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Act 3: In Search of the Unknown


bwatford

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Act 3: In Search of the Unknown



Nalla stood between the doors and then checked the side passage with a glance first, before returning to the scene and pulling the sword free of the wizard that was pinned to the wall with it.  The body collapsed to the floor as she did so. The removal of the body exposed a bloodstained carving. The carved letters read "QUASQUETON" in the common tongue. The longsword, upon being removed, proves to be worthless, since its handle is very loose and the overall quality of the weapon is poor. She then gatthered the belt and dagger from the fallen barbarian.

Clarabelle searched the crumpled body of the fallen wizard. The body is bereft of any items of great value. The wizard's robe, now bloodstained and ruined, has a pocket and within it is a purse containing 2 gp and a pouch full of moldy garlic buds.

Roth comes up to investigate the scene but does not recognize any of the bodies. As he examines the belt, it is very ornately
decorated leather, which would appear to be valuable, except for the bloodstains ruining its appearance. But he doubted the stains could be properly removed so would not be worth much at the market, but however it would make a great souvenir for a warrior.

Nothing else could be decerned from the scene before them other than finding another belt pouch on the human fighter that contained 5 more gold pieces. 

Now they needed to make a decision on how to proceed.
 


The Caverns of Quasqueton
3:03 pm


CONDITIONS

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

MAP IS ACTIVE

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

 

Show Active Maps

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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 in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 28 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (28 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 28 minutes remaining.)

DESCRIPTIONS

Not in Use!!

ARLYN HORSKAR

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

  • 1st - 2/2 *L (+4, DC 12)

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

CLARABELLE THE COLD

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

  • 1st - 2/3 *L (+5, DC 13)

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

CYRAN ASTRUCIA

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

  • 1st - 2/3 *L (+5, DC 13)

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

FAITH (Needs to Level Up)

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

NALLA "STONECRUSHER" KALAGIANO (Needs to Level Up)

Hit Points: 12/13
Hit Dice: 1/1
Second Wind: 0/1 *S/L
Stone's Endurance: 0/1 *S/L
DM Inspiration: 1/1
Experience Points: 311 / 300

QUELL

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

"ROTH" UTHEMAR ROTHENEL

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

 

 

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 Nalla "Stonecrusher" Kalagiano - Goliath FighterToken


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


Well, if everyone is ready, what say we clear out these side passages before we go any deeper in?

If the others agree she will follow Quell. As far as that goes if they decide to go a different direction she will follow Quell.



Mechanics

Main Hand: halberd
Off Hand: halberd


Action: 

 

Bonus Action: 


Move: 


Manipulate: 

 

Reaction: 

 

Death Saves: 0 Success / 0 Fail

     

 

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Clarabelle the Cold - White Dragonborn Bardspacer.png


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


 

She finds a couple gold pieces and some old garlic.  There was something about garlic, but she could not remember what.  It smelled bad so she left it and added the gold to the pot.  Not much so far for almost dying.  She puts on a brave face, It was likely all of the good stuff had been taken long ago.  "Lead on."  She says.

 

 



Mechanics

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___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: none
Bonus Action: none
Move: follow the group
Manipulate: hold lantern

Character Sheet

 

Clarabelle the Cold - White Dragonborn Bard 2

___________________________________________________
STATS

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

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

Features:

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

 

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

 

Your scales sparkle with faerie dust

 

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

 

Faerie Dragon

___________________________________________________
WEAPONS

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

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

Thunderwave DC13 DEX 2d8 Thunder 15 ft cone.

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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


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

 

Damage Resistance. You have resistance to cold damage.

 

___________________________________________________
CLASS FEATURES

Bardic Inspiration (1/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

 

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

 

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

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

 

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

 

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

 

 

Equipment

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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]


 

       
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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 



Looking down all the hallways form his current location, none of them seem any better than the others. He's a little curious about the tunnels that turn back towards the entrance. What could those mean? He gathers himself and prepares to follow along in his assigned position.

"I'm open to other suggestions, but if no one has a better idea of where to go, let's explore our way in. Let's start with this first tunnel to the left, then check out the one to the right, then move to the next set of doors or tunnels and investigate those. Any other ideas?"

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Shield

___________________________________________________

Action: none
Bonus Action: none
Move:  in his usual place
Manipulate: none

Reaction: Warding Flare if attacked

Character Sheet

 

Cyran Astrucia  Elf Cleric of Darach-Albith

 

___________________________________________________
STATS

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

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

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

 

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

___________________________________________________
WEAPONS

Shortsword +4 attack, 1d6+2 piercing damage
Booming Blade additional 1d8 thunder damage if move.
Toll the Dead34 (range 60 ft.) DC 13 WIS, 1d8 / 1d12 necrotic damage
Word of Radiance (range 5' ft. radius) DC 13 DEX, 1d6 radiant damage

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

 

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

 

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

 

___________________________________________________
CLASS FEATURES

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

 

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

 

Channel Divinity (1/SR)

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

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

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

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

 

Channel Divinity: Turn Undead

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

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

 

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

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

 

Channel Divinity: Radiance of the Dawn

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

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

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

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

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 113.04 lbs.

Spells

  

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

Cantrips

Booming Blade (5 ft.)
Guidance (C)
Light
Toll the Dead11 (60 ft.)
Word of Radiance (5 ft.)


1st Level (2/3 slots per long rest)

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

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

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


Notes

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

 

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


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


Roth shrugs at not being add much of anything of value.  "That blood will be almost impossible to clean off that leather belt, so it would only be valuable to a fighter who wants to pretend he stained it in combat."  He didn't feel like he was pulling his weight with these companions.

Standing up, the novice druid collects his staff and nods, "aye, I'll follow you further into the tunnel."  At least, he would bring courage.



Mechanics

Main Hand: Open
Off Hand: Quarterstaff


Action: Throw a dart21; 6
Bonus Action: 
Move:
Manipulate: 

Concentration:

     

 

 

 

 

 

 

 

 

 

 

 

 

 

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Act 3: In Search of the Unknown



Quell led them down the first tunnel that turned left, which quickly turned south, about halfway down he found an alcove that matched one of the alcoves from the entrance hall, further south the tunnel continued as far as he could see before turning back east.
 


The Caverns of Quasqueton
3:07 pm


CONDITIONS

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

MAP IS ACTIVE

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

 

Show Active Maps

spacer.png

The Caverns of Quasqueton
(Click on Map for Larger Image)

Show Bookkeeping

PASSIVE PERCEPTION SCORES

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

INITIATIVE

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 24 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (24 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 24 minutes remaining.)

DESCRIPTIONS

Not in Use!!

ARLYN HORSKAR

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

  • 1st - 2/2 *L (+4, DC 12)

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

CLARABELLE THE COLD

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

  • 1st - 2/3 *L (+5, DC 13)

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

CYRAN ASTRUCIA

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

  • 1st - 2/3 *L (+5, DC 13)

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

FAITH (Needs to Level Up)

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

NALLA "STONECRUSHER" KALAGIANO (Needs to Level Up)

Hit Points: 12/13
Hit Dice: 1/1
Second Wind: 0/1 *S/L
Stone's Endurance: 0/1 *S/L
DM Inspiration: 1/1
Experience Points: 311 / 300

QUELL

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

"ROTH" UTHEMAR ROTHENEL

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

 

 

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Arlyn Horskar - Half-Elf Ranger 2spacer.png



Arlyn continued to follow her companions as she took the position at the end of the line. She would occasionally look back to see is anyone was following them. 

 



Mechanics

Free Action: Passive Perception 14

___________________________________________________

Main Hand: Short Sword
Off Hand: Short Sword

___________________________________________________

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

Character Sheet

Arlyn Horskar - Half-Elf Ranger 2

___________________________________________________
STATS

Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 9 (-1) Wis 14 (+2) Cha 10 (+0)
HP 20/20 HD 2d10 AC 16 (scale mail) Speed 30 ft.

Passive Perception 14 Initiative +3
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, +2 unlearned languages
Background Folk Hero Feature  Rustic Hospitality

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

 

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you

___________________________________________________
WEAPONS

Short Swords +5 attack, 1d6+3 piercing damage
Longbow (range 150/600) +5 attack, 1d10+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Strength +4 
Skills Acrobatics +5, Athletics +4, Animal Handling +4, Nature +1, Perception +4, Survival +4 
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

 

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

 

___________________________________________________
RANGER CLASS FEATURES

Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
[1] Fav Enemy: Beasts 
[2] Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
[3] Learn 1 language of your choice that is spoken by your favored enemies, if they speak one at all.
[4] Choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

 

Natural Explorer. You are particularly familiar with one type of natural environment "forest" and make checks with Advantage (Int or Wis).
While traveling for an hour or more in your favored terrain, you gain the following benefits:
[1] Difficult terrain doesn’t slow your group’s travel.
[2] Your group can’t become lost except by magical means.
[3] Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
[4] If you are traveling alone, you can move stealthily at a normal pace.
[5] When you forage, you find twice as much food as you normally would.
[6] While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
[7] You choose additional favored terrain types at 6th and 10th level.

 

Fighting Style. Druidic Warrior - You learn 2 cantrips of your choice from the druid spell list, and can replace 1 with another from the same list at every level.

 

Spellcasting. You now have access to the ranger spell list. Initially you know 2 spells of 1st level and can replace 1 spell at every level. 

 

Spellcasting Focus. You can use a druid spell focus to cast your spells, i.e., mistletoe, holly, wand, rod, staff, talisman, etc...

Equipment

 

___________________________________________________

General Inventory (128 lbs.)

Short Swords (2) - 4 lbs.
Longbow (20 arrows) - 3 lb.
Scale Mail armor - 45 lbs.
Carpenter's Tools - 6 lbs.
Backpack, Bedroll - 12 lbs.
Sacks (2), Pouch (3) - 2.5 lb.

Waterskin (1), Rations (8) - 21 lbs.

Torches (10), Tinderbox - 11 lbs.

Hammer (1),  Pitons (10) - 5.5 lbs.

Iron Spikes (10) - ?lbs.  loot?

Whetstone, Iron pot - 1 lbs.

Shovel, Fishing Tackle - 9 lbs.

Hemp Rope (50') - 10 lbs.


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 2
Copper: 7

 

Encumbrance

Max Load: 210 lbs. (15 x STR)

Current Weight: 128 lbs.

Spells

 

___________________________________________________  

Ranger Spells
Cantrips: Create Bonfire, Shape Water

1st: Cure Wounds, Hunter's Mark


Spell Save DC: 12
Spell Attack Mod: +4
 


 

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


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


Roth keeps his eyes and ears open trying not tap his staff on the stone floor to manage his stress.  His primary courage coming from safety in numbers.



Mechanics

Main Hand: Open
Off Hand: Quarterstaff


Action:
Bonus Action: 
Move:
Manipulate: 

Concentration:

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


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


Shall we continue on down the hall. We already know what is on the other side of the alcove. And he didn't find any secret door so it doesn't go there.

Nalla glances at the others and Quell to see if they agree.



Mechanics

Main Hand: halberd
Off Hand: halberd


Action: 

 

Bonus Action: 


Move: 


Manipulate: 

 

Reaction: 

 

Death Saves: 0 Success / 0 Fail

     

 

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Clarabelle the Cold - White Dragonborn Bardspacer.png


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


 

Clarabelle finds herself humming a deep and dark cadence as they walk down the hallway.  This was both ominous and exciting, what would they find?  "Yes, lets keep going."  She agrees.

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: none
Bonus Action: none
Move: follow the group
Manipulate: hold lantern

Character Sheet

 

Clarabelle the Cold - White Dragonborn Bard 2

___________________________________________________
STATS

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

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

Features:

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

 

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

 

Your scales sparkle with faerie dust

 

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

 

Faerie Dragon

___________________________________________________
WEAPONS

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

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

Thunderwave DC13 DEX 2d8 Thunder 15 ft cone.

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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


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

 

Damage Resistance. You have resistance to cold damage.

 

___________________________________________________
CLASS FEATURES

Bardic Inspiration (1/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

 

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

 

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

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

 

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

 

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

 

 

Equipment

spacer.png

___________________________________________________

General Inventory (69.4 lbs.)

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

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


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

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 69.4 lbs.

Spells

  

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

Cantrips

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


1st Level (3/3 slot per long rest)

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

Thuderwave [15ft Cone]


 

       
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spacer.png


Act 3: In Search of the Unknown



The corridor continue soth then east for a moment, through another door and then south again before finally turning tot he west. Quell finally held the group up again when he spotted a door on the north wall as the corridor continued west.

Listening at the door he did not hear anything on the other side and the portal did not appear t have a locking mechanism or have any signs of being tapped that he could see.  He turned to the group. Open the door or keep going down the corridor?

 


The Caverns of Quasqueton
3:11 pm


CONDITIONS

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

MAP IS ACTIVE

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

 

Show Active Maps

spacer.png

The Caverns of Quasqueton
(Click on Map for Larger Image)

Show Bookkeeping

PASSIVE PERCEPTION SCORES

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

INITIATIVE

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Clarabelle
Has a lantern lit (5 hours and 20 minutes remaining.)

Nalla
Has the Light Spell cast by Cyran (20 minutes remaining.)

Quell
Has a bullseye lantern lit (5 hours and 20 minutes remaining.)

DESCRIPTIONS

Not in Use!!

ARLYN HORSKAR

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

  • 1st - 2/2 *L (+4, DC 12)

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

CLARABELLE THE COLD

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

  • 1st - 2/3 *L (+5, DC 13)

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

CYRAN ASTRUCIA

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

  • 1st - 2/3 *L (+5, DC 13)

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

FAITH (Needs to Level Up)

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

NALLA "STONECRUSHER" KALAGIANO (Needs to Level Up)

Hit Points: 12/13
Hit Dice: 1/1
Second Wind: 0/1 *S/L
Stone's Endurance: 0/1 *S/L
DM Inspiration: 1/1
Experience Points: 311 / 300

QUELL

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

"ROTH" UTHEMAR ROTHENEL

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

 

 

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Arlyn Horskar - Half-Elf Ranger 2spacer.png



While her companions dealt with what was up ahead, Arlyn made sure that no one was following them. With her sense she tried to see or listen to anyone approaching from behind. 

 



Mechanics

Free Action: Passive Perception 14

___________________________________________________

Main Hand: Short Sword
Off Hand: Short Sword

___________________________________________________

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

Character Sheet

Arlyn Horskar - Half-Elf Ranger 2

___________________________________________________
STATS

Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 9 (-1) Wis 14 (+2) Cha 10 (+0)
HP 20/20 HD 2d10 AC 16 (scale mail) Speed 30 ft.

Passive Perception 14 Initiative +3
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, +2 unlearned languages
Background Folk Hero Feature  Rustic Hospitality

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

 

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you

___________________________________________________
WEAPONS

Short Swords +5 attack, 1d6+3 piercing damage
Longbow (range 150/600) +5 attack, 1d10+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Strength +4 
Skills Acrobatics +5, Athletics +4, Animal Handling +4, Nature +1, Perception +4, Survival +4 
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

 

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

 

___________________________________________________
RANGER CLASS FEATURES

Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
[1] Fav Enemy: Beasts 
[2] Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
[3] Learn 1 language of your choice that is spoken by your favored enemies, if they speak one at all.
[4] Choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

 

Natural Explorer. You are particularly familiar with one type of natural environment "forest" and make checks with Advantage (Int or Wis).
While traveling for an hour or more in your favored terrain, you gain the following benefits:
[1] Difficult terrain doesn’t slow your group’s travel.
[2] Your group can’t become lost except by magical means.
[3] Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
[4] If you are traveling alone, you can move stealthily at a normal pace.
[5] When you forage, you find twice as much food as you normally would.
[6] While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
[7] You choose additional favored terrain types at 6th and 10th level.

 

Fighting Style. Druidic Warrior - You learn 2 cantrips of your choice from the druid spell list, and can replace 1 with another from the same list at every level.

 

Spellcasting. You now have access to the ranger spell list. Initially you know 2 spells of 1st level and can replace 1 spell at every level. 

 

Spellcasting Focus. You can use a druid spell focus to cast your spells, i.e., mistletoe, holly, wand, rod, staff, talisman, etc...

Equipment

 

___________________________________________________

General Inventory (128 lbs.)

Short Swords (2) - 4 lbs.
Longbow (20 arrows) - 3 lb.
Scale Mail armor - 45 lbs.
Carpenter's Tools - 6 lbs.
Backpack, Bedroll - 12 lbs.
Sacks (2), Pouch (3) - 2.5 lb.

Waterskin (1), Rations (8) - 21 lbs.

Torches (10), Tinderbox - 11 lbs.

Hammer (1),  Pitons (10) - 5.5 lbs.

Iron Spikes (10) - ?lbs.  loot?

Whetstone, Iron pot - 1 lbs.

Shovel, Fishing Tackle - 9 lbs.

Hemp Rope (50') - 10 lbs.


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 2
Copper: 7

 

Encumbrance

Max Load: 210 lbs. (15 x STR)

Current Weight: 128 lbs.

Spells

 

___________________________________________________  

Ranger Spells
Cantrips: Create Bonfire, Shape Water

1st: Cure Wounds, Hunter's Mark


Spell Save DC: 12
Spell Attack Mod: +4
 


 

 
Edited by rauhric (see edit history)
Name
Active Perception
18
1d20+4 14
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Clarabelle the Cold - White Dragonborn Bardspacer.png


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


 

As Quell finishes listening and checking the door for traps, she raises her lantern.  "And what is behind door number one?"  She inquires.

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Lantern

___________________________________________________

Action: none
Bonus Action: none
Move: follow the group
Manipulate: hold lantern

Character Sheet

 

Clarabelle the Cold - White Dragonborn Bard 2

___________________________________________________
STATS

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

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

Features:

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

 

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

 

Your scales sparkle with faerie dust

 

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

 

Faerie Dragon

___________________________________________________
WEAPONS

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

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

Thunderwave DC13 DEX 2d8 Thunder 15 ft cone.

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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


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

 

Damage Resistance. You have resistance to cold damage.

 

___________________________________________________
CLASS FEATURES

Bardic Inspiration (1/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

 

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

 

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

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

 

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

 

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

 

 

Equipment

spacer.png

___________________________________________________

General Inventory (69.4 lbs.)

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

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


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

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 69.4 lbs.

Spells

  

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

Cantrips

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


1st Level (3/3 slot per long rest)

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

Thuderwave [15ft Cone]


 

       
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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 is cautious and nervous as he walks down the hall. Those stone guards must be protecting something. He pauses at the door to give Quell time to make a decision.

"If you can open it, I say we see what is behind it. If not, we can keep going."

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Shield

___________________________________________________

Action: none
Bonus Action: none
Move:  in his usual place
Manipulate: none

Reaction: Warding Flare if attacked

Character Sheet

 

Cyran Astrucia  Elf Cleric of Darach-Albith

 

___________________________________________________
STATS

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

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

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

 

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

___________________________________________________
WEAPONS

Shortsword +4 attack, 1d6+2 piercing damage
Booming Blade additional 1d8 thunder damage if move.
Toll the Dead34 (range 60 ft.) DC 13 WIS, 1d8 / 1d12 necrotic damage
Word of Radiance (range 5' ft. radius) DC 13 DEX, 1d6 radiant damage

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

 

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

 

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

 

___________________________________________________
CLASS FEATURES

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

 

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

 

Channel Divinity (1/SR)

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

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

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

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

 

Channel Divinity: Turn Undead

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

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

 

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

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

 

Channel Divinity: Radiance of the Dawn

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

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

Equipment

 

___________________________________________________

General Inventory (112 lbs.)

Scalemail - 45 lbs.

Shield (with emblem) - 6 lbs.

Shortsword - 2 lbs.

Amulet (holy symbol) -- 

Backpack - 5 lbs.
Blanket - 3 lbs

Bedroll - 7 lbs.

2 x Holy Water - 2 lbs.

Prayerbook - 5 lbs.

10 x Candles --

Tinderbox - 1 lb.

Waterskin - 5 lbs.

10 x Rations - 20 lbs.

9 x Incense --

4 x Pouches 4 lbs.

Vestments - 4 lbs.
Common Clothes - 3 lbs.
 

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

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 113.04 lbs.

Spells

  

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

Cantrips

Booming Blade (5 ft.)
Guidance (C)
Light
Toll the Dead11 (60 ft.)
Word of Radiance (5 ft.)


1st Level (2/3 slots per long rest)

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

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

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


Notes

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

 

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


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


Roth watches over and between their shoulders.  He cannot believe he is actually dungeoneering.  It feels a bit surreal to him having imagined adventuring for so long.



Mechanics

Main Hand: Open
Off Hand: Quarterstaff


Action:
Bonus Action: 
Move:
Manipulate: 

Concentration:

     

 

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