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Ziminar

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spacer.pngHearing the twigs snap and the stench of something foul makes Kresh stand up from his post.

He draws his long sword and readies his shield.

"Wake up! Get up and arm yourselves, something approaches our camp!" Kresh shouts as loud as he can, as he moves towards the edge of the fires light to meet whatever is coming towards them.

 

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Trisae ArabrahelTrisae Arabrahel

Level 1 Drow Entertainer Sorcerer

AC: 15 (Dex 2 + Draconic Resilience 13); HP: 9/9 (1/1d6 + 2 + 1) 100%; Speed: 30 ft.

Proficiency Bonus: +2

STR: 8 (−1); DEX: 14 (+2); CON: 14 (+2); INT: 12 (+1); WIS: 10 (+0); CHA: 17 (+3)

Sorcery Points:

Spell Save DC: 13; Spell Attack: Cantrips Known (4 + 1); Spells Known (2)

Spell Slots: 1st

Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black

Inventory

Money

PP

0

GP

2

SP

2

EP

0

CP

1

10 gp Gems

0

50 gp Gems

0

100 gp Gems

0

500 gp Gems

0

1,000 gp Gems

0

5,000 gp Gems

0

25 gp Art Objects

0

250 gp Art Objects

0

750 gp Art Objects

0

2,500 gp Art Objects

0

7,500 gp Art Objects

0

  • Starting Gold: 15 from background.
  • Bought: a pound of Flour (2 cp), a Whetstone (1 cp), a Two-Person Tent (2 gp), Traveler’s Clothes (2 gp), a Bell (1 gp), a Blanket (5 sp), a Grappling Hook (2 gp), a Mess Kit (2 sp), a Signal Whistle (5 cp), a Steel Mirror (5 gp), and a piece of chalk (1 cp), for a total of 12.79 gp.

Inventory

  • 1 :: belt pouch containing 15 gp; Adventuring gear; 5 sp, 1 lb.; A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 20/20 :: bolts; Ammunition; 5 cp, 1.2 oz. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: component pouch; Adventuring gear; 25 gp, 2 lb.; A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 :: costume clothes; Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 2/2 :: daggers; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.;
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 :: dungeoneer’s pack; Adventuring gear; 12 gp, 61½ lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules.; Includes:
    • 1 :: backpack; Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: crowbar; Adventuring gear; 2 gp, 5 lb.; Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
    • 1 :: hammer; Adventuring gear; 1 gp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: pitons; Adventuring gear; 5 cp, ¼ lb. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: torches; Adventuring gear; 1 cp, 1 lb.; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: tinderbox; Adventuring gear; 5 sp, 1 lb.; This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 9/10 :: days of rations; Adventuring gear; 5 sp, 2 lb. (each); Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: waterskin; Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: 50 feet of hempen rope; Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: light crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.;
    • Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
    • Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
         If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
    • Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
    • Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
  • 1 :: musical instrument (one of your choice: flute); Instrument; 2 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.;
       Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.;
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity (DC)
      • Identify a tune (DC 10)
      • Improvise a tune (DC 20)
  • 1 :: the favor of an admirer (Rolled 2: a piece of crystal that faintly glows in the moonlight)
  • 1 :: Trinket: (rolled 44) a mechanical canary inside a gnomish lamp
  • 1 :: Flour; Trade good; 2 cp, 1 lb.; Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).; Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.; Source: PHB, page 157. Available in the SRD and the Basic Rules.
  • 1 :: Whetstone; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Two-Person Tent; Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Bell; Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Blanket; Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Grappling Hook; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Mess Kit; Adventuring gear; 2 sp, 1 lb.; This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.; Source: PHB, page 152. Available in the SRD and the Basic Rules.
  • 1 :: Signal Whistle; Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Steel Mirror; Adventuring gear; 5 gp, ½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Chalk (1 piece); Adventuring gear; 1 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
IC (My thoughts . . .; “My words . . .”; My actions . . .)

   Trisae was up and looking around in a second!

   Salkin ssussun!” she incanted, holding up a piece of wychwood and tracing the outline of the four glowing lights that appeared within each outline, but 60 feet away, in the direction that Kresh indicated. The four lights spread apart and formed an 80-foot long curved line where each light was 20 feet apart from the another, and sheds dim light out to 10 feet.

OOC

Movement:

Action: casting the dancing lights spell

Bonus Action: —

Reaction: —

Interact-with-Object:

(To Whom It May Concern . . .)

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Chipluck halfling rogue 1Thieves' tools in Dungeons and Dragons are the keys to the success of the  thief in disarming traps an… | Dungeons and dragons art, Classic rpg,  Dungeons and dragons


11.18.12.13.16.16 | init +4 | AC 15 | HP 9/9 | HD 1

Acrobatics +6, Deception +5, Investigation +3, Perception +5, Sleight of Hand +8*, Stealth +6, thieves tools +8*


The tight, recently-snoozing bundle of halfling flesh spilled off the side of the comfy bedroll. Chip got a cheek full of dirt, spitting himself awake as he struggled to distinguish the dancing lights from a dream. Instinctively, the thief recoiled into a dark corner of the camp, letting the strap of leather at his wrist spill into palm.


ooc: Awake, hide, equip sling.

Name
Hide
25
1d20+6 19
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Victor - Aberrant Mind Sorcerer 1

“My words,” Victor said. ‘My thoughts,’  Victor thought. | My actions . . .

Strength: 7 (-2)
Dexterity: 12 (+1)
Constitution: 18 (+4)

Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 19 (+4)

AC: 11
HP: 10/10

PP: 12

 

Victor roused at the cry of alarm rolled up to a crouch at his bedroll. He watched as Kesh approach the edge of camp supported by Trisae's burst of light. Feeling confident that nothing is easily getting through the massive dragonborn, Victor scans the opposite side of the camp looking for signs of a rear or flanking attack.

 

[ooc: ignore this next part if we don't get an action here]

The Other, that spark of his power deep within his mind awakens drawing power from within Victor's mind. A few quick gestures and the light around Victor starts to bend, shadows begin to reshape forming the image of a large tree stump covering the kneeling human.

 

OOC

Movement: 

Action:  Minor Illusion - tree stump on top of where Victor now crouches.

Bonus Action: —

Reaction: —

Interact-with-Object: 

 

 

Name
Perception (in case needed)
7
1d20+2 5
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AelysuneTokengoldpng.png.8588921d605f0da194c1a1871835a643.pngAelysûne Teuvel - Life Domain Cleric of Selûne 1

Character Sheet

“My words,” Aelysûne said. | ‘My thoughts,’ Aelysûne thought. | My actions . . .

Strength: 8 (-1)
Dexterity: 11 (+0)
Constitution: 17 (+3)

Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)

AC: 13
HP: 11/11

PP: 14

18 hours ago, The_Dark_Star said:

"Wake up! Get up and arm yourselves, something approaches our camp!" Kresh shouts as loud as he can, as he moves towards the edge of the fires light to meet whatever is coming towards them.

 

Aelysûne was awake in a split second. She arms herself and creeps out of her tent cautiously. She can hear the snapping of twigs getting closer, and she covers her nose to try and block a strange and sickening odor.

 

"Ugh! What is that!?" She whispers loudly to avoid being heard by whatever approaches.

 

 

OOC

I rollled higher on perception than Ultonius and Kresh, so I'm assuming Aelysûne catches on as well

@Kamishiro_Rin@Ziminar@Green Ice Cream@Cointhief@Drifter Dwarf@Wowbagger

Spells

Spellcasting

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: (8) + (CM 3) = 11
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Spell Save DC = 8 + PB + WM = 12

Spell attack modifier = PB + WM = 4

Cantrips

  1. [X] Guidance
  2. [X] Light
  3. [X] Thaumaturgy

1st Level [][] Slots

  1. [X] Cure Wounds
  2. [X] Bless
  3. [X] Guiding Bolt

Stat Block

Aelysûne Teuvel
Cleric of Selûne - Life Domain
Deity: Selûne, Goddess of the Moon
Medium Humanoid, Chaotic Good


AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2


Str 8 (-1) Dex 11 (+0) Con 17 (+3)
Wis 14 (+2) Int 12 (+1) Cha 14 (+2)

Senses

Saving Throws


Skill Proficiencies

 

Tool Proficiencies

Attacks
Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing

Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd

Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning


Actions

Bonus Action: Two-Weapon Fighting

Racial Traits

Cleric Traits

Background

Inventory

Gp: 3 Sp: - Cp: -

Equipped

  1. Clothes, Common
  2. Crossbow Bolts (x20)
  3. Crossbow, light
  4. Holy Symbol of Selûne
  5. Leather, Light Armor (AC 11)
  6. Mace
  7. Rope, Silk (50 ft)
  8. Shield (+2 AC)

Backpack

  1. Blanket (3 lb.)
  2. Block of Incense (x2)
  3. Candle (x10)
  4. Censer (x1)
  5. Rations (1 day) (4 lb.) (5x)
  6. Tinderbox (1 lb.)
  7. Vestments (x1)
  8. Waterskin (5 lb.)
  9. Two-person tent (20 lb.)

Alms Box

Pouch

  1. (3x) Bag of Caltrops (qty. 20)

 

 

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Darkness consumes the forest clearing. The recently formed party of seven might just as well have been stationed in deep space, with Kresh's fire representing a lone star. And it wasn't only the lack of light. There was also a disturbing absence of sound.

Almost hypnotized by the flames, Ultonius Zoelante wonders if the non-existent noise is related to the missing crystal. Kresh had recently checked the clearing's perimeter and now sits next to the human rogue.

"Ultonius, you had arrived earlier than me, tell me, what made you want to go on this mission?" The forest is so quiet that Kresh's inquiry sounds deafening to Ultonius.

Twigs snap and a foul odor becomes noticeable before the rogue can answer. Standing up, Kresh draws his sword and prepares his shield. "Wake up! Get up and arm yourselves, something approaches our camp!" he shouts.

Ultonius is on his feet in an instant. He darts toward the surrounding trees adjacent to the disturbance, whatever it may be. At the same time, he yells. "You heard him! Wake up and ready your weapons! Get up now!"

Focused upon reaching the nearest tree, Ultonius can see Kresh approaching the uninvited company. Salkin ssussun!” Trisae incants, providing some much needed luminosity for the situation.

-

OOC:

Movement: running to the surrounding trees near the disturbance (Speed- 30 feet)

Action: hiding among trees

Bonus Action: equip shortbow

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Durin wakes to Kresh’s shouts, still half asleep he grabs his warhammer and shield. As his eyes adjust to the light of the fire the foul smell hit his nostrils and almost makes him gag. Something foul is upon them although the smell is at this point the only thing that points in that direction.

He moves closer to group to make sure he can either cast spells or help defend the group with his hammer

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Posted (edited)

In the dark of the ancient forest, two pairs of corrupted wolves step forth from the shadowed underbrush.
Their once-sleek black fur now matted and twisted, they resemble nightmarish specters more than natural creatures.
Their eyes, once vibrant and wild, now burn with a malevolent yellow glow. These orbs seem to pierce the darkness, fixating on the group of startled adventurers huddled around the campfire.
The wolves' fangs, grotesque and elongated, jut out from their snarling maws like dagger like shards. 
As they emerge, they move with an eerie fluidity. Their limbs contort, elongating in unnatural ways, their ribs protrude, and their spines curve in an arch, as if they've been sent by some malevolent force.

DM

I have rolled Initiative for the group and the 4 wolves, whichever group has the highest average Initiative goes first as a group.
In this case you go first, so each player describes their desired action, roll for attack and for damage and/or saving throw for the target.
So if you take an action that involves your target to make a saving throw you roll for the target in the same post.

I have created an Excel file, put your character on a location on the map by putting the first letter of your name in the grid as a starting location.
When you move during your combat, please add the name of the square in your post you are moving from and to.
https://onedrive.live.com/edit?id=353D8EEF4E6724A1!443768&resid=353D8EEF4E6724A1!443768&ithint=file%2cxlsx&authkey=!AAFy2jpQKnAZhkg&wdo=2&cid=353d8eef4e6724a1

Let me know if you have any question and/or I have screwed things up.

 

wolves.png

Edited by Ziminar (see edit history)
Name
Init Aelysune
3
1d20+0 3
Init Chipluck
10
1d20+2 8
Init Ultonius
10
1d20+3 7
Init Victor
20
1d20+1 19
Init Kresh
20
1d20+2 18
Init Trisae
8
1d20+2 6
Init Durin
16
1d20+0 16
Init Wolf 1
17
1d20 17
Init Wolf 2
12
1d20 12
Init Wolf 3
4
1d20 4
Init wolf 4
2
1d20 2
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Trisae ArabrahelTrisae Arabrahel

Level 1 Drow Entertainer Sorcerer

AC: 15 (Dex 2 + Draconic Resilience 13); HP: 9/9 (1/1d6 + 2 + 1) 100%; Speed: 30 ft.

Proficiency Bonus: +2

STR: 8 (−1); DEX: 14 (+2); CON: 14 (+2); INT: 12 (+1); WIS: 10 (+0); CHA: 17 (+3)

Sorcery Points:

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4 + 1); Spells Known (2)

Spell Slots: 1st

Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black

Inventory

Money

PP

0

GP

2

SP

2

EP

0

CP

1

10 gp Gems

0

50 gp Gems

0

100 gp Gems

0

500 gp Gems

0

1,000 gp Gems

0

5,000 gp Gems

0

25 gp Art Objects

0

250 gp Art Objects

0

750 gp Art Objects

0

2,500 gp Art Objects

0

7,500 gp Art Objects

0

  • Starting Gold: 15 from background.
  • Bought: a pound of Flour (2 cp), a Whetstone (1 cp), a Two-Person Tent (2 gp), Traveler’s Clothes (2 gp), a Bell (1 gp), a Blanket (5 sp), a Grappling Hook (2 gp), a Mess Kit (2 sp), a Signal Whistle (5 cp), a Steel Mirror (5 gp), and a piece of chalk (1 cp), for a total of 12.79 gp.

Inventory

  • 1 :: belt pouch containing 15 gp; Adventuring gear; 5 sp, 1 lb.; A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 20/20 :: bolts; Ammunition; 5 cp, 1.2 oz. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: component pouch; Adventuring gear; 25 gp, 2 lb.; A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 :: costume clothes; Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 2/2 :: daggers; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.;
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 :: dungeoneer’s pack; Adventuring gear; 12 gp, 61½ lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules.; Includes:
    • 1 :: backpack; Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: crowbar; Adventuring gear; 2 gp, 5 lb.; Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
    • 1 :: hammer; Adventuring gear; 1 gp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: pitons; Adventuring gear; 5 cp, ¼ lb. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: torches; Adventuring gear; 1 cp, 1 lb.; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: tinderbox; Adventuring gear; 5 sp, 1 lb.; This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 9/10 :: days of rations; Adventuring gear; 5 sp, 2 lb. (each); Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: waterskin; Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: 50 feet of hempen rope; Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: light crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.;
    • Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
    • Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
         If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
    • Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
    • Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
  • 1 :: musical instrument (one of your choice: flute); Instrument; 2 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.;
       Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.;
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity (DC)
      • Identify a tune (DC 10)
      • Improvise a tune (DC 20)
  • 1 :: the favor of an admirer (Rolled 2: a piece of crystal that faintly glows in the moonlight)
  • 1 :: Trinket: (rolled 44) a mechanical canary inside a gnomish lamp
  • 1 :: Flour; Trade good; 2 cp, 1 lb.; Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).; Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.; Source: PHB, page 157. Available in the SRD and the Basic Rules.
  • 1 :: Whetstone; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Two-Person Tent; Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Bell; Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Blanket; Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Grappling Hook; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Mess Kit; Adventuring gear; 2 sp, 1 lb.; This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.; Source: PHB, page 152. Available in the SRD and the Basic Rules.
  • 1 :: Signal Whistle; Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Steel Mirror; Adventuring gear; 5 gp, ½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Chalk (1 piece); Adventuring gear; 1 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
IC (My thoughts . . .; “My words . . .”; My actions . . .)

   Trisae moves 30 feet back to F20 on the map, into the darkness (the gray area). She sees four wolves closing in on the party from both sides.

   As a bonus action, she separates a pair of dancing lights from the other pair and moves them down to illuminate the other two monstrous wolves in the southeast corner of the map.

   As an action, she speaks the magic words, Vil’zra’quath xta’rl!” and waves her hands in an ominous pattern casting the chill touch spell on wolf 2, illuminated in the dim light of the campfire. She creates a ghostly, skeletal hand in the space of wolf 2, assailing it with the chill of the grave. On a hit, wolf 2 takes 3 necrotic damage, and it can’t regain hit points until the start of Trisae’s next turn. Until then, the hand clings to it.

   Because she is attacking from an unseen position (in the darkness, beyond the wolves’ 60-foot range of darkvision, assuming they have darkvision, she has advantage on the attack.

OOC

Movement: 30 ft to the southwest, into darkness to F20.

Action: casting the chill touch spell on wolf 2; probable success (17 to hit), dealing 3 necrotic damage.

Bonus Action: moving dancing lights up to 60 ft.

Reaction: Casting the shield spell if a successful attack would have been unsuccessful with a +5 to AC, otherwise not casting it.

Interact-with-Object:

Concentration: Concentrating on her dancing lights spell, 9 rounds left out of 10.

(To Whom It May Concern . . .)

Edited by Kamishiro_Rin (see edit history)
Name
Chill Touch ranged spell attack vs Wolf; Necrotic Damage
17; 3
1d20+5;1d8 [12]; [12,3]
Chill Touch ranged spell attack advantage roll, Crit Damage if applicable
14; 5
1d20+5;1d8 [9]; [9,5]
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Chipluck halfling rogue 1Thieves' tools in Dungeons and Dragons are the keys to the success of the  thief in disarming traps an… | Dungeons and dragons art, Classic rpg,  Dungeons and dragons


11.18.12.13.16.16 | init +4 | AC 15 | HP 9/9 | HD 1

Acrobatics +6, Deception +5, Investigation +3, Perception +5, Sleight of Hand +8*, Stealth +6, thieves tools +8*


From the edge of the light a crazy, zipping sound followed a quick crack, a tumbling bullet whizzing across the camp towards the encroaching wolves...Chip tumbled behind a nearby bush, barely crinkling the leaves.


ooc: Sneak attack w/advantage on W2 if 25 hide beats their passive. Move E12, bonus Hide.

Edited by Cointhief (see edit history)
Name
Sling Sneak
24
1d20+6 18
Advantage Hidden
24
1d20+6 18
Sneak Dmg
11
1d4+4+1d6 1,6
Bonus Hide
14
1d20+6 8
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Victor - Aberrant Mind Sorcerer 1

“My words,” Victor said. ‘My thoughts,’  Victor thought. | My actions . . .

Strength: 7 (-2)
Dexterity: 12 (+1)
Constitution: 18 (+4)

Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 19 (+4)

AC: 11
HP: 10/10

PP: 12

 

Victor had been safely hidden by the illusionary tree stump, but seeing the wolf appear nearly on top of him, he forgot the camouflage and slowly backed away toward the fire. As he retreated, Victor whispered vile sounding words as a flame appeared in his outstretched hand. A quick motion and the flame launched at the nearest wolf.

 

OOC

Movement: Retreating to K13

Action: casting Firebolt at W2 unless the previous attacks have downed it, then W1

Bonus Action: 

Reaction: Crying in pain if eaten

Interact-with-Object: 

Concentration: 

 

Woot!! First critical hit of the game :)

 

 

Edited by Drifter Dwarf (see edit history)
Name
Fire Bolt Attack
26
1d20+6 20
Crit Damage
15
2d10 8,7
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Durin rushes to Trisae's side but makes sure he stays within the range of light of the campfire so other's can see him if they need help.
Once in position (K15) he waves his arms and makes a pushing motion towards Kresh, Aelysûne and Victor casting Bless on each of them.
Watching the spell hit its targets he grabs his warhammer and readies for any enemy to come within range.

 

OOC

Movement: to K15

Bless: Bless up to 3 characters within 30ft. Whenever a target makes an attack roll or saving throw before the spell ends. the target can roll a d4 and add the number rolled to the attack roll or saving throw. (p 219)

 

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AelysuneTokengoldpng.png.8588921d605f0da194c1a1871835a643.pngAelysûne Teuvel - Life Domain Cleric of Selûne 1

Character Sheet

“My words,” Aelysûne said. | ‘My thoughts,’ Aelysûne thought. | My actions . . .

Strength: 8 (-1)
Dexterity: 11 (+0)
Constitution: 17 (+3)

Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)

AC: 13
HP: 11/11

PP: 14

 

Aelysûne sees Kresh next to two hideous looking wolves. She sweeps her left hand from her side, rising it high, while uttering the incantation,"Kaharenharik Ket." At once, a bright and warn light illuminates her eyes like a divine flame, a scorching beam of pure light envelops her hand. With a resounding cry of "FLAGRA!" she unleashes the luminous beam, directing its formidable power towards the wolf positioned to Kresh's right.

 

OOC

Movement: N16

Action: Casts guiding bolt on W4; A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: 1 round

Bonus Action: 

Reaction:

Interact-with-Object: —

Concentration: 

Spells

Spellcasting

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: (8) + (CM 3) = 11
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Spell Save DC = 8 + PB + WM = 12

Spell attack modifier = PB + WM = 4

Cantrips

  1. [X] Guidance
  2. [X] Light
  3. [X] Thaumaturgy

1st Level [X][] Slots

  1. [X] Cure Wounds
  2. [X] Bless
  3. [X] Guiding Bolt

Stat Block

Aelysûne Teuvel
Cleric of Selûne - Life Domain
Deity: Selûne, Goddess of the Moon
Medium Humanoid, Chaotic Good


AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2


Str 8 (-1) Dex 11 (+0) Con 17 (+3)
Wis 14 (+2) Int 12 (+1) Cha 14 (+2)

Senses

Saving Throws


Skill Proficiencies

 

Tool Proficiencies

Attacks
Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing

Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd

Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning


Actions

Bonus Action: Two-Weapon Fighting

Racial Traits

Cleric Traits

Background

Inventory

Gp: 3 Sp: - Cp: -

Equipped

  1. Clothes, Common
  2. Crossbow Bolts (x20)
  3. Crossbow, light
  4. Holy Symbol of Selûne
  5. Leather, Light Armor (AC 11)
  6. Mace
  7. Rope, Silk (50 ft)
  8. Shield (+2 AC)

Backpack

  1. Blanket (3 lb.)
  2. Block of Incense (x2)
  3. Candle (x10)
  4. Censer (x1)
  5. Rations (1 day) (4 lb.) (5x)
  6. Tinderbox (1 lb.)
  7. Vestments (x1)
  8. Waterskin (5 lb.)
  9. Two-person tent (20 lb.)

Alms Box

Pouch

  1. (3x) Bag of Caltrops (qty. 20)

 

Name
Guiding Bolt (Hit/DC) - 1d20+4
22
1d20+4 18
Attack - 4d6 + Bless(1d4)
12
4d6+1d4 1,1,6,1,3
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