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Act 2: The Caves of Chaos


bwatford

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Act Two: The Caves of Chaos


 

Cyran races from his position toward Nobu, leaping into the fray, the sound of thunder rolling from his shortsword as he thrust it forward into the nearest goblin, slaying it instantly.

 

Emboldened by Cyran's presense beside her Nobu raised her sword upward in a sharp motion, and brought it back, decapitating the next closest goblin to her.

 

Arlyn moved up next to the convulsing form of the bard that lay on the ground and loosed an arrow toward the remaining goblins, but the arrows missed its mark and skidded down the tunnel.

 

Seeing two more goblins fall the goblin boss took off running down the corridor into the darkness.

 

Seeing their leader run the other two goblin archers did the same picking up their bows as they went.

 


Goblin Lair

8:30 am


This game is a continuation of one that originally started on OGMW and can be found at the link below.
Into the Borderlands - Myth-Weavers

 

WE ARE IN COMBAT
Everyone is up.

 

CONDITIONS

Clarabelle (dying, prone, unconscious)
Rowyn (dead)
Wymar (dead)

 

MAP IS ACTIVE
Please state grid coordinates or directions when moving.

SCENE NOTES
Keg of brandy (by ogre body). It weighs 80 lbs. Worth 80 gp.

 

Show Active Maps

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Caves of Chaos
(Click on Map for Larger Image)

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Cyran 15 | Arlyn 14 | Wymar 14 | Nobu'doi 13 | Clarabelle 11 | Rowyn 10

INITIATIVE (Round 11)

PC's
 

Goblin's

MECHANICS

Clarabelle
Has 0 of 8 hit points remaining.
Has one death save failure.
Has two death save success.

 

Rowyn
IS DEAD!!!

Wymar
IS DEAD!!!

 

Goblin #1
Takes 3 hit points of piercing damage from Cyran's shortsword.
Has taken a total of 9 hit points of damage.
IS DEAD!!!

 

Goblin #2
Takes 11 hit points of slashing damage from Nobu's longsword.
Has taken a total of 14 hit points of damage.
IS DEAD!!!

 

Goblin Boss
Has taken a total of 17 hit points of damage.
Is critically wounded.

 

Default Marching Order
Arlyn (3rd)
Rowyn and Clarabelle (2nd)
Wymar and Cyran (front)

 

Default Watch Order
Clarabelle - 1st watch
Cyran - 2nd watch
Rowyn - 3rd watch
Arlyn - 4th watch
Wymar - 5th watch

CONDITIONS

Clarabelle
Dying
Prone
Unconscious

Rowyn
Dead

Wymar
Dead

DESCRIPTIONS

DyingYou are not stable and will need to continue death saves each round unless healed.

ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has disadvantage on Attack rolls.

An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

UnconsciousAn unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings

The creature drops whatever it’s holding and falls prone.

The creature automatically fails Strength and Dexterity Saving Throws.

Attack rolls against the creature have advantage.

Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

ARLYN HORSKAR

Hit Points: 9/12 (fey ancestry)
Hit Dice: 1/1
DM Inspiration: 1/1
Experience Points: 283 / 300

CLARABELLE THE COLD

Hit Points: 4/8 (resist cold)
Hit Dice: 1/1
Bardic Inspiration: 1/3 *L
Breath Weapon: 0/1 *S/L (Cold, DC 10 Con, 15' cone)
Spells:

  • 1st - 1/2 *L (+5, DC 13)

DM Inspiration: 1/1
Experience Points: 283 / 300

CYRAN ASTRUCIA

Hit Points: 11/11 (fey ancestry)
Hit Dice: 1/1
Warding Flare: 0/3 *L
Spells:

  • 1st - 0/2 *L (+5, DC 13)

DM Inspiration: 1/1
Experience Points: 283 / 300

ROWYN SILVERHAMMER (DEAD)

Hit Points: 0/8 (Dwarven Resilence)
Hit Dice: 1/1
Spells:

  • 1st - 1/2 *L (+4, DC 12)

DM Inspiration: 1/1
Experience Points: 283 / 300

SOLARIA "NOBU'DOI" SURYA

Hit Points: 12/12 (fey ancestry)
Hit Dice: 1/1
Second Wind: 1/1 *S/L
DM Inspiration: 1/1
Experience Points: 283 / 300

WYMAR HELDER (DEAD)

Hit Points: 0/13
Hit Dice: 1/1
Second Wind: 1/1 *S/L
DM Inspiration: 0/1
Experience Points: 283 / 300

 

 

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Cyran Astrucia - Elf Cleric of Darach-Albithspacer.png



Cyran feels lucky that the goblins ran away. He takes just a second to look around and assess the situation. They could have killed us all. As it is, it's not good. Rowyn is dead, Wymar is dead. Claribelle is dead. Then he notices that she is still breathing. He is out of magic, and not really trained in nonmagical healing, but he's seen some, so he goes to help her. He kneels down and tries to bind her wounds, using whatever cloth he can find.

"Let's get Clarabelle out of here. See if you can gather Rowan and Wymar's bodies. We need to regroup."

 

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Cyran Astrucia  Elf Cleric of Darach-Albith

 

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 10 (+0)
HP 11/11 HD 1d8 AC 18 (scalemail, shield) Speed 30 ft.

Passive Perception 15 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan, Celestial
Background Acolyte Feature  Shelter of the Faithful

Acolytes can command the respect of people who share their faith. They can expect free healing and services from people who share their faith and temples or shrines dedicated to their deity.

 

You can call upon priests of your temple to aid you so long as assisting you is not hazardous to them, and you remain in good standing with your temple

___________________________________________________
WEAPONS

Shortsword +4 attack, 1d6+2 piercing damage
Booming Blade additional 1d8 thunder damage if move.
Toll the Dead (range 60 ft.) DC 13 WIS, 1d8 / 1d12 necrotic damage
Word of Radiance (range 5' ft. radius) DC 13 DEX, 1d6 radiant damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +5, Charisma +2 
Skills Acrobatics +4, Insight +5, Perception +5, Religion +2, Stealth +4
Weapons Simple weapons, longsword, longbow
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, 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.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

___________________________________________________
CLASS FEATURES

Warding Flare (3/day).  Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Equipment

 

___________________________________________________

General Inventory (101 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
2 x Blankets - 6 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

3 x Rations - 6 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

Coin Purse (1.04 lbs.)
Platinum: 0
Gold: 24
Electrum: 0
Silver: 18
Copper: 10

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 102.4 lbs.

Spells

  

Cleric Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Booming Blade (5 ft.)
Guidance (C)
Light
Toll the Dead (60 ft.)
Word of Radiance (5 ft.)


1st Level (2/2 slots per long rest)

Bless (C) (30 ft.)
(D) Burning Hands (15 ft cone)

Command (60 ft.)
Detect Magic (C) (R)
(D) Faerie Fire (C) (60 ft.)
Healing Word (60 ft.)


 

Name
Stabilize Claribelle
8
1d20+3 5
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Clarabelle the Cold - White Dragonborn Bardspacer.png


AC: 14 HP: 0/8 Spell Slots: 0(2)/- Dragon Breath: 1/2 Bardic Inspiration: 1/3 DM Inspiration: 1 PP: 11 Resistance: Cold Death Saves: 3/1


 

The white dragonborn lays bleeding on the floor caked in her own blood.  She seems to be stable though she is still unconscious.
 

 



Mechanics

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___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Clarabelle the Cold - White Dragonborn Bard

___________________________________________________
STATS

Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 12 (+1) Wis 13 (+1) Cha 16 (+3)
HP 8/8 HD 1d8 AC 14 (draconic leather) Speed 30 ft.
Resistances Cold

Passive Perception 11 Initiative +3
DM Inspiration Yes
Languages Common, Goblin, Sylvan
Background Feylost Feature  Feywild Connection

Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 Piercing
Dagger (range 20/60), +5 attack,1d4+3 Piercing

Vicious Mockery DC13 WIS 1d4 Psychic
Cold Breath (2/2 per long rest) DC10 CON 1d10 Cold 5 ft. x 30 foot line.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Charisma +5 
Skills Deception +5, Performance +5, Persuasion +5, Stealth +5, Survival +3
Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light armor
Musical Instruments Pan flute, lute, drum

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Breath Weapon (1/2 per long rest). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Damage Resistance. You have resistance to cold damage.

 

___________________________________________________
CLASS FEATURES

Bardic Inspiration (1/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

 

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

 

Equipment

spacer.png

___________________________________________________

General Inventory (65 lbs.)

A petrified mouse --
A glass jar containing lard with a label that reads, "Griffon Grease" - 1 lb.
A piece of crystal that faintly glows in the moonlight --
wooden flute - 1 lb.
Lute - 2 lbs.
Rapier - 2 lbs.
Dagger - 1 lbs.
Leather Armor - 10 lbs.
Traveler’s Clothes - 4 lbs.
Pouch - 1 lb.

Candles (5) --
Crowbar - 5 lbs.
Lantern - 2 lbs.
3 x oil - 3 lbs.
Rations (5 days) - 10 lbs.
Tinderbox - 1 lb. 
Waterskin (full) - 5 lbs.
Chalk (4 pieces) --
Average lock w/ key - 1 lb.
Caltrops (bag of 20) - 2 lbs.
Bedroll - 7 lbs.
Silk rope (50 ft.) - 5 lbs.
Sacks (2) - 2 lbs.


Coin Purse (0.16 lbs.)
Platinum: 0
Gold: 8
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 65.16 lbs.

Spells

  

Bard Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Minor Illusion [30 ft.][C]
Vicious Mockery [60 ft.]


1st Level (0/2 slot per long rest)

Healing Word [60 ft.]
Disguise Self
Charm Person [30 ft.]
Sleep [90 ft.]


 

 

Edited by WolfBirch (see edit history)
Name
Death Save
16
1d20 16
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Nobu - Half-Elf Fighter e5Eo6jK.png.d4a4ded08d406bc3e50f1dbd39f794b4.png



Sneering under her mask as she watched the goblins retreat; she didn't trust the greenskins. They were sneaky and underhanded, likely to lay an ambush should she give chase or do anything else but flee.

 

Nobu lifted her shield and gave those nearby some cover. "Seems foolish to try to recover the bodies. The goblins are likely laying in waiting, ready to ambush us. We've got Clarabelle already at death's door; we've got a more pressing responsibility to the living." There was nothing good to come from this whole encounter. It seemed too dangerous to recover those who had already fallen.

 

Stepping back, she sheathed her sword and hurried to lift poor Clarabelle off the ground, gripping tightly to her, and dragging the bard further down the hall, out of harm's way.

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Grab Clarabelle, pulling her with Nobu
Bonus Action: Your bonus action goes here.
Move: Move as far south and away from the goblins, heading toward the exit.
Manipulate: Sheathing longsword.

Character Sheet

 

Solaria "Nobu'doi" Surya  Half-elf Fighter 1

 

___________________________________________________
STATS

Str 16 (+3) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)
HP 12/12 HD 1d10 AC 19 (scalemail, shield) Speed 30 ft.

Passive Perception 13 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan, Celestial
Background XXX Feature  XXXX

Text

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +4 
Skills Acrobatics +4, Sleight of Hand +4, Perception +3, Deception +2, Intimidation +2
Weapons All
Armor All

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, 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.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

___________________________________________________
CLASS FEATURES

Warding Flare (3/day).  Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Equipment

 

___________________________________________________

General Inventory (101 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
2 x Blankets - 6 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

3 x Rations - 6 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

Coin Purse (1.04 lbs.)
Platinum: 0
Gold: 24
Electrum: 0
Silver: 18
Copper: 10

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 102.4 lbs.

Spells

  

Cleric Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Booming Blade (5 ft.)
Guidance (C)
Light
Toll the Dead (60 ft.)
Word of Radiance (5 ft.)


1st Level (2/2 slots per long rest)

Bless (C) (30 ft.)
(D) Burning Hands (15 ft cone)

Command (60 ft.)
Detect Magic (C) (R)
(D) Faerie Fire (C) (60 ft.)
Healing Word (60 ft.)


 

 

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Act Two: The Caves of Chaos


 

With the unconscious bard in tow and the barrel of Brandy the remaining survivors made their way out of the goblin caves and made the long trip back toward the Keep on the Borderlands.

 

{{FADE TO BLACK - END OF ACT 2}}

 


Goblin Lair

8:30 am


WE ARE OUT OF COMBAT

XP Award = 187 xp each.

 

MAP HAS BEEN DEACTIVATED

 

TREASURE AWARD/SPLIT

102 gp each.

 

Show Active Maps

Not Currently In Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Cyran 15 | Arlyn 14 | Nobu'doi 13 | Clarabelle 11

INITIATIVE

Not Currently In Use!!

MECHANICS

Not Currently In Use!!

CONDITIONS

Not Currently In Use!!

DESCRIPTIONS

Not Currently In Use!!

ARLYN HORSKAR

Hit Points: 12/12 (fey ancestry)
Hit Dice: 1/1
DM Inspiration: 1/1
Experience Points: 470 / 300

CLARABELLE THE COLD

Hit Points: 8/8 (resist cold)
Hit Dice: 1/1
Bardic Inspiration: 3/3 *L
Breath Weapon: 1/1 *S/L (Cold, DC 10 Con, 15' cone)
Spells:

  • 1st - 2/2 *L (+5, DC 13)

DM Inspiration: 1/1
Experience Points: 470 / 300

CYRAN ASTRUCIA

Hit Points: 11/11 (fey ancestry)
Hit Dice: 1/1
Warding Flare: 0/3 *L
Spells:

  • 1st - 2/2 *L (+5, DC 13)

DM Inspiration: 1/1
Experience Points: 470 / 300

NEW CHARACTER

Not Currently In Use!!

SOLARIA "NOBU'DOI" SURYA

Hit Points: 12/12 (fey ancestry)
Hit Dice: 1/1
Second Wind: 1/1 *S/L
DM Inspiration: 1/1
Experience Points: 470 / 300

NEW CHARACTER

Not Currently In Use!!

 

 

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