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Adventure 3b - Sundial Submersion


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@Rumrunner @Ayeba @Prehysterical @morgan_

In a dimly lit underwater region near a large cave like lair topped by a seashell like tower, a portal with a storming surge opened and an octopus woman, and three other humans, one muscular and gray skinned tone the other two more lanky launched out of it like torpedoes.

A roar was heard from the muscular guy as magic surged around him transforming him from a human into a full great white shark. When the transformation finished, he snarled and snapped as if he was biting something in half. “Ahh…” Glut growled his voice mysteriously being carried in water the same way as if it would on land “back to my best self, man it feels good to be home.”

Two more surges occurred as the lanky pair transformed into a pair of twin eels, the only way to tell them apart was one had his right eye glowing yellow while the other had his left eye glowing yellow.

“Yes, feels very good.” Flotsam and Jetsam purred “Mistress, do we wait here or do we enter the dungeon.”

The octopus woman lightly laughed “enter my pets, and take no prisoners, I now have to get over to Morva to make sure the Shadowman gets informed about the heroes on their way over there. I’m sure you all can handle who comes here? yes?”

Glut grunted “they won’t win mistress; we will make sure they won’t. Come on eels.” He commanded.

All three went into the lair then a magical barrier surged with a sundial glyph around the entrance to seal it up.

A few moments later, Merida, Moana, Mulan and Kronk all shot out of the portal.

The Seawitch smiled at the guests “Good luck heroes.” She then laughed and vanished into a stormy ink cloud that cleared out soon after.

In front of the group the entrance covered by a magical barrier and a sundial glyph loomed, the challenge waits for the heroes to enter.

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Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49+11
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

"That is reassuring, Moana, that we are not fighting the sea itself," she said. "I've seen what happens when people try to fight forces of nature. A rushing torrent can lift boulders like paper lanterns; an avalanche can wipe out an army in an instant. It is the nature of momentum."

Mulan took ten minutes to get ready to enter the portal. She first put on a Cloak of the Manta Ray with her splint armor. She also sorted through the items in her backpack, leaving the ones she believes would not work underwater behind with her horse in the Academy's stables.

She waited in front of the portal with the sundial glyph, ready to proceed.

OOC

Action:
Bonus Action:
Movement:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create Bonfire
  2. Green-Flame Blade

2nd-Level

  1. Armor of Agathys*
  2. Blur(c)
  3. Find Familiar*(R)
  4. Shield
  5. Suggestion(c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 8 Sp: 9 Cp: 5

Equipped

  1. Splint
  2. Cloak of the Manta Ray
  3. Clothes, common
  4. Dagger
  5. Handaxe (2)
  6. Longbow
  7. Jian (Longsword), +1
  8. Lucky cricket (Arcane focus)
  9. Signal Whistle
  10. Quiver (20 arrows)

Backpack

  1. Crowbar
  2. Rope, hempen (50 ft.)
  3. Sack
  4. Shovel

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
  5.  
  6. Ball bearings (bag of 1000)
  7. Bedroll
  8. Bell
  9. Blanket
  10. Candle
  11. Case, map or scroll
  12. Clothes, fine
  13. Dice set
  14. Grappling hook
  15. Hammer
  16. Healer's kit
  17. Lantern, hooded
  18. Mess Kit
  19. Oil (10 flasks)
  20. Perfume (vial)
  21. Piton (10)
  22. Rations (10 days)
  23. Soap
  24. Spikes, Iron
  25. String (10 ft.)
  26. Tent, two-person
  27. Tinderbox
  28. Waterskin
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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea Soul 6

AC: 15 HP: 35+11/35 Initiative: +2 PP: 14
Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3
SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: -

 

Moana nodded at Mulan before she walked through the portal. She locked eyes with Ursula for a moment before the latter used her magic to slip away, leaving only ink behind. Why did she even wait if she wasn't going to talk with us?, she wondered.

Unlike the other present, Moana was quite used to being underwater. She tested her movement with the hood of the cloak up or down. The magic of the cloak increased her speed somewhat compared to her own ability, so she decided to keep the hood up for now.

"If I understood the rules correctly, the timer starts when we enter the next portal. Before that, I think it might be wise to spend a time learning about each other's abilities."

She made a simple motion with her hand, and the water around her moved. It was hard to perceive underwater, so she repeated the motion a few times to let the water around each person swirl a bit.

"I can use pull or push allies and enemies a bit. If you notice it around you, it's probably me trying to get you out of trouble. I'll also use the water to yank our enemies off balance. I can manipulate the water in other ways, too, such as causing a turmoil in a large area or create a torrent to can send the target flying. It's within my ability to speed up to two of you up, though I need to be very careful with that one, as it has a backlash if I get interrupted."

She looked at Kronk and Mulan, both of them looking like they knew how to handle themselves in close quarters.

"If you can, please try to keep them any enemies away from me." 

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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


Merida marveled at Moana's powers over the ocean, and was glad all of her bluster wasn't just for show. She found the speech invigorating, she didn't really understand the god talk, but the taking down Ursula was enough for her. Grinning she spun following the swirls of water with a giggle, a few stray locks of hair waved around her face, and she was glad the hood held most of it in. It was a little overwhelmed at what the supposedly not a princess could do, she could only imagine what Mulan could do... could one call an avalanche underwater?

"I can shoot a bow." She said defiantly, then feeling like it came across a little underwhelming the redhead added: "I shoot it very well... I can also call an animals to help. Snow white taught me tha', but I can only manage one." Trying to think of something else to add, she furrowed her brow "Oh, an I can call upon the spirit wisps to find portals."

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
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
Dagger(sgian-duhb) +7 1d4+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

Boon: Stellar Blessing

Magic Items
Mage Stone, Cloak of the Manta Ray, Luck Stone

 

 

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spacer.pngKronk

HP: 56/56 (+11) | Initiative: +1 | Perception: +1 | Stealth: +1 | Armor Class: 17

Nobody in the group knew better than Kronk that Ursula was not unstoppable. Even the mightiest villains had to take a loss now and again. Just because that was true didn't mean that beating Ursula would be easy. Still, the confidence in Moana's speech and the others buoyed Kronk's own confidence.

Once they were through the portal, Kronk tried to reassure Moana. "Hey, I'll try my best, cupcake. Getting in the way is kind of my job... and hauling things. And punching. Aaand healing." If anything, he seemed even more unsure than Merida. The helmet on his head allowed Kronk to breathe as if he wasn't underwater, but it still took conscious effort of will not to panic as he floats in the water. Sure, he would go swimming in the lake with his Junior Chipmunk Scouts from time to time, but now... Kronk was literally out of his element. At least his cardio was translating well underwater.

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

AC: 15 HP: 35+11/35 Initiative: +2 PP: 14
Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3
SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: -

 

Moana listened to each explanation, nodding in turn. Both Merida and Kronk appeared quite humble. "You two have experience in this... hero business," she said, "If you have any advice for us, don't hesitate to share it."

She nodded towards the portal.

"If we're all ready, shall we? Kronk, Mulan, can I ask one of you to lead the way?"

She didn't mind taking the leadership role, but not necessarily lead from the front. The water would protect her, but she was far from invulnerable.

OOC

Mage armor up. If anyone else needs Mage Armor, let me know.

 

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Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49+11
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

"I am happy to lead the way, if no one objects," Mulan said. "My strength lies in my sword and my martial training, so it would make sense for me to be in the front line if they attack."

Having stepped through the portal, she looked to the entrance of the underwater cave, hoping to see whether Ursula had posted any guards in the area. Despite the dim light (not to mention being underwater), she could still see the entrance reasonably clearly.

OOC

Action: Active perception --> 18
Bonus Action:
Movement:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create Bonfire
  2. Green-Flame Blade

2nd-Level

  1. Armor of Agathys*
  2. Blur(c)
  3. Find Familiar*(R)
  4. Shield
  5. Suggestion(c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 8 Sp: 9 Cp: 5

Equipped

  1. Splint
  2. Cloak of the Manta Ray
  3. Clothes, common
  4. Dagger
  5. Handaxe (2)
  6. Longbow
  7. Jian (Longsword), +1
  8. Lucky cricket (Arcane focus)
  9. Signal Whistle
  10. Quiver (20 arrows)

Backpack

  1. Crowbar
  2. Rope, hempen (50 ft.)
  3. Sack
  4. Shovel

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
  5.  
  6. Ball bearings (bag of 1000)
  7. Bedroll
  8. Bell
  9. Blanket
  10. Candle
  11. Case, map or scroll
  12. Clothes, fine
  13. Dice set
  14. Grappling hook
  15. Hammer
  16. Healer's kit
  17. Lantern, hooded
  18. Mess Kit
  19. Oil (10 flasks)
  20. Perfume (vial)
  21. Piton (10)
  22. Rations (10 days)
  23. Soap
  24. Spikes, Iron
  25. String (10 ft.)
  26. Tent, two-person
  27. Tinderbox
  28. Waterskin
Edited by morgan_ (see edit history)
Name
Perception
18
1d20+3 15
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There aren't any physical guards blocking the entrance so the group was clear to approach the entrance of the lair

Upon approaching the boundary, the group would feel a powerful presence upon them,

"Welcome Heroes," A calm but youthful sounding male voice spoke into the groups mind "I've been expecting you."

"Time is not to be wasted, Once you pass this boundary, the challenge begins,"

"You have 24 hours to navigate this lair, acquire my Sundial and leave however the path in front of you is not straight and several guards have been placed in the various rooms this dungeon has. The final room is sealed by the essence of the guards, you must defeat each guard at least once to gain access to the final room. Some rooms are affected by my sundial causing time to either accelerate or slow down how you use this to your advantage is up to you."

"If all become unconscious while on this challenge or you run out of time, the challenge will be failed and you will be ejected from the dungeon."

"If you are in a safe room, you may choose to rest sacrificing time but recovering your stamina and your strength however this will also revive the guards allowing them to fight you again but be wary, they win if you lose and they have very little to lose if you win."

"Now enter and show me what you are capable of."

The glyph surged.

~~~

 

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https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_05/R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet
Saves: S5 D8 C3 I3 W4 C1 | AC: 18 |  HP: 63/52 |  PP: 19 |  Spd: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 1/1 | Misty Step 1/1 | Mage Stone 6/6 | Whisping 1/1 | Favored Foe 3/3 | Stellar's Blessing 1/i, 1/ii, 1/iii |


Merida tested her bow, the magic it swirled around the string as she pulled it back it shot an arrow with a spiral that sent it sailing through the water without problem.

"Oh, I'm ready. Lead the way Mu, I have you covered."

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
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
Dagger(sgian-duhb) +7 1d4+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

Boon: Stellar Blessing

Magic Items
Mage Stone, Cloak of the Manta Ray, Luck Stone

 

 

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spacer.pngKronk

HP: 56/56 (+11) | Initiative: +1 | Perception: +1 | Stealth: +1 | Armor Class: 17

Kronk is more than happy to let Mulan take the lead. The man might be a bit of a coward, but he would follow her in, regardless. Besides, it seems like he might lose track of which way is "up" down here.

He stops short when he hears the voice, surprised that someone so pleasant-sounding could be in league with Ursula. Wait... did he say his Sundial?!

"Focus, Kronk! Your friends are depending on you!"

"Friends, nothing! You're not going let Ursula show you up to be a big wuss, are you? Besides, Glut's in there and we've got a score to settle. He'll be a 'Glut-ton' for punishment by the time we're done!"

At once taking his angel's advice and banishing both his inner angel/demon duo, Kronk straightens up. Twenty-four hours sounds like a ridiculously long amount of time... which means they're likely going to need every second.

"Never thought I'd say this about a villainous death maze, but... yeah, let's get in there. Ursula won't catch us slacking! Oh, and let's use as much healing as we can to go as far as we can. If you get hurt, I'll see what I can do."

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Mulan tokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49+11
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

"I believe the direct approach would be best," Mulan said, "especially because we have a time limit and they already know we're here. I'll trust you all to have my back in there; you can expect the same from me." With that, Mulan strode into the cave, on the lookout for the guards the mysterious voice mentioned.

OOC

Action: Active perception --> Perception 12
Bonus Action:
Movement:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create Bonfire
  2. Green-Flame Blade

2nd-Level

  1. Armor of Agathys*
  2. Blur(c)
  3. Find Familiar*(R)
  4. Shield
  5. Suggestion(c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 8 Sp: 9 Cp: 5

Equipped

  1. Splint
  2. Cloak of the Manta Ray
  3. Clothes, common
  4. Dagger
  5. Handaxe (2)
  6. Longbow
  7. Jian (Longsword), +1
  8. Lucky cricket (Arcane focus)
  9. Signal Whistle
  10. Quiver (20 arrows)

Backpack

  1. Crowbar
  2. Rope, hempen (50 ft.)
  3. Sack
  4. Shovel

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
  5.  
  6. Ball bearings (bag of 1000)
  7. Bedroll
  8. Bell
  9. Blanket
  10. Candle
  11. Case, map or scroll
  12. Clothes, fine
  13. Dice set
  14. Grappling hook
  15. Hammer
  16. Healer's kit
  17. Lantern, hooded
  18. Mess Kit
  19. Oil (10 flasks)
  20. Perfume (vial)
  21. Piton (10)
  22. Rations (10 days)
  23. Soap
  24. Spikes, Iron
  25. String (10 ft.)
  26. Tent, two-person
  27. Tinderbox
  28. Waterskin
Edited by morgan_ (see edit history)
Name
Perception
12
1d20+3 9
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Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea Soul 6

AC: 15 HP: 35+11/35 Initiative: +2 PP: 14
Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3
SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: -

 

"Something here, possibly the Sundial, can mess with time," she said, "That makes it possible we have a lot less -- or a lot more -- than 24 hours. We'll just have to do our best."

She fell in behind the others, keeping her eyes and ears open as they entered the trial. From the description, she expected a maze of some kind.

"If we get into a fight with several enemies, I'll try to keep some of them busy so you can focus on the others."

Spells

Cantrips

  • Water Whip
  • Water Bullet
  • Ray of Frost
  • Mage Hand
  • Prestidigitation
  • Shape Water

1st level

  • Crashing Wave
  • Mage Armor
  • Shield
  • Silvery Barbs
  • Healing Word

2nd level

  • Become Water
  • Dancing Wave
  • Lesser Restoration

3rd level

  • Water Cannon
  • Sleet Storm
  • Counterspell
  • Haste
Edited by Ayeba (see edit history)
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The group entered into the dungeon.

Map

 

ntj1ctin.png.c870eba54810fabf28ec305e8adc4c87.png~~~

The initial entrance to the lair seemed to be a bit of a tight fit forcing everyone to go in a single line and even then it was a bit of a grind to go through some rock like coral but once people were through, the dungeon opened up slightly having two ways to go, left and right, left seemed to be opening up even further while the right seemed to lead towards a small dead end nook most likely a safe zone. There didn't appear to be any guards in the area.

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

AC: 15 HP: 35+11/35 Initiative: +2 PP: 14
Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3
SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: -

 

Fascinating, Moana thought to herself as they passed through the coral-like rock.

"I suggest a right turn here," she said when she saw their two available options. "The left path seems to lead to a more open room, and I'd like to ensure that we're not caught in the open with no options for retreating."

Spells

Cantrips

  • Water Whip
  • Water Bullet
  • Ray of Frost
  • Mage Hand
  • Prestidigitation
  • Shape Water

1st level

  • Crashing Wave
  • Mage Armor
  • Shield
  • Silvery Barbs
  • Healing Word

2nd level

  • Become Water
  • Dancing Wave
  • Lesser Restoration

3rd level

  • Water Cannon
  • Sleet Storm
  • Counterspell
  • Haste
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