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Act 3: In Search of the Unknown


bwatford

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Act 3: In Search of the Unknown


Roth was behind the tiefling but he found it difficult to hide in the bright light of the lantern from Clarabelle that was literally right beside him. He might be able to be quiet with his footfalls but anything up ahead would see him coming from a mile away. But at least the bard was attempting to be quiet as well.

Quell slowly moved up to the first junction and look around the corner, a set of alcolves, one to each side. The atmosphere continued to be damp and humid even beyond the door, his lantern continued to give off a smoke trail as he waved everyone forward the few steps to catch up with him. 

The next junction was about another fourty feet ahead. he knew the passage continued beyond the small steps at the far end but the elevation change kept him from seeing what was beyond that.
 


The Caverns of Quasqueton
2:40 pm


CONDITIONS

Clarabelle (lantern)
Nalla (light)
Quell (bullseye lantern)

 

MAP IS ACTIVE

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

 

Show Active Maps

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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 Currently In Use!!

MECHANICS

Not Currently In Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 50 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (50 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 50 minutes remaining.)

DESCRIPTIONS

Not Currently In Use!!

ARLYN HORSKAR (needs to level up)

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

CLARABELLE THE COLD

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

  • 1st - 3/3 *L (+5, DC 13)

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

CYRAN ASTRUCIA

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

  • 1st - 3/3 *L (+5, DC 13)

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

FAITH

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

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

NALLA "STONECRUSHER" KALAGIANO

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

QUELL

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

"ROTH" UTHEMAR ROTHENEL

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

 

 

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


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


The alcoves appeared, initially, to be only that. Quell wondered at their purpose. The simplistic design and lack of decorative elements to any of the underground structure got his feathers ruffled— why the alcoves? He needed to inspect them.

"A moment, please." 

Padding quietly forward, he retrieved a crowbar from his back, and used it as a tool to prod and poke stonework in the area. Quell scrutinized the left alcove first, searching it with the metal tool, determining safety first, before using his fingers to probe for any hidden levers, handles, or even seams. 

If he found nothing in the left alcove, he moved to the right alcove, performing the same procedure. Quell was methodical, and relishing every moment of the exploration process. Should he find nothing at all, the kenku would continue to follow his previous method of moving slowly, inspecting the ground, ceiling, and walls as he moved upon the left side of the main corridor, looking to explore further, eventually making it to the stairs.

 


Mechanics

Main Hand: 
Off Hand: Bullseye Lantern (lit)


Action: 
Bonus Action:

Reaction:
Move: Move W, 5ft at a time, checking floor, walls, and ceiling for anything hidden. He'll repeat this process in the right alcove, and if he finds nothing, proceeding down the corridor as he did previously.
Manipulate: one free object interaction goes here.

 

Character Sheet

Quell - Kenku Rogue 2


STATS

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

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

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


WEAPONS

Rapier +5 attack, 1d18+3 piercing damage

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

 


PROFICIENCIES

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


FEATS 

 


RACIAL FEATURES

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

     


CLASS FEATURES

Thieves' Cant

Sneak Attack

Expertise

Cunning Action

 

 

 

Equipment

General Inventory 

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

Leather Armor (10gp - 10lbs

Rapier - 2 lbs.

Shortbow (2) - 2 lbs.

Torch  (1cp) - 1 lbs.

Tinderbox (1sp) 

Waterskin (5sp) - 5lbs.

Pouch (1cp) - 1lb.

Thieves' Tools - 1lb.

Daggers (2) - 2lbs

Hammer w/ 10 Pitons - 5lbs.

Crowbar 1 - 5lbs.

Rations (10 days) - 10lbs.

Iron Spikes (10) - 5lbs.

Torches (9) - 9lbs

Sacks (2) - 1lb.

Pouch  - 1lb.

Oil, Flask (10) - 10lbs

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

Miner's Pick - 10lbs

Bullseye Lantern - 2lbs

Shovel - 5lbs

Two-person Tent - 20lbs

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

 

 

 



 

 

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



Cyran keeps his position at the rear of the group.

"Let's move forward as one, keeping our relative positions to each other."

As he moves forward, he keeps looking behind us to make sure nothing sneaks up on us. Despite his natural elven vision, and his ability to make light at will, Cyran has never been a fan of the dark. His discomfort in the dark t is maybe one of the reasons he was drawn to this particular form of worship of Darach-Albith, tying to bring light to all of the world.



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: casts light on Nalla's weapon
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Cyran Astrucia  Elf Cleric of Darach-Albith

 

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 10 (+0)
HP 19/19 HD 2d8 AC 18 (scalemail, shield) Speed 30 ft.

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

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

 

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

___________________________________________________
WEAPONS

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

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

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

 

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

 

___________________________________________________
CLASS FEATURES

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

 

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

 

Channel Divinity (1/SR)

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

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

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

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

 

Channel Divinity: Turn Undead

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

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

 

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

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

 

Channel Divinity: Radiance of the Dawn

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

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

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

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

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 113.04 lbs.

Spells

  

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

Cantrips

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


1st Level (3/3 slots per long rest)

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

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

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


Notes

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

 

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


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


While Quell searches the alcoves, Nalla stand holding her halberd so its light shines into the alcoves and holds Quells lantern so it shines down the hall at the stairs. That way he has both hands to use while looking.

 



Mechanics

Main Hand: halberd
Off Hand: halberd


Action: 
Bonus Action: 
Move: following 10' behind Quell 
Manipulate: 

     

 

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Act 3: In Search of the Unknown



After a few minutes of searching the alcolves Quell came up with nothing, completely empty, no markings, nothing that stood out, so he motioned for the others to hold while he checked out the next intersection.

Moving to the next intersection and looking both ways, he found an identical set of empty alcoves just like the ones before.  He waved the group up a second time. This was getting curiouser and curiouser. Why the alcoves, and now two sets of them?


The Caverns of Quasqueton
2:43 pm


CONDITIONS

Clarabelle (lantern)
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 Currently In Use!!

MECHANICS

Not Currently In Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 47 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (47 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 47 minutes remaining.)

DESCRIPTIONS

Not Currently In Use!!

ARLYN HORSKAR (needs to level up)

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

CLARABELLE THE COLD

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

  • 1st - 3/3 *L (+5, DC 13)

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

CYRAN ASTRUCIA

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

  • 1st - 3/3 *L (+5, DC 13)

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

FAITH

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

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

NALLA "STONECRUSHER" KALAGIANO

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

QUELL

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

"ROTH" UTHEMAR ROTHENEL

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

 

 

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Arlyn Horskar - Half-Elf Rangerspacer.png



Arlyn brought up the rear of the party while keeping her sense sharp to their surroundings. She is all too aware how dangerous a casual skulk into the unknown can become. 
 

 



Mechanics

Free Action: Passive Perception 14

___________________________________________________

Main Hand: Short sword
Off Hand: Short Sword

___________________________________________________

Action: none at moment
Bonus Action: none at moment
Move: following party
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 by rauhric (see edit history)
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Clarabelle the Cold - White Dragonborn Bardspacer.png


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


 

Clarabelle moves up quietly with the group.  She keeps her eyes open even glancing up at the ceiling from time to time.  She was glad the Quell was taking his time looking through the alcoves.  She was staying in her position in the group.  Even trying to use the foot prints that her companions had made before her.  The quiet of the place was starting to make the dragonborn nervous.  What they needed was some music...

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: Stealth16
Bonus Action: none
Move: Follow directly behind Roth.
Manipulate: hold up 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, Performance +5, Persuasion +5, Stealth +5, Survival +3
Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light armor
Musical Instruments Pan flute, lute, drum

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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


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

 

Damage Resistance. You have resistance to cold damage.

 

___________________________________________________
CLASS FEATURES

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

 

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

 

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

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

 

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

 

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

 

 

Equipment

spacer.png

___________________________________________________

General Inventory (69.4 lbs.)

A petrified mouse --
A glass jar containing lard with a label that reads, "Griffon Grease" - 1 lb.
A piece of crystal that faintly glows in the moonlight --
wooden flute - 1 lb.
Lute - 2 lbs.
Rapier - 2 lbs.
Dagger - 1 lbs.
Studded Leather Armor - 13 lbs.
Traveler’s Clothes - 4 lbs.
Pouch - 1 lb.

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


Coin Purse (1.40 lbs.)
Platinum: 0
Gold: 70
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 69.4 lbs.

Spells

  

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

Cantrips

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


1st Level (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


As Roth's anxiety starts to build as he follows in the closed tunnel, he starts looking around to ensure no one has missed anything.

 



Mechanics

Main Hand: Quarterstaff
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

Concentration:

     

 

 

 

 

Name
Perception
24
1d20+5 19
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Cyran Astrucia - Elf Cleric of Darach-Albith character sheetspacer.png



Cyran maintains his position at the rear of the group.

"Arlyn, let's keep watch behind us, too."

He's still not happy to be in the dark, and maybe more unhappy about another night sleeping on the ground. But this isn't the time to complain about subpar accommodations. He keeps his wits about him and continues to watch for danger.



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

Character Sheet

 

Cyran Astrucia  Elf Cleric of Darach-Albith

 

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 10 (+0)
HP 19/19 HD 2d8 AC 18 (scalemail, shield) Speed 30 ft.

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

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

 

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

___________________________________________________
WEAPONS

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

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

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

 

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

 

___________________________________________________
CLASS FEATURES

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

 

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

 

Channel Divinity (1/SR)

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

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

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

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

 

Channel Divinity: Turn Undead

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

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

 

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

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

 

Channel Divinity: Radiance of the Dawn

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

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

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

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

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 113.04 lbs.

Spells

  

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

Cantrips

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


1st Level (3/3 slots per long rest)

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

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

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


Notes

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

 

 

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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


Motioning for the others to follow, Quell continued his search and remained wary; the nature of the alcoves perplexed him, and that was not something he entirely appreciated.

In the same manner as before, the kenku used a careful and conservative methodology of assessing the area as they progressed. It was safety and caution over recklessness and bravery. Quell recalled the bit of news that Clarabelle had shared about losing several companions— he did not want a repeat of such a tragedy. Not on his watch.

 


Mechanics

Main Hand: 
Off Hand: Bullseye Lantern (lit)


Action: 
Bonus Action:

Reaction:
Move: Repeat as previously done before (cautious and slow, single file, on the left), moving eventually toward the stairs, checking each pair of alcoves along the way
Manipulate: one free object interaction goes here.

 

Character Sheet

Quell - Kenku Rogue 2


STATS

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

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

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


WEAPONS

Rapier +5 attack, 1d18+3 piercing damage

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

 


PROFICIENCIES

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


FEATS 

 


RACIAL FEATURES

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

     


CLASS FEATURES

Thieves' Cant

Sneak Attack

Expertise

Cunning Action

 

 

 

Equipment

General Inventory 

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

Leather Armor (10gp - 10lbs

Rapier - 2 lbs.

Shortbow (2) - 2 lbs.

Torch  (1cp) - 1 lbs.

Tinderbox (1sp) 

Waterskin (5sp) - 5lbs.

Pouch (1cp) - 1lb.

Thieves' Tools - 1lb.

Daggers (2) - 2lbs

Hammer w/ 10 Pitons - 5lbs.

Crowbar 1 - 5lbs.

Rations (10 days) - 10lbs.

Iron Spikes (10) - 5lbs.

Torches (9) - 9lbs

Sacks (2) - 1lb.

Pouch  - 1lb.

Oil, Flask (10) - 10lbs

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

Miner's Pick - 10lbs

Bullseye Lantern - 2lbs

Shovel - 5lbs

Two-person Tent - 20lbs

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

 

 

 



 

 

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Act 3: In Search of the Unknown


After a few minutes of searching the second set of alcoves, Quell came up with nothing once again, completely empty, no markings, nothing that stood out, so he motioned for the others to follow him while he checked out the next intersection.

As he approached the next intersection, he was expecting to see yet another set of alcoves at this point, and he was not disappointed to find that was exactly what was there. However, this pair of alcoves were not empty as the last two sets had been. each alcove here contained a stone statue depicting a 6-foot-tall human adorned in chain mail and wielding a longsword. He was just about to turn and tell his friends when a mouth appeared on the eastern statues shield, then another on the statue in the western alcove.

The eastern one speaks first, in a booming voice that all can hear "WHO DAREES ENTER THIS PLACE AND INTRUDE UPON THE SACNTUARY OF ITS INHABITANTS?" After but a moment, and drowning out any attempted reply by the group, comes the reply from the western one: "ONLY A GROUP OF FOOLHARDY EXPLORERS DOOMED TO CERTAIN DEATH!" Then both shout in unison, "WOE TO ANY WHO PASS THIS PLACE-THE WRATH OF ZELLIGAR AND ROGAIN WILL BE UPON THEM! " They then begin a loud and raucous laughter, which fades in intensity as the twin mouths disappear from view. 

Following the menacing speech, both statues move out of their alcoves and in front of Quell to prevent anyone from going further by blocking the way north.

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The Caverns of Quasqueton
2:48 pm


WE ARE IN INITIATIVE
Please include your initiative roll with your round actions as if we were in combat.

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)
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)

Living Stone Statues (15)

PC's (tbd)

MECHANICS

Not Currently In Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 42 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (42 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 42 minutes remaining.)

DESCRIPTIONS

Not Currently In Use!!

ARLYN HORSKAR (needs to level up)

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

CLARABELLE THE COLD

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

  • 1st - 3/3 *L (+5, DC 13)

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

CYRAN ASTRUCIA

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

  • 1st - 3/3 *L (+5, DC 13)

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

FAITH

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

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

NALLA "STONECRUSHER" KALAGIANO

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

QUELL

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

"ROTH" UTHEMAR ROTHENEL

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

 

 

Name
Living Stone Statue #1 Int | #2
19; 11
1d20;1d20 [19]; [11]
Cyran Initiative
15
1d20+2 13
Faith Initiative
7
1d20+0 7
Roth Initiative
4
1d20+3 1
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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 was taken aback by the loud display from the soldiers and the strange mouths on their shields.  How...curious.  And utterly bizarre!  What on earth was their problem and motivation?

 

"Now, good sirs, really?  Must you block the way north?  Surely we can discuss this in a more civilized fashion.  Could you allow us to pass by?  We aren't the average groups of adventurers and we mean no harm to anyone here.  Why, we might even be able to do some good for you."

 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: Longsword
Bonus Action:

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

 

Character Sheet

Faith - Tiefling Paladin 1


STATS

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

Passive 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 Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

CLASS FEATURES

Divine Sense

Lay on Hands

Fighting Style:  none yet

 

 

Equipment

General Inventory 

Chainmail  45#
Longsword  6#

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

 

Scrolls


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

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

Spells

Spell Attack: +5
Spell DC: 13

 

Cantrips

Ray of FrostEvocation cantrip

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

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

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


 

Name
Persuasion
22
1d20+5 17
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 Nalla "Stonecrusher" Kalagiano - Goliath FighterToken


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


Nalla stands ready with her halberd. Seeing as how the others are trying to talk their way out, she does not immediately start swinging. She does not think these things are intelligent, but magically programed, so she does not really expect these things to respond.

 



Mechanics

Main Hand: halberd
Off Hand: halberd


Action: 
Bonus Action: 
Move: 
Manipulate: 

     

 

Name
roll
11
1d20+2 9
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Clarabelle the Cold - White Dragonborn Bardspacer.png


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


 

The white sparkly dragonborn holds up her lantern to get a better light on the two creatures.  Hearing Faith speak she gets ready to jump in to assist, but is quite impressed with the tiefling's turn of phrase.  If her words didn't convince the statues, then they must be made of stone.  She waits to see what those ahead would do.  Sleep would likely not affect a stone hearted warrior, her options were limited if the things wanted to fight.  How might she inspire her companions?  The music was in the cool air...

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: Stealth16
Bonus Action: none
Move: Follow directly behind Roth.
Manipulate: hold up 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

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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.

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PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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


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

 

Damage Resistance. You have resistance to cold damage.

 

___________________________________________________
CLASS FEATURES

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

 

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

 

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

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

 

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

 

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

 

 

Equipment

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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
___________________________________________________
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
Initiative
9
1d20+3 6
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Arlyn Horskar - Half-Elf Rangerspacer.png



Arlyn wondered if the statues' question was meant to be answered in order to pass without combat. She asked her companions, "Do we answer them? Or are we meant to fight them?" Somehow she felt that solution was attainable without combat, but she was not sure what solution at the moment. 
 

 



Mechanics

Free Action: Passive Perception 14

___________________________________________________

Main Hand: Short sword
Off Hand: Short Sword

___________________________________________________

Action: none at moment
Bonus Action: none at moment
Move: following party
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 by rauhric (see edit history)
Name
Initiative
7
1d20+3 4
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