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Adventure 3 - Tidal Tribulations


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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


She couldn't help but snort a laugh at Mickey's story. "So you just sewed him up and he fell over? Thas hilarious. A big lumbrin brute crashed to tha ground and wee lil you standing over him. I would have thought you'd done it with magic, you don't look like a farmer."

Their conversation was then cut short by the entrance of the sea witch, Ursula who had been entreating with Merlin. Just the look of her, made Merida want to draw her bow, but she trusted Merlin, he wouldn't be meeting with her if it wasn't necessary. Dumbstuck, she blinked only when Moana spoke up, and it was then that Merida realized that the girl was truly a princess, boldly confronting the evil sea goddess, seemingly without a care for deception or subterfuge. "Moana, I ye cannay tell me you'll out run a ship with a three week lead to send a message. No... but it makes little difference, it's the same path whether it is to warn the Fates or stop the villains. So It's to reason that we go." To the side she gave the girl a wink, hoping she'd get the message to keep any alternatives to herself while in the presence of the sea witch.

She then turned to the smug so called sea goddess. "...but if you think we're so stupid to not sea that you only want us to ruin their plans so they'll be forced to make deals with you, granting you power over them, you are misjudge us. We'll stop them and we'll gladly take tha sundail from your clutching tentacles!" She could only hope Merlin had some magic that would help them stand a chance underwater.

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


AC: 14 | HP: 24/24 | 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 |


After Moana's dazzling deductions and Merida's bold outbursts, Mickey chimed in.

"You bet, Merida. We'll make our way into your old sea lair, Madam Ursula, and get that magic sundial doohickey. Just you wait and see. Everyone here -- heroes and heroines alike -- will do their absolute best because we're the good guys. And we'll save the day! Lickety-split!"

It was a pity that the young apprentice's challenges, while sincere and true, were delivered in his typical squeaky falsetto voice.

"Oh, and you should have your henchmen take back what they said about Kronk!"

 



Mechanics

OOC:


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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19 hours ago, Ayeba said:

"Excuse me," she asked. She stood unflinching of the attention; this was not the first time she had to deal with powerful entities, "If I understand everything correctly, the... individuals in the mirror wish to awaken the Sundial with Hades' help. To revive him, they need the Black Cauldron, and to get that, they intend to trick the Three Witches that guard it. But the Sundial is currently in your possession, Urusula of the dark seas. From what I can tell their plan misses a crucial step: How will they obtain the Sundial from you? Also, wouldn't their plan be foiled if we simply alert the Three Witches to their deception?"

Ursula looked at the island princess with a smile "Good questions... I think the villains have other ideas in the works to try and liberate the Sundial from my possession that is why I have both magic and seafolk as guards against intrusions and as for those three witches, really they are the flighty sort. They don't listen to anyone but themselves.

13 hours ago, Rumrunner said:

"Moana, I ye cannay tell me you'll out run a ship with a three week lead to send a message. No... but it makes little difference, it's the same path whether it is to warn the Fates or stop the villains. So It's to reason that we go." To the side she gave the girl a wink, hoping she'd get the message to keep any alternatives to herself while in the presence of the sea witch.

She then turned to the smug so called sea goddess. "...but if you think we're so stupid to not sea that you only want us to ruin their plans so they'll be forced to make deals with you, granting you power over them, you are misjudge us. We'll stop them and we'll gladly take tha sundail from your clutching tentacles!"

Ursula chuckled as Merida figured out what she wanted them for.

5 hours ago, artsmythe said:

"You bet, Merida. We'll make our way into your old sea lair, Madam Ursula, and get that magic sundial doohickey. Just you wait and see. Everyone here -- heroes and heroines alike -- will do their absolute best because we're the good guys. And we'll save the day! Lickety-split!"

She smiled "save the day maybe but there will always be those who refuse to accept defeat and vow revenge. Each day may or may not be a new challenge."

5 hours ago, artsmythe said:

"Oh, and you should have your henchmen take back what they said about Kronk!"

Glut gave a glare at Mickey "Make me Squeaky..." He growled

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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea 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 sighed. This reminded her of the petty intrigue that she often had to mediate over back home. Not exactly; the stakes here were higher, but the pettiness was familiar. It was human nature, something she could never really avoid. And, looking at Ursula, apparently also sea goddess nature. She really hoped her own ocean's deity -- if it existed -- was nothing like this octopus lady.

Why wasn't Merlin speaking up? As a leader, he should assert his dominance, or at least contest Ursula's attempts. Maybe he wasn't really comfortable with the leader role, or preferred delegating the speaker role to someone else?

"A question for the both of you, Merlin the wizard and Urusula of the dark seas: On its own, how bad would it be if this Hades gets revived? How powerful is he, compared to the two of you? Let us for the moment assume that the villains can't get their hands on the sundial."

Edited by Ayeba (see edit history)
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image.jpeg.046450084d26c8cee63870bae1f483c2.jpegName Eilonwy | Class Rogue 4/Wizard 2 | AC: 14 (17) | HP: 27/27 | 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

 


 

As the others bantered, Eilonwy stumbled back against the wall shaking her head. Her eyes as large as saucers, her hands covering her mouth. ~No! No! NO! It cannot be true.~ "The black cauldron... we destroyed it, or stopped its power, it can't be, Gurgi. That must be where Taran has gone." She mumbles to herself, her back against the wall. She looks to the door to run, but realizes she will need help.

"We must go after the cauldron at once!" She say much to loud. "Who will come with me?" 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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Mickey the Sorcerer's Apprentice -- Mouse (Lightfoot Halfling) Folk Hero SorcererMickeyv7.jpg.1716c1797c70f8627088f601a5486646.jpg


AC: 14 | HP: 24/24 | 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 |


Mickey's response to Glut's implied threat was immediate and elegant --

Mickeyraspberry.jpg.7c004d6b7826518cfa8d720069ce3079.jpg

 



Mechanics

OOC:


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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spacer.pngKronk

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

Before Kronk could answer, a familiar evil laugh made him sag in weariness. Oh no... He knew that voice...

And there she was, the Queen of Mean, the Dealer of Poor, Unfortunate Souls... If she was here, then things must be really bad. Pete was one thing, but Ursula was on another level of vicious and manipulative. And of course she had to bring her fish cronies with her.

As it turned out, bad didn't begin to describe it! Kronk watched with his jaw sagging nearly to the floor as Ursula's magic revealed the most powerful villains in the world in one room, conspiring to revive the Lord of the Dead... Wait... Where was Yzma?!

All things being honest, Kronk wasn't the smartest cookie, but... why couldn't Ursula just move the Cauldron? That and half a dozen other questions ran through Kronk's mind, but if there was one thing he had learned from his years of being a henchman, it was to not open your mouth during a villain's monologue.

Unfortunately, the Princess Academy didn't offer Minion Etiquette 101 and it showed. They had already hit the Heroic-and-Villainous-Witty-Banter stage of confrontation, which (usually) was two steps before complete breakdown in negotiations. Wait, scratch that. Mickey had already escalated to Physical Mockery. Time to step in before the tenuous truce snapped like a dragon's jaws.

Getting down onto one knee, Kronk knelt beside Mickey and placed a calming hand on his shoulder. "Hey, take it easy, little Mick. You don't work for someone like Yzma without learning to take a few insults. It's not worth you getting hurt, little buddy." Kronk looked up from comforting Mickey and met Glut's angry stare with uncharacteristic steel, an unspoken promise to repay violence in kind should it come to that.

Looking over his shoulder, Kronk tried to console Eilonwy. "Even if we started running right now, can you breathe twenty thousand leagues underwater? I get that you want to get the Cauldron back, but we need to prepare." His gaze drifted back unfavorably to their atrocious "guest". "It's Ursula's game, and she makes the rules."

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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea 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.gif.05fe6a6d9ed475b7913e12a366a8477e.gifMoana grimaced at Mickey. She could tell the mouse was a bit flighty, but this was exceeding her expectations. Or rather, failing them. What was he trying to achieve? Taunt the creature into a fight?

The tall man named Kronk took responsibility. He seemed like a surprisingly responsible guy, defying her expectations in the other direction. I think I underestimated him a bit because of the apron, Moana thought to herself. I'm so shallow for judging people based on their appearance.

The red-headed princess seemed to know more about the cauldron. What about the others? Was she the only one who had previously never heard about it?

"If any of you can tell me more about the cauldron, it'd be much appreciated. Can it raise people from the dead, or just gods? What else can it do?"

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22 hours ago, Ayeba said:

"A question for the both of you, Merlin the wizard and Urusula of the dark seas: On its own, how bad would it be if this Hades gets revived? How powerful is he, compared to the two of you? Let us for the moment assume that the villains can't get their hands on the sundial."

Merlin exhaled "how bad is it, that depends on his will and desires to do something. In terms of pure power, Hades is much stronger than either of us and he has a rather foul temper and I'm sure after what he's been through, I'm sure an offer to change fates by endings told would be taken up by him if he was given the chance."

Ursula chuckled "He had quite a chokehold on the lives of mortals my dear. It was his power that kept the dead from bring revived and once his grip was removed, the grand revival as it was called occurred bringing back heroes and villains alike. Only those who were sealed away to other dimensions were not revived and fortunately for us Hades was one of those sealed away."

1 hour ago, Prehysterical said:

Getting down onto one knee, Kronk knelt beside Mickey and placed a calming hand on his shoulder. "Hey, take it easy, little Mick. You don't work for someone like Yzma without learning to take a few insults. It's not worth you getting hurt, little buddy." Kronk looked up from comforting Mickey and met Glut's angry stare with uncharacteristic steel, an unspoken promise to repay violence in kind should it come to that.

Glut growled as Mickey made a taunting face however Kronk's steely stare and Jetsam's light firm grip on the thug's arm made Glut keep his cool and he just nodded lightly "yeah... it ain't worth it,"

1 hour ago, Prehysterical said:

Looking over his shoulder, Kronk tried to console Eilonwy. "Even if we started running right now, can you breathe twenty thousand leagues underwater? I get that you want to get the Cauldron back, but we need to prepare." His gaze drifted back unfavorably to their atrocious "guest". "It's Ursula's game, and she makes the rules."

Flotsam made a noise "Kronk smarter than he looks, a shame he went to the other side, he has potential."

Ursula chuckled "You flatter me Kronk, although it seems like I make the rules, I admit do not, I just know how the game plays," She laughed "and I know what rules can be bent. Oh and the Cauldron isn't twenty thousand leagues under, it's currently hidden in Morva somewhere, where exactly, even I can't tell...

 

13 minutes ago, Ayeba said:

"If any of you can tell me more about the cauldron, it'd be much appreciated. Can it raise people from the dead, or just gods? What else can it do?"

Merlin hummed "it can't fully bring the dead back to life, but it was known to be able to summon armies of undead using the black magic that filled the cauldron." He tapped his cheek with his wand "although I could have sworn someone neutralized it's dark power by a willing sacrifice."

Ursula hummed as she looked at Eilonwy "I think they did Merlin... if that outburst of that one is any proof."

Merlin hummed "this calls for an investigation. I need to have that Cauldron found."

 

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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea 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 listens intently to the two share information about Hades.

"Who sealed him away in the first place?" she asked, "If they are still around, is it possible to enlist their help? I assume they have a vested interest in keeping him sealed after they went through the effort to do it the first time."

She ponders for a moment.

"A small hypothetical question: If they successfully revive him with the cauldron, is there a way to stop him without re-sealing him? If he is the god of death, I assume that killing him is not an option; wouldn't he be able to just bring himself to life again? Or just refuse to die in the first place?"

Edited by Ayeba (see edit history)
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Aurora-Briar Rose- (Eladrin) Dream Cycle Druid

spacer.png

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: 3/3

 

3: 3/3

 

Mood: Spring.

 

~ ~ ~ ~

 

Aurora laughed at Mickey's amazing adventurer story, and was happily chatting with the other heroes.

But seeing Malificent... as Urusla shown some.. recorded vision..

Today Aurora wasnt the bravest. Fauna was gentle and mediatore, never a lead, more of the chain between the fairies, the same way Spring has subtly connected winter and summer.

Aurora grew pale, just clasping her hands, shaking her head in horror and disbelief.

"No no no....."  she has whimpered between faster breathes.

Everyone and everything became a background as she the memory of being helpless to Malificent's sorcery has haunted her, and her finger ached.

She was imprsoined in her own body- the voices of the good fairies were destined- only Malificent's sinister commands have existed.

It was a waking nightmare, and then it turned all of the sudden to black.

It was a hellish sense of helplessness.

spacer.png

She was just vagualy aware of what everyone were talking about before coming back, sort of to her senses by Eilnowy's call for action.

 

 

Her stature was more defensive.

 

"I.. will. Of course." she answer the call.

"But it seems, some considerations of our actions are still needed. Maybe I could try and contact the Three Good Fairies for an advice. If we have time, that is."

 

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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 managed to calm down for moment and realize that rushing off would not save the day this time. They would need a plan. "Yes, what Merlin says is correct. Our friend Gurgi sacrificed himself to stop the Black Cauldron from bringing forth an undead army. Then the three witches that gave us the cauldron wanted it back. So we traded it for bringing Gurgi back. The fact that the witches wanted it back makes me suspect that it still had some magical potency. ... and I wonder of them bringing Gurgi back may have weakened the damage caused by his sacrifice. I'm just not sure." She adds.

 

"Thank you Aurora, for your willingness to help go after the cauldron. It seem that finding the location is going to be the first order of business. If your fairy friends can get us that information, that would be great. The other option is to follow this boat load of villains. They seem to know the location of the Cauldron. Though it would be much better to get there first and steal the cauldron before they arrive. I am always willing to listen to good advise, not listening to good advice is like sticking your fingers in your ears and jumping down a well." While she said it, it was clear that she didn't always take the time to listen to good advice.

 

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



Standing off to the side Rapunzel crossed her arms as she thought. It was all rather big, but nothing that couldn't be handled. Looking at the group of collected princesses, heroes and ... mice ... the Princess of Corona couldn't help but smile. "Yeah, we got this." She whispered.

Looking over at the Sea Witch, she couldn't help but feel confident. "So, Cauldron then sundial ... in all honesty why move it?"

She looked at Merlin and twirled a finger through her hair. "Sometimes, destroying a coveted item is best."

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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


There was a lot happening, most of which she chose to ignore as unimportant. "Do we all go together or separate to do both at once? Ma bow don' work well under tha sea, so unless Merlin has some magic to fix tha, I think I'll go aftor the black bowl... do we have a boat?"

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


AC: 14 | HP: 24/24 | 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 |


Pleased that Glut backed down so easily, Mickey was about to follow up with another clever retort when Kronk's heavy hand on his shoulder got the Mouse's attention. The cook's wise words seeped through the apprentice's instinctive whirlwind of righteous anger. Boy! I just hate bullies! he thought to himself.

Still, the young spell-caster couldn't stop himself from glaring just one more time at Ursula's hulking henchman.

As the others continued to pepper questions at Merlin and Ursula, the young magic-user looked around and noticed the newcomer, Milo James Thatch, standing around at the periphery. Casually walking up to him, he extended his gloved, four-fingered hand in friendship. "Howdy, buddy. How ya' doin'? My name is Mickey -- Mickey of Happy Valley. Where are you from, fella'? And which group do you want to sign up with -- the cauldron or the sundial?"

 



Mechanics

OOC: @Master_Enceladus, are you still here?


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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