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Adventure 3 - Tidal Tribulations


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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 waiting for Merlin's response to the young sorcerer's suggested bargaining chip, the Mouse is gladdened to hear Eilonwy's approval as she is the expert on the Cauldron. However, he started to squirm at her jest about a date with one of the witches. "Uh, um, I-I don't th-think... I r-really c-c-couldn't... I'm already... b-b-but I'm already engaged to be m-married to Minnie, Princess M-M-Minnie..... Oh, I....gosh." His little furry face blushed at the notion, so he tried to hide his embarrassed look with both of his gloved hands.

When Aurora complimented him, his face got even redder, but he stood ready to join his team on their assigned quest. He was Mickey, after all, and Mickey always helped his friends.

 



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 | Saves: S5 D8 C3 I3 W4 C1

AC: 18 |  HP: 63/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


As much as Merida loved to joke around, this one struck a cord with her, and she put a hand on the little mouse man's shoulder. "Don't worry, I will not let anyone force you into a courtship you do not wish for yourself..." She said with a stubborn set of her jaw, but the curl of her lips turned impish at the last second. "So you just tell me where this Princess Minnie is and I'll tell her to leave you alone, with ma bow if I have to"

Mechanics:

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[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]Dagger(sgian-duhb)[/b] +7 1d4+4 [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. Darkvision is extended to 120ft with Goggles of Night[/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] Boon: [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] [b]Magic Items[/b] [ooc=Mage Stone]Mage Stone - Wonderous Item, Requires Attunement A bright gemstone that is used as a source of magical power. While attuned to a mage stone, the mage stone can be used in replacement of spell slots to fuel magic spells or other abilities that use spell slots by consuming charges 1 charge per level of spell slot required. A mage stone has a max number of charges equal to the wielder's proficiency bonus times 2. As a bonus action, You can recharge a mage stone attuned by you by using a spell slot of your own restoring 1 charge per spell slot level used up to its max. A mage stone also regenerates 1d3+1 charges daily at dawn.[/ooc], [ooc=Cloak of the Manta Ray]While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. The Cloak will also allow Merida to be able to use her weapons as normal underwater[/ooc], [ooc=Luck Stone]+1 to all skill checks and saves[/ooc]
Princess Merida of Dunbroch
HumanWildhunt Shifter 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
Dagger(sgian-duhb) +7 1d4+4


Background Folk Hero
- Rustic HospitalitySince 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.

ASI & Feats +2 Dex
- Fey touchedMisty step and Hunter's Mark free to cast 1/day, and added to spell list, SharpshooterAttacking 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.


Race: Wispbound Human(Wildhunt Shifter)
- Ability Score Increase Your Wisdom score increases by 2, Dexterity increase by 1, DarkvisionYou 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.

Darkvision is extended to 120ft with Goggles of Night
, Natural TrackerYou have proficiency in the Survival skill., Keen SensesYou have proficiency in the Perception skill.. WispingAs 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, Mark the wispsAs 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.

Class: Ranger
- Favored FoeWhen 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.
, CannyChoose 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
, RovingYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed., Fighting style(Archery)You gain a +2 bonus to attack rolls you make with ranged weapons., SpellcastingSpellcasting
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.
, Primal AwarenessYou 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.
, Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Subclass: Horizon Walker
Detect PortalAt 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.
, 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.


Boon: Stellar BlessingWhile 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


Magic Items
Mage StoneMage Stone - Wonderous Item, Requires Attunement

A bright gemstone that is used as a source of magical power. While attuned to a mage stone, the mage stone can be used in replacement of spell slots to fuel magic spells or other abilities that use spell slots by consuming charges 1 charge per level of spell slot required. A mage stone has a max number of charges equal to the wielder's proficiency bonus times 2. As a bonus action, You can recharge a mage stone attuned by you by using a spell slot of your own restoring 1 charge per spell slot level used up to its max. A mage stone also regenerates 1d3+1 charges daily at dawn.
, Cloak of the Manta RayWhile wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. The Cloak will also allow Merida to be able to use her weapons as normal underwater, Luck Stone+1 to all skill checks and saves

 

 

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On 4/21/2024 at 9:59 PM, Ayeba said:

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

 

"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."

 

Having calmed down a bit, Kronk lightly waves off Moana's offer. "I think... I think it's fine. He seems like a chill little guy. I guess if he wants to hang out, I can give him a chance. Thanks for being so understanding about it. Maybe the next tattoo will actually be for you."

Realizing that much of his equipment would not survive their underwater journey, Kronk sets aside several of his adventuring and cooking supplies. While Merida discards the myrmidon helm on account of her voluminous hair, Kronk slips it on over his head. He always wears a little cap, so it doesn't cramp his style too much.

As their time of departure nears, Kronk remembers something and taps lightly on Merida's shoulder. Three adventures in a row together... At this point, Kronk might as well start bringing snacks. "Uh, hey there, Merida." Kronk speaks in a low voice, more out of embarrassment than consideration. "Since we're going to be working together again, I just want to say... if I fall asleep during battle, go ahead and just shoot me with an arrow to wake me up. I'd... hate to be power napping while anyone's in trouble." The big man casts his eyes down, still ashamed after how their last adventure in the mines ended.

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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 smiles at Mickey and Mirdain's reactions. "It's okay friend Mickey. I won't make you date anyone. But don't be surprised. One of the witches is a little lecherous." She smiles as she checks her supplies getting ready to head out.

 

 

OOC: Was it determined that Princess Minnie attends the Princess Academy? (DM question)

 

 

Mechanics

MOVE: none

ACTION: none

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: none

 

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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



Rapunzel listened to Mickey and Eilonwy discuss their plans for luring the witches with a position at the academy. Given that Merlin was willing to work with someone like Ursula, the young princess was certain he'd okay the idea.

"Yep," She says quietly to Aurora and one armed hugged her. "You and me, we got this."

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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 |


At first stunned by Merida's "threat", Mickey was about to reply when the leader of the Cauldron Cacophony chimed in.

"'Lecherous'? Um, er, what... does... 'lecherous' mean, Eilonwy?" he responded with wide-eyed innocence.

 



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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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 |


[NOTE: This may be out of order, but please assume that this event happens before the team gets sent to Morva.]

Before Merlin sends the members of Cauldron Cacophony on their assigned quest, Mickey held up his hand to get the magician's attention. "Um, er, if you don't mind, Mr. Merlin, s-sir? I-I'd like to say a few words to my team before we go."

Turning to Rapunzel, Aurora and Eilonwy, he gulps a bit, then gathers his nerve. "*cough-cough* Um, your h-h-highnesses? If you don't mind, I'd just like to say that this.... I-i-it's a great honor to be working with all of you on this mission to retrieve the Black Cauldron and stop Death from being, uh, being reborn. (I guess.)"

"Now I don't really know any of you, and none of you really know me. I'm just saying that I'm just a simple guy from Happy Valley, but... but, uh, what we're doing here today.... Well, what we're about to do is s-save the day for everybody. For you, your families, your kingdoms, your, uh, boyfriends. And-and, well, gosh, just about everybody, I guess."

"Anyway, we're going to do it, by golly. We're going to do it! And you know why? I'll tell you why. It's because we're the good guys. And good guys will always win if they're doing the right things for the right reasons."

"So, uh, believe in yourselves, believe in each other, and, um, do what's right. Okay?"

Finished with his little impromptu speech, the young apprentice clasped his hands together behind his back, smiled that dazzling smile of his, and quickly sidestepped-shuffled back to join the others in his team.

 



Mechanics

OOC: Mickey is invoking his Inspired Leadership feat to bestow 9 temporary Hit Points to Eilonwy, Aurora, Rapunzel and himself.


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

 

Moana listened to Mickey talk to his group. He might not be the most confident speaker ever, but he was still inspiring to listen to.

She turned to her own group. They were allies she had trust in. Kronk, with his friendly demeanor despite his muscular looks. Merida, blessed with confidence and eagerness. Admittedly, she didn't know Mulan that well yet, but the impression so far was positive. She seemed honorable and trustworthy.

"It's time for us to go, as well," she said, "But I have some thoughts to share first."

She pointed towards the portal. "The... individual we're up against, Ursula, claims herself to be goddess of the sea. I have no doubt she is powerful. But goddess of the sea? I have spent all my life on the ocean or at the shore, once even under it. Up until this point, I had never heard of any god or goddess of the sea. The ocean itself is alive, and has aided me many times throughout my journey. Perhaps it should be considered a God? I don't know."

"The only thing I do know for sure is that Ursula is not the goddess of the sea. She is at best be a minor goddess of the sea. We're not up against the ocean itself, just one that has carved out a small part of it as her domain. Quite the opposite, the ocean is on our side. The odds may be against us, but they are far from insurmountable."

"We will face this challenge with confidence. Let us show the Sundial that we are strong enough to protect it. And if the other villains show up to claim it, we will show them why the protagonists of the stories are the heroes, and not the villains. As long as we work together, we will chart out a course to our destination, through whatever storms we may face."

OOC

Inspiring Leader: Note down 11 temporary hp for Kronk @Prehysterical, Merida @Rumrunner and Mulan @morgan_

 

Edited by Ayeba (see edit history)
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image.jpeg.046450084d26c8cee63870bae1f483c2.jpegName Eilonwy | Class Rogue 4/Wizard 2 | AC: 14 (17) | HP: 27(+9 temp)/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 | (2/3) | Thunderwave, Find Familiar, Chromatic Orb, Shield, Magic Missile, Mage Armor, Healing Word (1/day), Silvery Barbs, Dissonant Whispers

 


 

She blushes a little as Mickey ask her for a definition and she coughs uncomfortably before answering. "Nice speeches; Mickey and Moana. As for Lecherous, let us just say that she likes boys and men a lot. Always wanting a date. Maybe since you are a mouse she won't be as interested, but you sure are cute." Eilonwy reaches up and grabs the little floating orb saying a few words of arcane incantation. A shimmering glow covers her body as she casts mage armor.

 

Mechanics

MOVE: none

ACTION: Casts Mage Armor

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: none

 

Edited by WolfBirch (see edit history)
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