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Act 3: In Search of the Unknown


bwatford

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 Nalla "Stonecrusher" Kalagiano - Goliath FighterToken


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


Nalla stands ready next to the door and nods her head in agreement with everyone else when they suggest Quell opens the door. She finds herself straining to hear anything from the other side of the door. But all she can hear is everyone around her breathing and moving and her own thudding heart beat.



Mechanics

Main Hand: halberd
Off Hand: halberd


Action: 

 

Bonus Action: 


Move: 


Manipulate: 

 

Reaction: 

 

Death Saves: 0 Success / 0 Fail

     

 

Edited by Draidden (see edit history)
Name
Perception check
8
1d20+2 6
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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


Aside from the bodies and the rubble sentries, the main entrance seemed surprisingly bereft of traps, locked access points and much else. Quell was determined, and far from letting his guard down. Being laxed in an environment like this one often meant a swift and awful end.

The others met his own smoky-glass covered gaze as he awaited by the door; they were ready to continue. Nodding a single time, he slowly started to open the door, applying a measured amount of pressure and strength behind the action.

 


Mechanics

Main Hand: 
Off Hand: 


Action: Investigation
Bonus Action: Disengage

Reaction:

Free Action: 
Move: Move to the blood stains; continue to check for traps/investigate
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 damage4

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 Attack5

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

Quiver (Arrows) 18/20 

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

 

 

 



 

 

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Act 3: In Search of the Unknown



As Quell slowly opened the door and then stepped through, Nalla, Roth, and Faith crowded around trying to get a look as well. It seemed to be a three-way option on the other side of the portal.

To the west, the passage travelled about sixty feet before turning north.

To the east, the passage travveled about thirty feet before turning north.

To the north was another story entirely, for it bore some sort of massive, overgrown fungal garden up ahead, the corridor was about seventy feet before it opened up into the strange garden which produced an eerie and forbidding sight, as unusual growths have extended themselves from within the chamber into the corridor, spreading inexorably onward and away from the garden chamber itself. 
 


The Caverns of Quasqueton
3:17 pm


CONDITIONS

Clarabelle (lantern)
Cyran (bardic inspiration)
Nalla (light)
Quell (bullseye lantern)

MAP IS ACTIVE

Please state directions (N,S,E,W, etc when moving)

 

Show Active Maps

spacer.png

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

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 14 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (14 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 14 minutes remaining.)

DESCRIPTIONS

Not in Use!!

ARLYN HORSKAR

Hit Points: 20/20 (fey ancestry)
Hit Dice: 2/2
Spells:

  • 1st - 2/2 *L (+4, DC 12)

DM Inspiration: 1/1
Experience Points: 498 / 900

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 - 2/3 *L (+5, DC 13)

DM Inspiration: 1/1
Experience Points: 498 / 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: 498 / 900

FAITH (Needs to Level Up)

Hit Points: 12/12 (resist fire)
Hit Dice: 1/1
Divine Sense: 4/4
Lay on Hands: 5/5 *L
DM Inspiration: 1/1
Experience Points: 311 / 300

NALLA "STONECRUSHER" KALAGIANO (Needs to Level Up)

Hit Points: 13/13
Hit Dice: 1/1
Second Wind: 0/1 *S/L
Stone's Endurance: 0/1 *S/L
DM Inspiration: 1/1
Experience Points: 311 / 300

QUELL

Hit Points: 15/15
Hit Dice: 2/2
Kenku Recall: 2/2 *L
DM Inspiration: 1/1
Experience Points: 498 / 900

"ROTH" UTHEMAR ROTHENEL

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1
DM Inspiration: 1/1
Experience Points: 28 / 300

 

 

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

AC: 18 HP: 14/19 HD: 2/2d8 Spell Slots, 1st: 2/3 Warding Flare: 2/3 LR CD: 1/1 SR 



Cyran makes his way to the doorway and assesses our options. He doesn't like the idea of getting covered in mold or getting it in his lungs.

"I think we need to avoid that fungus. Let's see what these other tunnels lead to first. Right or left, everyone?"

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Shield

___________________________________________________

Action: none
Bonus Action: none
Move:  in his usual place
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 Dead34 (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 Dead11 (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.

 

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


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


"Left?" Roth offers from the back of the conga line.  He also thought a room filled with fungus might be dangerous in an unexplored dungeon. 



Mechanics

Main Hand: Open
Off Hand: Quarterstaff


Action:
Bonus Action: 
Move:
Manipulate: 

Concentration:

     

 

 

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Clarabelle the Cold - White Dragonborn Bardspacer.png


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


 

"Left sounds as good as any direction."  She agrees, but spends too long looking down the passage toward the fungus and has to hurry to catch up.  "I wonder what would cause all those mushrooms to grow down here.  I would think that everything would be long dead and turned to dust by now.  I always remember mushrooms growing on manure piles and damp decaying trees in the fairy forests.  What do you think Roth?"  She asks the druid as maybe things were different in this world.  In the fairy world you would often be able to talk to the little mushrooms, and she had found that not true here.

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: none
Bonus Action: none
Move: follow the group
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 studded 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

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 (3/3 slot per long rest)

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

Thuderwave [15ft Cone]


 

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


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


"Huh?  Oh.  Mushrooms generally prefer cold, dank places to grow.  So, down here should have a water source to keep the air humid.  Many mushrooms are poisonous to eat as a protection against us and animals.  And those that aren't poisonous generally look like poisonous ones to try to get the same protection." Roth offers the basics of fungus biology.



Mechanics

Main Hand: Open
Off Hand: Quarterstaff


Action:
Bonus Action: 
Move:
Manipulate: 

Concentration:

     

 

 

 

Name
Nature (for additional fungus info)
17
1d20+2 15
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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


Faith nodded along with the druid.

"Many mushrooms require a particular substrate to grow from as well.  They like to eat trees because they help logs to decay, so things like logs and sawdust attract them.  Or at least the edible ones, anyway.  I'm quite fond of oysters and morels; they're quite lovely when sauteed in butter and garlic," Faith added, seemingly happy to share her culinary pursuits. "My adopted uncle is quite fond of cultivating them."

As for where to go, Faith didn't care, but moving left sounded perfectly fine, so Faith moved in that direction.

 

 



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

Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined

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).


 

Edited by Hammerfist (see edit history)
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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


"Left it is." Quell didn't think it prudent to enter into the fungi-ridden section. Not yet.

Cautiously, he moved down the left path, continuing his meticulous inspect of the surroundings.

 


Mechanics

Main Hand: 
Off Hand: 


Action: Investigation
Bonus Action: Disengage

Reaction:

Free Action: 
Move: Move left; continue to check for traps/investigate
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 damage4

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 Attack5

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

Quiver (Arrows) 18/20 

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

 

 

 



 

 

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Arlyn Horskar - Half-Elf Ranger 2spacer.png



Arlyn asks her companions, "Should we identify the types of mushrooms first? Considering this is a dungeon I can assume they will be poisonous, but it would be nice to know first. Also, if they are poisonous, then we can come up with a solution on how to clear it out so we can have that passage free. Chances are we will likely need to use that passage for some reason or another. Might as well get to work clearing it out before we discover another sentry that will wound us before we get a chance to do so later." 

 



Mechanics

Free Action: Passive Perception 14

___________________________________________________

Main Hand: Short Sword
Off Hand: Short Sword

___________________________________________________

Action: none 
Bonus Action: none
Move: following group
Manipulate: none

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


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


Nalla quietly by, nodding her head to agree with going left. As she follows she glances down the hall at the fungus and tries to tell if it is dangerous or not. She has a little bit of experience gathering mushrooms to add to soups and such.



Mechanics

Main Hand: halberd
Off Hand: halberd


Action: 

 

Bonus Action: 


Move: 


Manipulate: 

 

Reaction: 

 

Death Saves: 0 Success / 0 Fail

     

 

Name
Survival check to see if mushrooms are edible
16
1d20+2 14
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Clarabelle the Cold - White Dragonborn Bardspacer.png


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


 

Clarabelle smiled at Faith's description.  "Oh, my that sounds delicious.  I don't suppose that we will get anything that nice to eat for a good long while.  Thank you both for the info on mushrooms.  This world is so fascinating.  I would also like to check out the fungus.  Lets stay together.  It is safer that way."  She says as she looks around her.  It is clear that the finds this all so new and exciting, but she has learned a little caution from her last time in a cave and sticks with the group.

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: none
Bonus Action: none
Move: follow the group
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 studded 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

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 (3/3 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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Act 3: In Search of the Unknown



Roth knew a little about fungus, but they were still too far away from it to get any information of the type growing here. Nalla quickly agreed, they were just too far away from the fungus to get specific on the types growing there.

As the group decided to go left, the passage quickly turned back north before finally turning back east again, as Quell rounded the corner he was met at the opposite end of the next corridor with another living creature.

The creature was a reptilian humanoid, standing just over two feet tall, with scaled skin between reddish brown and black in color and burnt orange to red eyes. Its legs were sinewy and digitigrade and had long, clawed fingers and a jaw like a crocodile. Small white horns protruded from its head, and it had a rat-like tail. It had little clothes except for a ragged loincloth and a spear in its hand.

Before the kengu could warn the others, the little reptilian creature turned and gave some sort of hand signal back down the hall the other way and then charged toward Quell as another appeared around the corner a moment later.
 


The Caverns of Quasqueton
3:26 pm


WE ARE IN COMBAT
Everyone is up.

CONDITIONS

Clarabelle (lantern)
Cyran (bardic inspiration)
Nalla (light)
Quell (bullseye lantern)

MAP IS ACTIVE

Please state directions (N,S,E,W, etc when moving)

 

Show Active Maps

spacer.png

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 1)

Kobolds

PC's

MECHANICS

Not in Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 5 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (5 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 5 minutes remaining.)

DESCRIPTIONS

Not in Use!!

ARLYN HORSKAR

Hit Points: 20/20 (fey ancestry)
Hit Dice: 2/2
Spells:

  • 1st - 2/2 *L (+4, DC 12)

DM Inspiration: 1/1
Experience Points: 498 / 900

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 - 2/3 *L (+5, DC 13)

DM Inspiration: 1/1
Experience Points: 498 / 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: 498 / 900

FAITH (Needs to Level Up)

Hit Points: 12/12 (resist fire)
Hit Dice: 1/1
Divine Sense: 4/4
Lay on Hands: 5/5 *L
DM Inspiration: 1/1
Experience Points: 311 / 300

NALLA "STONECRUSHER" KALAGIANO (Needs to Level Up)

Hit Points: 13/13
Hit Dice: 1/1
Second Wind: 0/1 *S/L
Stone's Endurance: 0/1 *S/L
DM Inspiration: 1/1
Experience Points: 311 / 300

QUELL

Hit Points: 15/15
Hit Dice: 2/2
Kenku Recall: 2/2 *L
DM Inspiration: 1/1
Experience Points: 498 / 900

"ROTH" UTHEMAR ROTHENEL

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1
DM Inspiration: 1/1
Experience Points: 28 / 300

 

 

Name
Clarabelle Initiative
17
1d20+3 14
Nalla Initiative
3
1d20+2 1
Arlyn Initiative
5
1d20+3 2
Quell Initiative
13
1d20+3 10
Faith Initiative
14
1d20+0 14
Roth Initiative
15
1d20+3 12
Cyran Initiative
4
1d20+2 2
Kobold Initiative
21
1d20+2 19
Group Average
10.142857142857142
(17+3+5+13+14+15+4)/7
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Clarabelle the Cold - White Dragonborn Bardspacer.png


AC: 15 HP: 13/13 Spell Slots: 2(3)/- Dragon Breath: 2/2 Bardic Inspiration: 0/3 DM Inspiration: 1 PP: 12


 

The white dragon born is busy looking around at the walls as they make it down the hallway.  As Quell looks around the corner, she hears the patter of little feet and sees the Kenku's head turn in the direction of the noise.  "Quell what is coming, do take care.  If it is bad dispatch it with cunning and flare!"  She considers racing through her companions to see what is happening, but decides against it.  If a fight was breaking out she had better let those skilled at such things take care of it.  She would do what she could from the back.  Cyran would certainly want to get into the fray, so she stepped closer to the wall to make a way for him to pass.

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: none
Bonus Action: @Hallowed Evening She gives a bardic inspiration to Quell (1d6)
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 studded 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 (0/3 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

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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
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Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

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


1st Level (2/3 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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 Faith - Tiefling Paladin 1spacer.png


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


Faith quickly drew her longsword and jumped into action.  The Tiefling knew that there were going to be more enemies coming, so she made her way to the front lines, next to Quell, hoping that he could use her protection to hit this foe where it was really going to hurt.

Readying her blade, Faith slashed at the creature.

 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: attack creature 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

Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined

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
longsword
23
1d20+5 18
slashing damage
5
1d8+3 2
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