rauhric Posted January 25, 2023 Clone Share Posted January 25, 2023 (edited) Arlyn Horskar - Half-Elf Ranger Arlyn tells the dragonborn bard, "I am going to see if there are any clues behind us? I could not attack those statues even if I tried with my bow and arrows. I will probably hit one of our companions in the back." She moves back a bit to study the walls to see if there are any clues written that would have warned them of the statues ahead. Maybe there is a password mentioned that can get them to call off the stone guards. There are two little alcoves that seem odd design wise, so maybe something is hidden in there. She will search both to determine if a clue was left behind. Mechanics Free Action: Passive Perception 14 ___________________________________________________ Main Hand: Short Sword Off Hand: Short Sword ___________________________________________________ Action: Active Investigation Bonus Action: none at moment Move: move back up to 6 spaces Manipulate: none at moment Character Sheet Arlyn Horskar - Half-Elf Ranger ___________________________________________________ STATS Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 9 (-1) Wis 14 (+2) Cha 10 (+0) HP 20/20 HD 2d10 AC 16 (scale mail) Speed 30 ft. Passive Perception 14 Initiative +3 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elvish, +2 unlearned languages Background Folk Hero Feature Rustic Hospitality You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. 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 ___________________________________________________ WEAPONS Short Swords +5 attack, 1d6+3 piercing damage Longbow (range 150/600) +5 attack, 1d10+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Strength +4 Skills Acrobatics +5, Athletics +4, Animal Handling +4, Nature +1, Perception +4, Survival +4 Weapons All weapons 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. ___________________________________________________ RANGER CLASS FEATURES Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. [1] Fav Enemy: Beasts [2] Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. [3] Learn 1 language of your choice that is spoken by your favored enemies, if they speak one at all. [4] Choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer. You are particularly familiar with one type of natural environment "forest" and make checks with Advantage (Int or Wis). While traveling for an hour or more in your favored terrain, you gain the following benefits: [1] Difficult terrain doesn’t slow your group’s travel. [2] Your group can’t become lost except by magical means. [3] Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. [4] If you are traveling alone, you can move stealthily at a normal pace. [5] When you forage, you find twice as much food as you normally would. [6] While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [7] You choose additional favored terrain types at 6th and 10th level. Fighting Style. Druidic Warrior - You learn 2 cantrips of your choice from the druid spell list, and can replace 1 with another from the same list at every level. Spellcasting. You now have access to the ranger spell list. Initially you know 2 spells of 1st level and can replace 1 spell at every level. Spellcasting Focus. You can use a druid spell focus to cast your spells, i.e., mistletoe, holly, wand, rod, staff, talisman, etc... Equipment ___________________________________________________ General Inventory (128 lbs.) Short Swords (2) - 4 lbs. Longbow (20 arrows) - 3 lb. Scale Mail armor - 45 lbs. Carpenter's Tools - 6 lbs. Backpack, Bedroll - 12 lbs. Sacks (2), Pouch (3) - 2.5 lb. Waterskin (1), Rations (8) - 21 lbs. Torches (10), Tinderbox - 11 lbs. Hammer (1), Pitons (10) - 5.5 lbs. Iron Spikes (10) - ?lbs. loot? Whetstone, Iron pot - 1 lbs. Shovel, Fishing Tackle - 9 lbs. Hemp Rope (50') - 10 lbs. Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 2 Copper: 7 Encumbrance Max Load: 210 lbs. (15 x STR) Current Weight: 128 lbs. Spells ___________________________________________________ Ranger Spells Cantrips: Create Bonfire, Shape Water 1st: Cure Wounds, Hunter's Mark Spell Save DC: 12 Spell Attack Mod: +4 Edited February 1, 2023 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Active Investigation 18 1d20-1 19 Link to comment Share on other sites More sharing options...
Hammerfist Posted January 26, 2023 Clone Share Posted January 26, 2023 Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith readied herself for the fight at hand, knowing that the cleric needed to move so she could assume her role as a protector. And thus, as he moved backwards, she slipped into his spot, this time drawing her longsword and slashing at the rude statue who did not care to respond to her inquiries earlier. It wasn't evil to slash at rude people who didn't talk. She felt rather certain of that. Mechanics Main Hand: Longsword Off Hand: Shield Action: attack statue in front of her Bonus Action: Reaction: Move: moves into melee 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 Perception12 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 Frost11 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). Name xDiceName xDiceResult xDiceString xDiceRolls roll 7 1d20+5 2 The Damage I won't be doing 10 1d8+3 7 Link to comment Share on other sites More sharing options...
Draidden Posted January 26, 2023 Clone Share Posted January 26, 2023 (edited) Nalla "Stonecrusher" Kalagiano - Goliath Fighter AC: 16 | HP: 12/13 | Initiative: +2 | Passive Perception: 12 | Nalla grunts as she is hit. She manages to shrug off most of the hit, but it messes her up enough that once again her aim is off and she smashes the wall again instead of the statue. Mechanics Main Hand: maul Off Hand: maul Action: Attack with Maul Bonus Action: Move: Manipulate: Reaction: uses Stones Endurance Edited January 26, 2023 by Draidden (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reaction to getting hit, Stone Endurance 8 1d12+3 5 Attack statue 8 1d20+5 3 Link to comment Share on other sites More sharing options...
WolfBirch Posted January 26, 2023 Clone Share Posted January 26, 2023 (edited) Clarabelle the Cold - White Dragonborn Bard AC: 15 HP: 13/13 Spell Slots: 3/- Dragon Breath: 2/2 Bardic Inspiration: 1/3 DM Inspiration: 1 PP: 12 As she feared the statues are deaf to her cutting jibs. "Nalla Stonecrusher, this crushing work is your block of stone. Turn these statues to dust!" She encourages her friend. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Lantern ___________________________________________________ Action: Viscious Mockery DC13 WIS save or Statue 1 gets disadvantage on next attack Bonus Action: @Draidden 1d6 bardic inspiration to Nalla Move: East one and South two Manipulate: hold lantern 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 13/13 HD 1d8 AC 15 (draconic studed 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 scales sparkle 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, Performance11 +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 (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. 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 ___________________________________________________ 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 (3/3 slot per long rest) Healing Word [60 ft.] Disguise Self Charm Person [30 ft.] Sleep [90 ft.] Thuderwave [15ft Cone] Edited January 26, 2023 by WolfBirch (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hallowed Evening Posted January 26, 2023 Clone Share Posted January 26, 2023 (edited) Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 Drawing forth his bow, he nocked an arrow, and placed a bead on one of the stone statues. With practiced movement, Quell let loose an arrow, trying to strike at one of the weakest points of the stony figure. Bending down, he snatched up his lantern, retreating further back down the corridor to offer up even more room for those ahead of him. Mechanics Main Hand: Off Hand: Action: Attacking with shortbow on Statue 1 Bonus Action: Disengage Reaction: Free Action: Move: 1 SE, 5 S Manipulate: Pick up lantern 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 Cartographer's Tools- 6lbs Scrolls Coin Purse Platinum: 0 Gold: 111 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 January 26, 2023 by Hallowed Evening (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shortbow Attack 25 1d20+5 20 Critical Damage + SA? 16 4d6+3 3,5,3,2 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted January 27, 2023 Clone Share Posted January 27, 2023 Uthemar "Roth" Rothenel - Half-elf Druid AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1 "Alright, so we're fighting the bear in his cave." Roth rhetorically replies and sighs. With his left hand, he pulls out and throws a dagger at the stone statue, not really believing it will have much affect. Then, he takes another step back to give his companions room to retreat. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Move: Manipulate: Concentration: Name xDiceName xDiceResult xDiceString xDiceRolls Throw a dart 6; 6 1d20+5;1d4+3 ; Link to comment Share on other sites More sharing options...
bwatford Posted January 30, 2023 Author Clone Share Posted January 30, 2023 Act 3: In Search of the Unknown Cyran had taken a heavy blow and as suck raised his shield in a defensive stance as he shifted behind the goliath. Arlyn meanwhile fell back into one of the alcoves to look for anything that might help them. There she found smooth stone, no writing, no levers, nothing that seemed like it would help with anything, much less the two statues. Faith quickly slipped into the front line where Cyran had vacated, bringing her longsword down on the stone but it was too hard for her blade to cut. Stonecrusher shrugged off the pain from the attack that had managed to strike her but her own aim was still short as she slammed her weapon into the wall instead of the statue again. Clarabelle's mental assault on the statue was little more than a distraction as she called out encouragement to Stonecrusher as she moved back. Quell fired off an arrow from his bow that struck one of the statues in the neck, knocking away a chunk of the stone there. Not the damage he had hoped for, but it proved they could be hurt as he moved back to make way for the others. Roth threw a dart that missed the statue entirely before moving backwards himself. Both statues continued to assault the groups front line but Faith and Stonecrusher held their ground and both of their defenses held. The Caverns of Quasqueton 2:48 pm WE ARE IN COMBAT Everyone is up. ACROBATICS A successful DC 15 Dexterity (Acrobatics) check is required to dodge past the statues (their space counts as difficult terrain). Failure results in the character ending his movement in front of the statue without passing and receiving an opportunity attack from one statue. CONDITIONS Clarabelle (lantern) Cyran (bardic inspiration, concentrating) Faith (blessed) Nalla (blessed, light) Quell (blessed, bullseye lantern) MAP IS ACTIVE Please state directions (N,S,E,W, etc when moving) Show Active Maps The Caverns of Quasqueton (Click on Map for Larger Image) Show Bookkeeping PASSIVE PERCEPTION SCORES Cyran 15 | Roth 15 | Arlyn 14 | Quell 14 | Faith 12 | Stonecrusher 12 | Clarabelle 12 INITIATIVE (ROUND 4) Living Stone Statues PC's MECHANICS Clarabelle Used Bardic Inspiration (1 of 3 remaining) Nalla Used Stone's Endurance (0 of 1 remaining) Gains 8 hit points from Stone's Endurance. Has 12 of 13 hit points remaining. Living Stone Statue #1 Takes 1 hit point of psychic damage from Clarabelle's Vicious Mockery (reduced to 0 immune) Takes 16 hit points of piercing damage from Quell's shortbow (reduced to 8 resistant) Has taken a total of 8 hit points of damage. Is moderately wounded. CONDITIONS Clarabelle Has a lantern lit (5 hours and 42 minutes remaining.) Cyran Has Bardic Inspiration (10 minutes remaining) Is concentrating on Bless (8 rounds remaining) Faith Is Blessed Nalla Has Bardic Inspiration (10 minutes remaining) Has the Light Spell cast by Cyran (42 minutes remaining.) Is Blessed. Quell Has a bullseye lantern lit (5 hours and 42 minutes remaining.) Is Blessed. DESCRIPTIONS Bardic Inspiration Once within the next 10 minutes, the creature can roll a d6 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. Blessed Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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: 2/3 *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: 14/19 (fey ancestry) Hit Dice: 2/2 Channel Divinity: 1/1 *S/L Warding Flare: 2/3 *L Spells: 1st - 2/3 *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 NALLA "STONECRUSHER" KALAGIANO Hit Points: 12/13 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 Name xDiceName xDiceResult xDiceString xDiceRolls Statue #1 WIS Save versus VM 0 1d20-3 3 Statue #1 attacks Faith | Slashing 12; 10 1d20+4;1d10+2 ; Statue #2 attacks Nalla | Slashing 10; 8 1d20+4;1d10+2 ; Link to comment Share on other sites More sharing options...
Hallowed Evening Posted January 30, 2023 Clone Share Posted January 30, 2023 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 His arrow shot was effective. Sort of. An arrow versus a stone statue was unlikely to deal a significant amount of damage. Quell had no other weapons on his person, none that would be helpful here, so he continued to lend aid to his companions by taking another shot at the statue he had damaged previously. In rapid succession, he had an arrow nocked and let loose, hoping it might strike true once more... Mechanics Main Hand: Off Hand: Action: Attacking with shortbow on Statue 1 Bonus Action: Disengage Reaction: Free Action: Move: Manipulate: 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 Cartographer's Tools- 6lbs Scrolls Coin Purse Platinum: 0 Gold: 111 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 Name xDiceName xDiceResult xDiceString xDiceRolls Short Bow Attack on Statue 1 23 1d20+5 18 Bless 2 1d4 2 Short Bow Damage 9 1d6+3 6 Sneak Attack Damage 2 1d6 2 Link to comment Share on other sites More sharing options...
Hammerfist Posted January 30, 2023 Clone Share Posted January 30, 2023 Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith held up her shield and again readied her longsword for attack, hoping to finally connect with this statue and actually do something of value to it. So far, Faith felt that she wasn't a very useful companion, and she hoped to change that perception, and quickly. Mechanics Main Hand: Longsword Off Hand: Shield Action: attack statue in front of her Bonus Action: Reaction: Move: moves into melee 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 Perception12 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 Frost11 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). Name xDiceName xDiceResult xDiceString xDiceRolls longsword 22 1d20+5 17 slashing damage 6 1d8+3 3 Link to comment Share on other sites More sharing options...
WolfBirch Posted January 30, 2023 Clone Share Posted January 30, 2023 Clarabelle the Cold - White Dragonborn Bard AC: 15 HP: 13/13 Spell Slots: 3/- Dragon Breath: 2/2 Bardic Inspiration: 1/3 DM Inspiration: 1 PP: 12 The dragonborn plays a little tune on her flute. "What is slow as stone and dumber than a box of rocks? A statue." She mocks the statue. Her smart aleck comments were hopefully distracting the stone monsters. Mechanics Note to DM: Nalla already has bardic inspiration___________________________________________________ Main Hand: Empty Off Hand: Lantern ___________________________________________________ Action: Viscious Mockery DC13 WIS save or Statue 1 gets disadvantage on next attack Bonus Action: none Move: none Manipulate: hold lantern 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 13/13 HD 1d8 AC 15 (draconic studed 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 scales sparkle 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, Performance11 +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 (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. 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 ___________________________________________________ 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 (3/3 slot per long rest) Healing Word [60 ft.] Disguise Self Charm Person [30 ft.] Sleep [90 ft.] Thuderwave [15ft Cone] Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted January 30, 2023 Clone Share Posted January 30, 2023 (edited) Nalla "Stonecrusher" Kalagiano - Goliath Fighter AC: 16 | HP: 12/13 | Initiative: +2 | Passive Perception: 12 | Anger starts to creep in on Nalla as she has continued to keep missing. She brins her maul around again trying to break these statues into tiny pieces. Mechanics Main Hand: maul Off Hand: maul Action: Attack with Maul after all the bonuses it is a 16 to hit. I added damage just in case. Should be 17 to hit. Attack bonus is +5 not +4. Bonus Action: Move: Manipulate: Reaction: Edited January 31, 2023 by Draidden (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 11 1d20+4 7 Bardic Inspiration 2 1d6 2 Bless bonus 3 1d4 3 Damage 10 reroll(2d6,2,below,1)+4 1,2,4,2 Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 31, 2023 Clone Share Posted January 31, 2023 Cyran Astrucia - Elf Cleric of Darach-Albith character sheet AC: 18 HP: 14/19 HD: 2/2d8 Spell Slots, 1st: 2/3 Warding Flare: 2/3 LR CD: 1/1 SR Cyran moves back further, not to get away from the stone golems, but to give the archers a better view for their shots. He calls on his god for assistance. "Darach-Albith, help us in our time of need!" As he does, some of the light surrounding one of the statues, pulls from its very being, turning into a trend of light connected to Cyran's holy symbol. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Shield ___________________________________________________ Action: Toll the Dead on most wounded one Bonus Action: none Move: move back just in front of Clarabelle Manipulate: none Reaction: Warding Flare if attacked 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 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 per 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 (2/3 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. Name xDiceName xDiceResult xDiceString xDiceRolls Toll the Dead 4 1d12 4 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted January 31, 2023 Clone Share Posted January 31, 2023 Uthemar "Roth" Rothenel - Half-elf Druid AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1 Roth pulls out and throws another dagger at a stone statue, hoping that it will have some effect. Then, he takes another step back to give his companions room to retreat. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Move: Manipulate: Concentration: Name xDiceName xDiceResult xDiceString xDiceRolls Throw a dart 7; 7 1d20+5;1d4+3 ; Link to comment Share on other sites More sharing options...
rauhric Posted February 1, 2023 Clone Share Posted February 1, 2023 (edited) Arlyn Horskar - Half-Elf Ranger 2 Arlyn continues her search for clues as to how to bypass the statues without resorting to combat. She is under the impression that a phrase or password is left behind somewhere in these walls to help them. As she finds nothing on her side she asks the dragonborn bard Clarabelle, "Do you see anything written on your side that might be a phrase? Something to help us bypass combat with these statues? She will continue her search the walls as shes moves further back down the hall. Mechanics Free Action: Passive Perception 14 ___________________________________________________ Main Hand: Short Sword Off Hand: Short Sword ___________________________________________________ Action: Active Investigation Bonus Action: none at moment Move: move back up to 6 spaces Manipulate: none at moment Character Sheet Arlyn Horskar - Half-Elf Ranger 2 ___________________________________________________ STATS Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 9 (-1) Wis 14 (+2) Cha 10 (+0) HP 20/20 HD 2d10 AC 16 (scale mail) Speed 30 ft. Passive Perception 14 Initiative +3 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elvish, +2 unlearned languages Background Folk Hero Feature Rustic Hospitality You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. 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 ___________________________________________________ WEAPONS Short Swords +5 attack, 1d6+3 piercing damage Longbow (range 150/600) +5 attack, 1d10+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Strength +4 Skills Acrobatics +5, Athletics +4, Animal Handling +4, Nature +1, Perception +4, Survival +4 Weapons All weapons 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. ___________________________________________________ RANGER CLASS FEATURES Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. [1] Fav Enemy: Beasts [2] Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. [3] Learn 1 language of your choice that is spoken by your favored enemies, if they speak one at all. [4] Choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer. You are particularly familiar with one type of natural environment "forest" and make checks with Advantage (Int or Wis). While traveling for an hour or more in your favored terrain, you gain the following benefits: [1] Difficult terrain doesn’t slow your group’s travel. [2] Your group can’t become lost except by magical means. [3] Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. [4] If you are traveling alone, you can move stealthily at a normal pace. [5] When you forage, you find twice as much food as you normally would. [6] While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [7] You choose additional favored terrain types at 6th and 10th level. Fighting Style. Druidic Warrior - You learn 2 cantrips of your choice from the druid spell list, and can replace 1 with another from the same list at every level. Spellcasting. You now have access to the ranger spell list. Initially you know 2 spells of 1st level and can replace 1 spell at every level. Spellcasting Focus. You can use a druid spell focus to cast your spells, i.e., mistletoe, holly, wand, rod, staff, talisman, etc... Equipment ___________________________________________________ General Inventory (128 lbs.) Short Swords (2) - 4 lbs. Longbow (20 arrows) - 3 lb. Scale Mail armor - 45 lbs. Carpenter's Tools - 6 lbs. Backpack, Bedroll - 12 lbs. Sacks (2), Pouch (3) - 2.5 lb. Waterskin (1), Rations (8) - 21 lbs. Torches (10), Tinderbox - 11 lbs. Hammer (1), Pitons (10) - 5.5 lbs. Iron Spikes (10) - ?lbs. loot? Whetstone, Iron pot - 1 lbs. Shovel, Fishing Tackle - 9 lbs. Hemp Rope (50') - 10 lbs. Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 2 Copper: 7 Encumbrance Max Load: 210 lbs. (15 x STR) Current Weight: 128 lbs. Spells ___________________________________________________ Ranger Spells Cantrips: Create Bonfire, Shape Water 1st: Cure Wounds, Hunter's Mark Spell Save DC: 12 Spell Attack Mod: +4 Edited February 6, 2023 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Active Perception 23 1d20+4 19 Link to comment Share on other sites More sharing options...
bwatford Posted February 3, 2023 Author Clone Share Posted February 3, 2023 Act 3: In Search of the Unknown Quell knocked another arrow and sent it into the creature in roughly the same spot, this time cracks could be seen forming at the impact location. It was working. Faith followed suit, slashing her longsword against the same area, as larger cracks now opened in the statues form. Clarabelle busied herself with her flute, lacing the notes with magical influence to assist her allies and deter her enemies. Seeing the success her companions were having, she switched targets and swung her maul around and into the damaged area of the statue in front of Faith, stone fragments rained down on the goliath and Faith as it shattered under the force of the blow. As Cyran continued to back up, he held his holy symbol aloft and began to draw the animating forces from the remaining statue to him. Roth threw another dagger that sailed over the heads of everyone, and landed somewhere beyond on the steps. Arlyn meanwhile moved to the next alcove across from her but still found nothing written or any sort of button or lever. The victory was short lived as Nallas ducked the first swing but the next caught her squarely in the chest, the blow sending her hard into the wall as she crumbled to the ground beside Faith. The Caverns of Quasqueton 2:48 pm WE ARE IN COMBAT Everyone is up. Nalla needs to begin death saves if not healed. ACROBATICS A successful DC 15 Dexterity (Acrobatics) check is required to dodge past the statues (their space counts as difficult terrain). Failure results in the character ending his movement in front of the statue without passing and receiving an opportunity attack from one statue. CONDITIONS Clarabelle (lantern) Cyran (bardic inspiration, concentrating) Faith (blessed) Nalla (blessed, dying, light, prone, unconscious) Quell (blessed, bullseye lantern) MAP IS ACTIVE Please state directions (N,S,E,W, etc when moving) Show Active Maps The Caverns of Quasqueton (Click on Map for Larger Image) Show Bookkeeping PASSIVE PERCEPTION SCORES Cyran 15 | Roth 15 | Arlyn 14 | Quell 14 | Faith 12 | Stonecrusher 12 | Clarabelle 12 INITIATIVE (ROUND 5) Living Stone Statues PC's MECHANICS Nalla Used Bardic Inspiration (0 of 1 remaining) Takes 15 hit points of slashing damage from Statue #2's longsword. Has 0 of 15 hit points remaining. Is dying. Is prone. Is unconcious. Living Stone Statue #1 Takes 11 hit points of piercing damage from Quell's shortbow (reduced to 5 resistant) Takes 6 hit points of slashing damage from Faith's longsword (reduced to 3 resistant) Takes 10 hit points of bludgeoning damage from Nalla's Maul. Has taken a total of 26 hit points of damage IS DEAD!!! Living Stone Statue #2 Takes 4 hit points of necrotic damage from Cyran's Toll the Dead. Has taken a total of 4 hit points of damage. Is lightly wounded. CONDITIONS Clarabelle Has a lantern lit (5 hours and 42 minutes remaining.) Cyran Has Bardic Inspiration (10 minutes remaining) Is concentrating on Bless (7 rounds remaining) Faith Is Blessed Nalla Has the Light Spell cast by Cyran (42 minutes remaining.) Is Blessed. Is dying. Is prone. Is unconscious. Quell Has a bullseye lantern lit (5 hours and 42 minutes remaining.) Is Blessed. DESCRIPTIONS Bardic Inspiration Once within the next 10 minutes, the creature can roll a d6 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. Blessed Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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: 2/3 *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: 14/19 (fey ancestry) Hit Dice: 2/2 Channel Divinity: 1/1 *S/L Warding Flare: 2/3 *L Spells: 1st - 2/3 *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 NALLA "STONECRUSHER" KALAGIANO Hit Points: 0/13 Hit Dice: 1/1 Second Wind: 1/1 *S/L Stone's Endurance: 0/1 *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 Name xDiceName xDiceResult xDiceString xDiceRolls Save versus VM 0 1d20-3 3 Save versus Toll the Dead 8 1d20-3 11 Statue #2 attacks Nalla | Slashing 13; 3 1d20+4;1d10+2 ; Statue #2 attacks Nalla | Slashing 24; 12 1d20+4;1d10+2 ; Critical Damage 3 1d10 3 Link to comment Share on other sites More sharing options...
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