://og.myth-weavers.com/sheet.html#id=2887261

 

 

HP: 48/48 AC: 12(11) Intative: +1 PP: 17

 

 

Spell Slots: 1: 4/4

 

 

2: 3/33: 3/3

 

 

Mood: Spring.

 

 

~~~~

 

 

Aurora gives a courtly bow to Merlin.

"Thank you." and she stand closer to Rapunzel

 

"I am sure that with out wits and abilities combined we can do it! Especialy since Mickey Mouse has came up with this plan!"

 

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