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Act 3: In Search of the Unknown


bwatford

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Act 3: In Search of the Unknown


 

Having returned to the Keep on the Borderlands and spent a few days recovering from the ordeal at the caves and recruiting some new members as some old members departed the group who still did not have a name for themselves now sat around the tavern as new members get acquainted.

The tavern was always a lively place here and eleven other patrons sat around the room here. The group now contemplated returning to the caves, but they also had the map with the X marked on it with the "Q" that was nearby and unexplored. Then there were the offers still up on the inn board.

 

- A merchant staying in the inn is looking for adventurers that wish to journey to the sea for a mission of legend. Offers up 50 gp each for the undertaking.

 

- Dennel and Larissa Batharda wish to hire a group of adventurers to venture into their recently deceased father's home to recover his will. It seems that Dennel is offering 300 gold as a reward and Larissa is offering 400 gp. Although the offer is listed together, it seems that the siblings are competing for separate adventurers and are offering to make a sport of it.

 

- Tayanna Serrengriff, the new sheriff of Thelport is offering a group of adventurers 500 gp to return with her to help clean up a problem that the town is facing.

 


The Tavern

8:30 am


 

 

Show Active Maps

Not Currently In Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Cyran 15 | Roth 15 | Arlyn 14 | Quell 14 | Stonecrusher 12 | Clarabelle 11

INITIATIVE

Not Currently In Use!!

MECHANICS

Not Currently In Use!!

CONDITIONS

Not Currently In Use!!

DESCRIPTIONS

Not Currently In Use!!

ARLYN HORSKAR (needs to level up)

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

CLARABELLE THE COLD

Hit Points: 13/13 (resist cold)
Hit Dice: 2/2
Bardic Inspiration: 3/3 *L
Breath Weapon: 1/1 *S/L (Cold, DC 10 Con, 15' cone)
Spells:

  • 1st - 3/3 *L (+5, DC 13)

DM Inspiration: 1/1
Experience Points: 470 / 900

CYRAN ASTRUCIA

Hit Points: 19/19 (fey ancestry)
Hit Dice: 2/2
Channel Divinity: 1/1 *S/L
Warding Flare: 3/3 *L
Spells:

  • 1st - 3/3 *L (+5, DC 13)

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

FAITH

Hit Points: 12/12 (resist fire)
Hit Dice: 2/2
Divine Sense: 4/4
Lay on Hands: 5/5 *L

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

NALIA "STONECRUSHER" KALAGIANO

Hit Points: 13/13
Hit Dice: 1/1
Second Wind: 1/1 *S/L
Stone's Endurance: 1/1 *S/L
DM Inspiration: 1/1
Experience Points: 283 / 300

QUELL

Hit Points: 15/15
Hit Dice: 2/2
Kenku Recall: 2/2 *L
DM Inspiration: 1/1
Experience Points: 470 / 900

"ROTH" UTHEMAR ROTHENEL

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1
DM Inspiration: 1/1
Experience Points: 0 / 300

 

 

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Quell - Kenku Rogue 2image.png.51b897c8f5bf15aaf0a5815bf063b54d.png


AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2


"Rumors have it you lot are seeking others for a bit of 'specialized' work." The masked, wiry figure took inventory, assessing those present with a vacant lens-covered gaze. Briefly pulling his mask up, the person underneath had the visage of a raven; a full-sized beak, intelligent dark eyes, and glossy black feathers instead of hair.  "Look no further for an experienced ruin delver and treasure hunter. My passion is my work and my work is exploring, cataloging, and retrieving what's been lost from the world," he stated confidently, not intending to boast or over-sell his talent, but to share a fact.

 

"Call me 'Quell'," continued the bipedal raven, shifting the large-sized backpack he wore; the container was adorned with all manner of equipment suitable for survival and exploration in the wilds. 

 

Gesturing to the table, Quell asked those present, "May I join you to discuss collaboration?" He rested his hand onto the back of a chair, spidery black-nailed fingers clutching at the wood, awaiting a reply.

 



Mechanics

Main Hand: 
Off Hand: 


Action: 
Bonus Action:

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

Quell - Kenku Rogue 2


STATS

Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1)
Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor)

Passive Perception 14 Initiative +3
Vision: Normal
DM Inspiration Yes
Languages Common, Goblin, Sylvan
Background Archaeologist Feature Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.


WEAPONS

Rapier +5 attack, 1d18+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

 


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4
Weapons Simple, Rogue Weapons
Armor Light


FEATS 

 


RACIAL FEATURES

  • Size. Kenku are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest.
  • Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
  • Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
  • Languages. You can speak, read, and write Common, Goblin, Sylvan.
  • Source: Mordenkainen's Tome of Foes

     


CLASS FEATURES

Thieves' Cant

Sneak Attack

Expertise

Cunning Action

 

 

 

Equipment

General Inventory 

Traveler's Clothes (2gp) - 4 lbs.

Leather Armor (10gp - 10lbs

Rapier - 2 lbs.

Shortbow (2) - 2 lbs.

Torch  (1cp) - 1 lbs.

Tinderbox (1sp) 

Waterskin (5sp) - 5lbs.

Pouch (1cp) - 1lb.

Thieves' Tools - 1lb.

Daggers (2) - 2lbs

Hammer w/ 10 Pitons - 5lbs.

Crowbar 1 - 5lbs.

Rations (10 days) - 10lbs.

Iron Spikes (10) - 5lbs.

Torches (9) - 9lbs

Sacks (2) - 1lb.

Pouch  - 1lb.

Oil, Flask (10) - 10lbs

Waterskin - 5 lbs.
Hempen Rope (50ft) - 10 lbs.

Miner's Pick - 10lbs

Bullseye Lantern - 2lbs

Shovel - 5lbs

Two-person Tent - 20lbs

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 126
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 150 lbs. (15 x 10 STR)

Current Weight: 90 (unencumbered)

Spells

Spell Attack: +0
Spell DC: 10

 

Cantrips

 

 

 



 

 

Edited by Hallowed Evening (see edit history)
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Cyran Astrucia - Elf Cleric of Darach-Albith character sheetspacer.png



Cyran says a prayer for his fallen friends, but is in no condition to carry their bodies back. He isn't even much help carrying Clarabelle back. She's heavy, he's not very strong, he has quite a bit of gear already, and he is unaccustomed to manual labor. This adventuring is proving harder than he thought it would be. But the next day, he helps Clarabelle recover with some of his light, reciting a soft prayer over her when she finally awakens. 

 

"Let the blessed light guide you."

 

Back in town, Cyran reflects on the misadventures. They had lost two companions, but somehow Darach-Albith had spared him and kept the remaining members alive. He prays for guidance, and feels that he is told again spread his light throughout the world. At this point, he's not sure he knows what that means, and he still doesn't know why his vision brought him to this place.

 

In the tavern, he drinks a good but not too expensive bottle wine, sharing the bottle with Clarabelle if she is interested. He makes sure they are seated by the adventure board so he can see if anyone else might be interested. While he sips his wine and eats a small meal, he turns to Clarabelle, 

"We'll need some help if we want to go back and finish, or try some of these other jobs. Anyone here look interesting."

 

Just then, the Kenku approaches. He hadn't even noticed the raven it had been so quiet. 

 

"Hello, I am Cyran and this is Clarabelle. We tried to defeat the goblins, but it ended as more of a stalemate. We cleared most of them, but the leader survived. We could go back. Or do any of these seem interesting to either of you."

 

 



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 19/19 HD 2d8 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.

 

Channel Divinity (1/SR)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

 

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Harness Divine Power (Optional, if we are using it)

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

 

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 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: 113.04 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 (3/3 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.)

Guiding Bolt (120 ft.)
Healing Word (60 ft.)


 

Edited by BobtheWizard (see edit history)
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 Nalla "Stonecrusher" Kalagiano - Goliath FighterToken


AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 |


Nalla has spent the last couple of days watching those who come and go. She noted the group that came in last night carrying the dragonborn lady. The next day she comes down from her room to see them sitting over by the adventure board. She notices that they are lacking in muscle so she walks up to them and introduces herself. As she is about to head over the Kenku approaches them so she hangs back and waits to go over till they are done talking.


Good morning. I'm Nalla. I hope I am not interrupting anything, but I noticed you come in last night in pretty bad shape and that you seem to be lacking in muscle. Oh dear, that was not meant to be insulting or anything. I just meant there were no heavily armored people among you. I am not a seasoned adventurer, but I do know how to hit things with my weapons. I offer you my protection if you are interested.

 

If you don't mind me asking, what were you attempting to do that left you in the sorry state you came back in?

 

You get the impression that she is not trying to be rude or insulting, but does not seem to be too good at talking to others.



Mechanics

Main Hand: halberd
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

     

 

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Uthemar "Roth" Rothenel - Half-elf Druidspacer.png


AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1


 

A man standing a little less than six feet tall with a lean build approaches the party.  Elven ears peek out from shoulder length hair of burnt orange.  He obviously covers his youthful face with a full beard, but the wisdom shines through his inhuman, golden eyes.  He wears bespoke leathers, a deep hooded, green woolen cloak covering a backpack, crossbow, and quiver, and a brace of throwing daggers on his weapons’ belt.  He carries a carved quarterstaff.

"Well met.  You guys are the ones who just returned from the caves?  If you're going back, I'd like to go with you."

 

"My parents left me a map of the caves, but I've never found enough people to go with me.  I'm Roth."

 



Mechanics

Main Hand: Quarterstaff
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

Concentration:

     
Edited by JubalBreakbottle (see edit history)
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Clarabelle the Cold - White Dragonborn Bardspacer.png


AC: 15 HP: 13/13 Spell Slots: 3/- Dragon Breath: 2/2 Bardic Inspiration: 3/3 DM Inspiration: 1 PP: 12


 

Clarabelle thanks Cyran and the others for saving her from the caves.  She cries many tears for her companions who died and few for the ones that decided to leave.

"Roth, Nalla, Quell, well met friends.  That was an adventure that almost did me in.  If you don't mind me playing my lute or my flute, you are welcome to join us.  I'm not anxious to return to the cave again right away.  We went there to clean out the goblins that were attacking some of the locals.  There are couple other job offers on the table.  Perhaps we might consider helping the local sheriff take care of a little problem before we go back?  What do the rest of you think?"  She inquires as she tunes her lute.
 

 



Mechanics

spacer.png

___________________________________________________

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 2

___________________________________________________
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 12 Initiative +3
DM Inspiration Yes
Languages Common, Goblin, Sylvan
Background Feylost 

Features:

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.

 

Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark.

 

Your skin sparkles with faerie dust

 

Feywild Visitor Whenever you’re sound asleep or in a deep trance during a Long Rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally.

 

Faerie Dragon

___________________________________________________
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.

Thunderwave DC13 DEX 2d8 Thunder 15 ft cone.

___________________________________________________
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 (2/2 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 (3/3 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.

 

Jack of All Trades  Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

 

Song of Rest  Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

 

 

Equipment

spacer.png

___________________________________________________

General Inventory (69.4 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.
Studded Leather Armor - 13 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 (1.40 lbs.)
Platinum: 0
Gold: 70
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 69.4 lbs.

Spells

  

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

Cantrips

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


1st Level (2/2 slot per long rest)

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

Thuderwave [15ft Cone]


 

 

Edited by WolfBirch (see edit history)
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 Nalla "Stonecrusher" Kalagiano - Goliath FighterToken


AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 |


After the group has had some discussion and detailed what all the options are, I assume including the map with the Q on it, Nalla speaks her opinion.

 

Well, we have plenty of choices. I will go where ever you all decide, but my preferences would be either go check out the location marked on the map or go check out the siblings home. As for the siblings, I am sure you all have the same impression I had in that they are trying to screw each other over. My thoughts on that are we go and if we can find the will, then we read it. If he states he wants it going to one or the other of them then we bring it back and give it to them. Of course if he doesn't state one or the other then we could always claim the place as ours, seeing how it is abandoned at the moment. Just saying, if they are going to play dirty then they deserve what they get.



Mechanics

Main Hand: halberd
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

     

 

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Quell - Kenku Rogue 2image.png.51b897c8f5bf15aaf0a5815bf063b54d.png


AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2


 

The kenku gave a nod, taking a seat at the table. Folding his hands together, Quell remained quite still, observing those gathered before him, silently assessing. He remained quiet, initially, as some started to speak about the past and, more importantly, the future.

 

"The town's problems nor becoming embroiled in some family's scandalous drama hold no interest for me. Neither do returning to those goblin-infested caves. But the mysterious map marked with a 'Q'? That sounds promising. Where does this mystery spot lead? To a hidden cache of treasure? A secret route to a lost civilization? Something else entirely?" he excitedly remarked, unlacing his fingers and leaning forward as he leveled the dark glass lens of his mask to meet the gaze of the others. The mystery was like a heady drink, filling him with a sense of euphoria and fulfillment at a mere thought.

 

He motioned to Nalla, "That's one already showing interest!" Quell swept a hand out to the remainder who've yet to voice their preferences. "What say you all?"

 

 


Mechanics

Main Hand: 
Off Hand: 


Action: 
Bonus Action:

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

Quell - Kenku Rogue 2


STATS

Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1)
Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor)

Passive Perception 14 Initiative +3
Vision: Normal
DM Inspiration Yes
Languages Common, Goblin, Sylvan
Background Archaeologist Feature Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.


WEAPONS

Rapier +5 attack, 1d18+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

 


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4
Weapons Simple, Rogue Weapons
Armor Light


FEATS 

 


RACIAL FEATURES

  • Size. Kenku are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest.
  • Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
  • Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
  • Languages. You can speak, read, and write Common, Goblin, Sylvan.
  • Source: Mordenkainen's Tome of Foes

     


CLASS FEATURES

Thieves' Cant

Sneak Attack

Expertise

Cunning Action

 

 

 

Equipment

General Inventory 

Traveler's Clothes (2gp) - 4 lbs.

Leather Armor (10gp - 10lbs

Rapier - 2 lbs.

Shortbow (2) - 2 lbs.

Torch  (1cp) - 1 lbs.

Tinderbox (1sp) 

Waterskin (5sp) - 5lbs.

Pouch (1cp) - 1lb.

Thieves' Tools - 1lb.

Daggers (2) - 2lbs

Hammer w/ 10 Pitons - 5lbs.

Crowbar 1 - 5lbs.

Rations (10 days) - 10lbs.

Iron Spikes (10) - 5lbs.

Torches (9) - 9lbs

Sacks (2) - 1lb.

Pouch  - 1lb.

Oil, Flask (10) - 10lbs

Waterskin - 5 lbs.
Hempen Rope (50ft) - 10 lbs.

Miner's Pick - 10lbs

Bullseye Lantern - 2lbs

Shovel - 5lbs

Two-person Tent - 20lbs

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 126
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 150 lbs. (15 x 10 STR)

Current Weight: 90 (unencumbered)

Spells

Spell Attack: +0
Spell DC: 10

 

Cantrips

 

 

 



 

 

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 Nalla "Stonecrusher" Kalagiano - Goliath FighterToken


AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 |


Nalla turns to Quell and though a small part of her says it might not be appropriate, she still asks.

 

If I may, Quell, why do you wear a mask to cover your face, that looks just like your face?

 

She keeps eye contact with him, as best she can through the mask and goggles and waits for the answer. There are no signs of her trying to poke fun or anything on her face, just pure curiousity.



Mechanics

Main Hand: halberd
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

     

 

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Quell - Kenku Rogue 2image.png.51b897c8f5bf15aaf0a5815bf063b54d.png


AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2


 

Tilting his head, Quell looked directly at Nalla, features unreadable. Without missing a beat, he responded: "Ah, an unusual question! I'll answer your question with one of my own— why do we wear clothing?" He didn't wait for a reply. "For function! For fashion! For expression!"

 

Quell swept a hand along his covered beak. "But most importantly... I wear this for protection! Delving into ruins often exposes one to irritating or harmful substances; I prefer to keep my senses at peak performance and desire to protect them from any harm." Leaning with his elbow on the table, the kenku continued, "Nearly five years ago, I had been exploring an old crypt that once belonged to a practicing necromancer. She had been killed in a terrible accident (not my doing) and left behind her belongings. They served no one else and no further purpose, so I decided to 'acquire' them and share them with the world. As I was investigating said necromancer's laboratory, I spilt one of the alchemical flasks she had on the workbench. The substance got upon my clothing and it stank to the highest heavens! The smell was downright atrocious. My eyes were watering endlessly, my tongue lost its sense of taste, and I couldn't smell anything but that sickening fluid."

 

He swept up the mask, revealing his actual face. "It was while I endured that horrible stench that I thought to myself: 'If I only had something to protect my face'." Quell tapped the mask now resting on his brow. "It's not easy finding something that fits my glorious beak, mind you." His laugh was on an inhale, coming out as short, low croaks and as he laughed, he offered Nalla a friendly wink.

 

 


Mechanics

Main Hand: 
Off Hand: 


Action: 
Bonus Action:

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

Quell - Kenku Rogue 2


STATS

Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1)
Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor)

Passive Perception 14 Initiative +3
Vision: Normal
DM Inspiration Yes
Languages Common, Goblin, Sylvan
Background Archaeologist Feature Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.


WEAPONS

Rapier +5 attack, 1d18+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

 


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4
Weapons Simple, Rogue Weapons
Armor Light


FEATS 

 


RACIAL FEATURES

  • Size. Kenku are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest.
  • Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
  • Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
  • Languages. You can speak, read, and write Common, Goblin, Sylvan.
  • Source: Mordenkainen's Tome of Foes

     


CLASS FEATURES

Thieves' Cant

Sneak Attack

Expertise

Cunning Action

 

 

 

Equipment

General Inventory 

Traveler's Clothes (2gp) - 4 lbs.

Leather Armor (10gp - 10lbs

Rapier - 2 lbs.

Shortbow (2) - 2 lbs.

Torch  (1cp) - 1 lbs.

Tinderbox (1sp) 

Waterskin (5sp) - 5lbs.

Pouch (1cp) - 1lb.

Thieves' Tools - 1lb.

Daggers (2) - 2lbs

Hammer w/ 10 Pitons - 5lbs.

Crowbar 1 - 5lbs.

Rations (10 days) - 10lbs.

Iron Spikes (10) - 5lbs.

Torches (9) - 9lbs

Sacks (2) - 1lb.

Pouch  - 1lb.

Oil, Flask (10) - 10lbs

Waterskin - 5 lbs.
Hempen Rope (50ft) - 10 lbs.

Miner's Pick - 10lbs

Bullseye Lantern - 2lbs

Shovel - 5lbs

Two-person Tent - 20lbs

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 126
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 150 lbs. (15 x 10 STR)

Current Weight: 90 (unencumbered)

Spells

Spell Attack: +0
Spell DC: 10

 

Cantrips

 

 

 



 

 

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Clarabelle the Cold - White Dragonborn Bardspacer.png


AC: 15 HP: 13/13 Spell Slots: 3/- Dragon Breath: 2/2 Bardic Inspiration: 3/3 DM Inspiration: 1 PP: 12


 

The white dragonborn gently strums a soft melody while everyone talks.  She responds to Nalla  "Nalla, we had the same thought initially, but after talking to the siblings...  Well, they want you to sign a contract with huge penalties.  I think that it is not worth the hassle.  My idea is that we just do something small together first, then we can go back to the cave or check out the Q on the map.  One of the problems that we had before was with the group getting separated and then killed.  Perhaps if we do something small first then we can get to know each other before we head off after some bigger prizes."  She suggests.
 

 



Mechanics

spacer.png

___________________________________________________

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 2

___________________________________________________
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 12 Initiative +3
DM Inspiration Yes
Languages Common, Goblin, Sylvan
Background Feylost 

Features:

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.

 

Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark.

 

Your skin sparkles with faerie dust

 

Feywild Visitor Whenever you’re sound asleep or in a deep trance during a Long Rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally.

 

Faerie Dragon

___________________________________________________
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.

Thunderwave DC13 DEX 2d8 Thunder 15 ft cone.

___________________________________________________
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 (2/2 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 (3/3 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.

 

Jack of All Trades  Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

 

Song of Rest  Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

 

 

Equipment

spacer.png

___________________________________________________

General Inventory (69.4 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.
Studded Leather Armor - 13 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 (1.40 lbs.)
Platinum: 0
Gold: 70
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 69.4 lbs.

Spells

  

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

Cantrips

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


1st Level (2/2 slot per long rest)

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

Thuderwave [15ft Cone]


 

 

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Cyran Astrucia - Elf Cleric of Darach-Albith character sheetspacer.png



Cyran greets all of the newcomers. It looks like we are forming a new party here. He says a short prayer of welcome to each of them as he introduces himself. 

 

"Let the blessed light guide you."

 

He offers each of them some wine, but stays close to Clarabelle and supports her decision. He explains what we had found looking into the siblings' contract. 


"We talked to the siblings already. Their contracts stipulated that we would have to pay them if the other found the contract first. We shouldn't go near that job."

 

However, he is intrigued when the man named Roth claims to have a map of the caves.

 

"I'd love to see your map, Roth. Clarabelle, maybe we'd have more success there if we knew where we were going. But I'm also fine helping the sheriff or looking for this Q."

 

 



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 19/19 HD 2d8 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.

 

Channel Divinity (1/SR)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

 

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Harness Divine Power (Optional, if we are using it)

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

 

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 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: 113.04 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 (3/3 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.)

Guiding Bolt (120 ft.)
Healing Word (60 ft.)


Notes

Travelers Inn 1gp per night. Innkeeper is a halfling named Belia
Offers 
- A merchant staying in the inn is looking for adventurers that wish to journey to the sea for a mission of legend. Offers up 50 gp each for the undertaking.
- Dennel and Larissa Batharda wish to hire a group of adventurers to venture into their recently deceased father's home to recover his will. It seems that Dennel is offering 300 gold as a reward and Larissa is offering 400 gp. Although the offer is listed together, it seems that the siblings are competing for separate adventurers and are offering to make a sport of it.
- Tayanna Serrengriff, the new sheriff of Thelport is offering a group of adventurers 500 gp to return with her to help clean up a problem that the town is facing. (far away)
Stretching Goat - fancy tavern. barkeep is a male human named Bumbo Wickman.
Cyna: Female Human - Cyna has thin golden hair and large green eyes. Cyna is talking quietly with a couple of wounded woodsmen.
Fereg: Male Halfling - Fereg has copper hair and blue eyes, and numerous unusual scars. Fereg is also talking quietly with the wounded woodsmen.
Audreys Weke: Female Halfling - Audreys is tall and thin, with braided grey hair and narrow green eyes. Audreys currently is seeking opponents for a game of darts.
Thrinain: Female Dwarf - Thrinain is thin, with cropped grey hair and large blue eyes. She is sitting alone.

 

Edited by BobtheWizard (see edit history)
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Uthemar "Roth" Rothenel - Half-elf Druidspacer.png


AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1


"Yeah sure.  Let me get my map out."  Roth sets his quarterstaff down on the floor and unshoulders his rucksack.  He pulls out a large book and a folded map from between pages.  After setting the map on the table, he stows the book in his rucksack and joins the party at the table.  He unfolds and shows a crude map with a curious mark of Q.  He accepts the wine and offers, "here's my map of Q.  How does it compare with yours?"

 



Mechanics

Main Hand: Quarterstaff
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

Concentration:

     

 

Edited by JubalBreakbottle (see edit history)
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Faith - Tiefling Paladin 1spacer.png


AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


A young Tiefling woman entered the room, clad in heavy chainmail and shield.  Her long, ivory hair cascaded down her back as she removed her helmet and took a look around the room.  Even the armor she wore could not entirely hide a lovely figure, and her white hair added to an exotic appeal.  Only when she blinked would an observer notice that her eyes did not match.  One was blue, and the other was green, with some sort of brand in an unknown language covering the eye.  If nothing else, the young lady was mysterious looking, attractive to some, and an omen of doom to others.

 

She made her way over to the table of adventurers gathered around a map and extended a gauntleted hand.  "Good day, adventurers.  I can see that some of you are more seasoned than most in this locality.  I am...that is to say, my name is Faith.  I have recently graduated from my Order, though I have yet to take its vows.  But I have been permitted to see the world and test what it has to offer.  If your party finds itself in need of a protector, I would be happy to offer my services as a knight.  I daresay that I will learn nothing from the more mundane residents anyway."

 

 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: Longsword
Bonus Action:

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

Faith - Tiefling Paladin 1


STATS

Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

Passive Perception 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature  Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


WEAPONS

Longsword +5 attack, 1d8+3 slashing damage

Javelin (range 30/120) +6 attack, 1d6+3 piercing

Ray of Frost (Range 60) +5 attack, 1d8 cold damage


PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields


FEATS 

 


RACIAL FEATURES

  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your infernal heritage, 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.
  • Hellish Resistance. You have resistance to fire damage.
  • Languages. You can speak, read, and write Common and Infernal.
  • Source: Mordenkainen's Tome of Foes

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

    • Ability Score Increase. Your Constitution score increases by 1.
    • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

CLASS FEATURES

Divine Sense

Lay on Hands

Fighting Style:  none yet

 

 

Equipment

General Inventory 

Chainmail  45#
Longsword  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

Spells

Spell Attack: +5
Spell DC: 13

 

Cantrips

Ray of FrostEvocation cantrip

Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


 

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Cyran Astrucia - Elf Cleric of Darach-Albith character sheetspacer.png



Cyran looks over Roth's map to see if it fills in any details from our previous adventure. If it does not, and the Q is in the same place as on our map, he suggests we find this Q and see what it means. 

 

"I think that Q is the same as on our map. It's not the same place where we encountered the goblins, so let's check that out first. Then we can decide if we want to go back to the goblin caves or try to find the old man's will on our own. That is an genius idea, Nalla. Very clever of you."

 

He continues to sip his wine, clearly not in a hurry to head out tonight. He would be much happier sleeping in a bed tonight and then heading out tomorrow. 

 

"Do we need to buy any equipment tomorrow before we go?"

 

 



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 19/19 HD 2d8 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.

 

Channel Divinity (1/SR)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

 

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Harness Divine Power (Optional, if we are using it)

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

 

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

Coin Purse (1.04 lbs.)
Platinum: 0
Gold: 126
Electrum: 0
Silver: 18
Copper: 20

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 113.04 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 (3/3 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.)

Guiding Bolt (120 ft.)
Healing Word (60 ft.)


Notes

Travelers Inn 1gp per night. Innkeeper is a halfling named Belia
Offers 
- A merchant staying in the inn is looking for adventurers that wish to journey to the sea for a mission of legend. Offers up 50 gp each for the undertaking.
- Dennel and Larissa Batharda wish to hire a group of adventurers to venture into their recently deceased father's home to recover his will. It seems that Dennel is offering 300 gold as a reward and Larissa is offering 400 gp. Although the offer is listed together, it seems that the siblings are competing for separate adventurers and are offering to make a sport of it.
- Tayanna Serrengriff, the new sheriff of Thelport is offering a group of adventurers 500 gp to return with her to help clean up a problem that the town is facing. (far away)
Stretching Goat - fancy tavern. barkeep is a male human named Bumbo Wickman.
Cyna: Female Human - Cyna has thin golden hair and large green eyes. Cyna is talking quietly with a couple of wounded woodsmen.
Fereg: Male Halfling - Fereg has copper hair and blue eyes, and numerous unusual scars. Fereg is also talking quietly with the wounded woodsmen.
Audreys Weke: Female Halfling - Audreys is tall and thin, with braided grey hair and narrow green eyes. Audreys currently is seeking opponents for a game of darts.
Thrinain: Female Dwarf - Thrinain is thin, with cropped grey hair and large blue eyes. She is sitting alone.

 

Edited by BobtheWizard (see edit history)
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