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Act 3: In Search of the Unknown


bwatford

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


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


"Um.  Can someone deactivate those statues or should we try to dive between them?"  Roth asks the more experienced adventurers from behind several of them.  With three of them between him and the animated statues, the druid does not feel too threatened.

 



Mechanics

Main Hand: Quarterstaff
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

Concentration:

     

 

 

 

 

 

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



Cyran looks over to Arlyn,

"Be ready, this could get bad."

He then moves towards the front of the group, not because he will be able to help Faith with any negotiations - he's found himself lacking in that department - but because he knows he's wearing more armor than some of the others. 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: your action goes here
Bonus Action: Your bonus action goes here.
Move: Move up next to Nalla
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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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 steps up."I will give it a try."  She addresses the statues in her stage voice.  "I am Clarabelle the Cold and these are my companions Quell, Arlyn, Nalla, Faith, Roth and Cyran.  We come to visit and pay respect to Zelligar and Rogain.  We give all due honor to those great adventurers.  May we pass in peace?"  She says with a flourish.

 

 



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]


 

       
Name
performance
11
1d20+5 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


Caught by surprise at the magical mouths appearing upon the stone guardsmens' shields, Quell instinctively took a step backwards. The feathers on the back of his head fluffed upward. 

Continuing to move backwards, he gave others who desired to speak to these sentinels more room. Quell was uncertain how to proceed. Tilting his head, he did assess and considered slipping through the two guards, but then what? He would be alone and everyone else would have been separated. That seemed... foolish.

For now, Quell awaited a reply, if any, from the sentinels, and took a place more at the back of the group.

 


Mechanics

Main Hand: 
Off Hand: Bullseye Lantern (lit)


Action: Dodge
Bonus Action: Disengage

Reaction:
Move: Move S, 3 squares
Manipulate: Draw Rapier

 

Character Sheet

Quell - Kenku Rogue 2


STATS

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

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

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


WEAPONS

Rapier +5 attack, 1d18+3 piercing damage

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

 


PROFICIENCIES

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


FEATS 

 


RACIAL FEATURES

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

     


CLASS FEATURES

Thieves' Cant

Sneak Attack

Expertise

Cunning Action

 

 

 

Equipment

General Inventory 

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

Leather Armor (10gp - 10lbs

Rapier - 2 lbs.

Shortbow (2) - 2 lbs.

Torch  (1cp) - 1 lbs.

Tinderbox (1sp) 

Waterskin (5sp) - 5lbs.

Pouch (1cp) - 1lb.

Thieves' Tools - 1lb.

Daggers (2) - 2lbs

Hammer w/ 10 Pitons - 5lbs.

Crowbar 1 - 5lbs.

Rations (10 days) - 10lbs.

Iron Spikes (10) - 5lbs.

Torches (9) - 9lbs

Sacks (2) - 1lb.

Pouch  - 1lb.

Oil, Flask (10) - 10lbs

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

Miner's Pick - 10lbs

Bullseye Lantern - 2lbs

Shovel - 5lbs

Two-person Tent - 20lbs

Cartographer's Tools- 6lbs

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 111
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 150 lbs. (15 x 10 STR)

Current Weight: 90 (unencumbered)

Spells

Spell Attack: +0
Spell DC: 10

 

Cantrips

 

 

 



 

 

Edited by Hallowed Evening (see edit history)
Name
Initiative
21
1d20+3 18
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Act 3: In Search of the Unknown



Faith tried to reason with the statues and convince them to let her them pass but the statues did not respond. Cyran took the no response as a bad sign and moved to step up next to Nalla.

Next Clarabelle gave it a shot as she called out to the statues in front of them, hoping to pass in peace as Quell moved back away to fall in line next to Roth as Cyran and Nalla formed the front line.

Both statues stepped forward to fill the space left by the retreating Quell, the one on the left flank raised its stone longsword with both hands and brought it down toward Stonecrusher, the goliath easily ducked the awkward swing but the statue came around again faster than she had expected and the stone sword slammed hard into her, knocking the air from her longs but her heavy chain armor had protected her from any serious damage, despite a large dent in the links.

The other statue swung down on Cyran as the cleric deflected the blow with his shield, as it came around again, he pressed himself to the wall causing the stone blade to miss entirely.

These things were obviously not friendly and seemed to be not in a mood for talking.

 


The Caverns of Quasqueton
2:48 pm


WE ARE IN COMBAT
Everyone is up.

ACROBATICS
A successful DC 15 Dexterity (Acrobatics) check is required to dodge past the statues (their space counts as difficult terrain).
Failure results in the character ending his movement in front of the statue without passing and receiving an opportunity attack from one statue.

CONDITIONS

Clarabelle (lantern)
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 2)

Living Stone Statues 

PC's 

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
Statue #1 attacks Nalla;slashing
6; 6
1d20+4;1d10+2 ;
Statue #1 Attacks Nalla; Slashing
15; 7
1d20+4;1d10+2 ;
Statue #2 Attacks Cyran;Slashing
14; 11
1d20+4;1d10+2 ;
Statue #2 Attacks Cyran;Slashing
12; 8
1d20+4;1d10+2 ;
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 Nalla "Stonecrusher" Kalagiano - Goliath FighterToken


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


That's enough of that!

Nalla drops his halberd onto the ground not wanting to dent or chip the blade. In one smooth motion she reaches over her shoulder and pulls out her maul and proceeds to try to knock the head off the statue in front of her. unfortunately the thing is sprier then she thought and it easily dodges her swing.

 



Mechanics

Main Hand: halberd
Off Hand: halberd


Action: Attack with Maul: 8 

Bonus Action: 
Move: 
Manipulate: 

     

 

Edited by Draidden (see edit history)
Name
roll
12
reroll(2d6,2,below,1)+4 3,5
roll
8
1d20+5 3
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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


Reading the corridor and his companions' faces and body language had told Quell all he needed to know. They were preparing for conflict.

The kenku set his lantern down and sheathed his rapier, preparing to draw his shortbow soon as he was ready. 

Wincing, he watched as the two stone sentries swung mightily at the others and was glad nobody had been seriously injured initially. 

 


Mechanics

Main Hand: 
Off Hand: 


Action: Dodge
Bonus Action: 

Reaction:

Free Action: Set down lantern
Move: Staying Put
Manipulate: Sheathe Rapier

 

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 stands at the front, his shield raised to ward off any attacks. He never thought he'd be here, leading a fight, but he seems to have more armor than the others. He doesn't have a great weapon to use, so instead he tries to help his allies. 

"Let the light guide us!"

Those nearest to him - Nalla, Quell, and Faith - all feel a warm glow in their bodies as they seem to see the battle more clearly. 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: casts Bless on Nalla, Quell and Faith
Bonus Action: Your bonus action goes here.
Move: Move up next to Nalla
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 (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.

 

Edited by BobtheWizard (see edit history)
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Arlyn Horskar - Half-Elf Rangerspacer.png



Arlyn moved up to the dragonborn bard to ask her, "If they are here to stop us from approaching will they stop attacking us if we retreat?" Somehow she felt that a solution was attainable without combat; a word or phrase that would make these statues let them pass. 
 

 



Mechanics

Free Action: Passive Perception 14

___________________________________________________

Main Hand: Short sword
Off Hand: Short Sword

___________________________________________________

Action: none at moment
Bonus Action: none at moment
Move: next to dragonborn
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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Uthemar "Roth" Rothenel - Half-elf Druidspacer.png


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


Roth steps back to the allow the more experienced adventurers room to retreat.  "Um.  Do we need to fight statues?  I find leaving a bear within its own cave safer.  Maybe we can return when they hibernate again?"  The druid offers advice from nature.

 



Mechanics

Main Hand: Quarterstaff
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

Concentration:

     

 

 

 

 

 

 

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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 sighed in frustration as her eloquent words were wasted upon inanimate objects unable or unwilling to reason.  Shaking her head, the Tiefling moved to draw her longsword when suddenly the priest stepped in the way.  Surely he did not find her lacking or unable to defend herself and the others?

And then, suddenly, faith understood as he blessing washed over the party.

The Tiefling looked at one of the statues and decided that melee could come later, but for now, she needed to hit this enemy with a blast of energy that came as a blessing or curse from her Infernal  heritage!  A blue, frosty ray shot from her right hand at the statue on the left!

 

 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: Ray of Frost on Left Statue.
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
Ray of Frost
11
1d20+5 6
Bless
1
1d4 1
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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: 2/3 DM Inspiration: 1 PP: 12


 

The bard is a little disappointed that they were not willing to talk.  "I would hope they would just let us leave, but they are approaching, maybe we can make a run for it."  She suggests.  Then she calls out in her beautiful voice.  "Cyran, you have blessed us, may the gods smile their blessings down on you.  You stupid statues are not properly honoring the legacy of Zelligar and Rogain Perhaps you have been taken for granite."  She encourages her freind and mocks the statues.

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: vicious mockery on statue 1 DC13 save or 1d4 damage and disadvantage on next attack
Bonus Action: @BobtheWizard 1d6 bardic inspiration to Cyran
Move: none
Manipulate: hold lantern

Character Sheet

 

Clarabelle the Cold - White Dragonborn Bard 2

___________________________________________________
STATS

Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 12 (+1) Wis 13 (+1) Cha 16 (+3)
HP 13/13 HD 1d8 AC 15 (draconic studed leather) Speed 30 ft.
Resistances Cold

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

Features:

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

 

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

 

Your scales sparkle with faerie dust

 

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

 

Faerie Dragon

___________________________________________________
WEAPONS

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

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

Thunderwave DC13 DEX 2d8 Thunder 15 ft cone.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Charisma +5 
Skills Deception +5, Performance11 +5, Persuasion +5, Stealth +5, Survival +3
Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light armor
Musical Instruments Pan flute, lute, drum

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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


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

 

Damage Resistance. You have resistance to cold damage.

 

___________________________________________________
CLASS FEATURES

Bardic Inspiration (2/3 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]


 

       
Name
Psychic Damage
1
1d4 1
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Act 3: In Search of the Unknown



In one smooth motion Stonecrusher reaches over her shoulder and pulls out her maul and proceeds to try to knock the head off the statue in front of her. unfortunately, the thing is sprier than she thought, and it easily dodges her swing as the large weapon slams into the nearby wall.

Quell took a defensive stance as he prepared to draw his bow as he felt the warm, radiant, glow of calm wash over him and a few of his companions as Cyran held aloft his holy symbol and uttered a prayer to Darach-Albith.

The back ranks discussed the situation among themselves, unsure of what to do as Faith reached out a hand and a cold blue beam shot past Cyran. The blue beam struck the statue, but the cold had not penetrated past the natural hardness of the stone that they were made of.

Clarabelle issued forth her musical magic to bolster Cyran as well as to hurt the statue that he faced. The magic settled over the statue but without a mind of its own the effect did not damage it.

The stone statue swung the stone longsword down onto Nalla, striking her in the shoulder as it popped out of place, and she cried out in pain as she dropped to one knee under the force of the blow.

Next to her the other statue struck down on Cyran as he threw up a flash of light trying to avoid the blow, but it struck him across his chest, driving him backwards.

 


The Caverns of Quasqueton
2:48 pm


WE ARE IN COMBAT
Everyone is up.
Faith's Ray of Frost need not penetrate the statues AC.

ACROBATICS
A successful DC 15 Dexterity (Acrobatics) check is required to dodge past the statues (their space counts as difficult terrain).
Failure results in the character ending his movement in front of the statue without passing and receiving an opportunity attack from one statue.

CONDITIONS

Clarabelle (lantern)
Cyran (bardic inspiration, concentrating)
Faith (blessed)
Nalla (blessed, light)
Quell (blessed, bullseye lantern, dodging)

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 3)

Living Stone Statues 

PC's 

MECHANICS

Clarabelle
Used one Bardic Inspiration (2 of 3 remaining)

Cyran
Used one first level spell slot (2 of 3 remaining)
Used Warding Flare (2 of 3 remaining)
Talkes 5 hit points of slashing damage from Statue #2's stone longsword.
Has 14 of 19 hit points remaining.

Nalla
Takes 9 hit points of slashing damage from Statue #1's stone longsowrd.
Has 4 of 13 hit points remaining.

 

Living Stone Statue #1
Takes 1 hit point of psychic damage from Clarabelle's Vicious Mockery (reduced to 0 immune)

CONDITIONS

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

Cyran
Has Bardic Inspiration (10 minutes remaining)
Is concentrating on Bless (9 rounds remaining)

Faith
Is Blessed

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

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

DESCRIPTIONS

Bardic Inspiration
Once within the next 10 minutes, the creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Blessed
Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

ARLYN HORSKAR (needs to level up)

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

CLARABELLE THE COLD

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

  • 1st - 3/3 *L (+5, DC 13)

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

CYRAN ASTRUCIA

Hit Points: 14/19 (fey ancestry)
Hit Dice: 2/2
Channel Divinity: 1/1 *S/L
Warding Flare: 2/3 *L
Spells:

  • 1st - 2/3 *L (+5, DC 13)

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

FAITH

Hit Points: 12/12 (resist fire)
Hit Dice: 2/2
Divine Sense: 4/4
Lay on Hands: 5/5 *L
DM Inspiration: 1/1
Experience Points: 283 / 300

NALLA "STONECRUSHER" KALAGIANO

Hit Points: 4/13
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
WIS Save Versus VM
1
1d20-3 4
Statue #1 attacks Nalla | Slashing
20; 9
1d20+4;1d10+2 ;
Statue #2 attacks Cyran | Slashing
24; 5
1d20+4;1d10+2 ;
Crit damage to Cyran
9
1d10 9
Statue #2 DIS from Warding Flare
20
1d20+4 16
Retcon Disadvantage on #1 due to VM
22
1d20+4 18
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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 pops off a burst of light as he is attacked, but it is not enough. He is still struck in the chest by the stone hammer.

"Oof!"

He is able to maintain his spell as he stumbles backward, keeping his shield up to block any attempts to catch him off-guard.



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Disengage
Bonus Action: none
Move: move back behind Nalla
Manipulate: none

Reaction: Warding Flare if attacked

Character Sheet

 

Cyran Astrucia  Elf Cleric of Darach-Albith

 

___________________________________________________
STATS

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

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

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

 

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

___________________________________________________
WEAPONS

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

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

 

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

 

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

 

___________________________________________________
CLASS FEATURES

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

 

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

 

Channel Divinity (1/SR)

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

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

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

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

 

Channel Divinity: Turn Undead

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

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

 

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

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

 

Channel Divinity: Radiance of the Dawn

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

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

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

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

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 113.04 lbs.

Spells

  

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

Cantrips

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


1st Level (2/3 slots per long rest)

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

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

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


Notes

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

 

Edited by BobtheWizard (see edit history)
Name
Concentration
11
1d20+3 8
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