emotionaut Posted August 9, 2023 Clone Share Posted August 9, 2023 Najya HP: 27/27 AC: 15 Init: +3 PP: 14 Speed: 45 Ki: 3/3 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC It is not often that Najya makes a sound, so it is perhaps startling for Mariposa to hear the sudden intake of breath as the fire narrowly avoids scorching the wildshaped faun. The exhalation of relief is nearly as loud, though it's doubtful anyone beyond the druid might have heard through the monk's everpresent face covering. Should the spider turn its many eyes in Najya's direction, she would see Najya hang her head apologetically. But Najya does not dwell on her guilt for long. The others are still in danger, and they must be made aware of yet another trap. She once again bangs her staff to gain their attention, before signing: She then follows along after Mariposa, trusting that the educated members of their group will know how to disable or otherwise solve the problem. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 17 1d20+4 13 Link to comment Share on other sites More sharing options...
Spektor Posted August 10, 2023 Clone Share Posted August 10, 2023 Mariposa Faun Druid of Dreams (3) AC: 17 (Shield) | HP: 21/21 | PP: 15 | WS: 0/2 | Spell Slots1st: 4/4 2nd: 2/2 | Insp: ❌ | Languages: Common, Druidic, Elvish, Sylvan The burst of fire earned a squeak of surprise from the small antlered spider and her pincers seemed to shuffle together with a slight anticipation. She was thankful that Najya was thoughtful enough to wait for her exit from the hole before throwing her stone, as she was quite certain a spout of flame that powerful and hot would be enough to cook her, both in spider form and faun form. She seemed to decide that being away from the holes was the best option and skitters away from their dangerous maws at an angle that would allow her various eyes of multiple sizes to take in the entirety of the tile puzzle. She is completely still as the cogs begin turning in her head... OoC Perception to figure out what this puzzle is all about! Are there any markings on the tiles or walls that may indicate an answer to the puzzle? Name xDiceName xDiceResult xDiceString xDiceRolls Perception 12 1d20+5 7 Link to comment Share on other sites More sharing options...
Gregorotto Posted August 16, 2023 Author Clone Share Posted August 16, 2023 Behind, Cyrienne wants to remove the trap entirely from being a problem, and as such, allows Story, Cora, Beacon, and Danuše to get out of the way while she attempts to get rid of the trap. Behind her, Eku does not follow. "I will guard the entrance and warn you if the interlopers come closer." Cyrienne's first pole immediately is broken, but the second one manages to edge part of the blade up, bending it and causing it to keep cutting, but every time it cuts the side of the wall, it dulls the blade considerably, making it more a hit than a slice. Beyond, Najya and Mariposa, as a spider, looks forward to the door, which glows in a sequence: the bottom left square, then the bottom right, then the top right. A sequence of plates on the door that looks oddly like the plates on the puzzle trap. Relaying this information to Story, he relays it to Cora, who, standing on the wall, hops down onto the bottom left square, which depresses: no fire! She reaches down, grabs the brick, then jumps to the bottom right, which depresses again: still no fire! The brick falls on the final square, the top right, and it depresses: there is no fire, as Story leaps the wall and lands on the depressed tile, all three tiles sliding slightly beneath the tabaxi and gnome. It is done: the trap is defeated. "Good going, you two! Did that open the door?" It did not, which causes Cora to harumph and tilt her head. "Back on your back, Story?" The tabaxi hunches down. "I think it best. Najya, Mariposa: our friend Cora and I have discovered that this is the safe way to proceed. If you emulate the crocodile and man, carrying someone on your back, the traps will not activate on you. That said, your method has been deftly effective, so perhaps you do not need it: but our friends behind might. Come, let us solve the puzzle of this door." The foursome move over the wall, the tight area between the ceiling and second wall much tighter than before: the door, no longer glowing, is in a much tighter space. Once in, Cora casts a spell to produce light for herself and the others, allowing them to see the now-dark door. With no handle or latch, the door is fairly simple, save for four glyphs upon with is a switch which can be pulled and turned. Story studies it, then shakes his head. "I cannot make heads or tails of this." Cora, tongue out, studies it intently, then leaning down off of Story while sitting on the tabaxi's taut shoulders, looks at the bottom two glyphs. Two above match them, making a kind of s motion in shape. "Najya. You do the top two. Start at the top, then go down. I'll do the bottom two, in the same order: remember, top to bottom." Najya does as she is bade, touching the top one, pulling, and twisting: the door clicks. She does the second one with the same effect, then Cora repeats the motion in the same order. The door immediately begins to lift, revealing a deeper room within. "Look at us! We're on a roll!" Story smiles, as the foursome moves into the next room. The floor of this dusty, 40-foot-high, 20-foot-wide chamber is littered with dinosaur bones. Webs stretch from the walls to a 30-foot-tall central pillar, coiled around which is a narrow stone staircase, its steps covered with dust. Carved into the pillar are reliefs of a man carrying a crocodile. The reliefs follow the stairs to the top of the pillar, on which sits a large, beautiful, ceramic jug. Cora perks up on top of Story, who is not a fan of still carrying Cora. "Any ideas?" Out of Character Initiative Party13 Allies Eku-Full Health Story-AC 14, 21/21 HP Cora-AC 15, 19/20 HP Enemies Unseen Foes Alright! I rolled for Cora and Story to get us moving after Najya and Mariposa solved the puzzle! So now we have a final puzzle to solve. Let's get to it! To break down our traps: Blade Trap: Roll 1d100. You have a 50% chance of activating the blade trap. If Najya informs people behind her of it, they can stop the trap with 4 2 1 successful DC 10 Strength check to prevent the blades from retracting. Treasury: :3 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted August 20, 2023 Clone Share Posted August 20, 2023 Najya HP: 27/27 AC: 15 Init: +3 PP: 14 Speed: 45 Ki: 3/3 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Bones. And not just the bones of small rodents, but larger beasts like the ones they've met in the jungle. It could be that they were collected or deposited here by the original inhabitants of this place. But Najya is far more concerned that something is alive in this place, and the bones are all that remains of its previous meals. And if there is such a beast lurking within this chamber, it is Najya's job to lure it out and suffer its wrath in the place of the others. She signs: Najya then skulks into the chamber and begins to climb the outer wall, her head on a swivel in search of anything preparing to pounce. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 5 1d20+4 1 Link to comment Share on other sites More sharing options...
Feuerrabe Posted August 21, 2023 Clone Share Posted August 21, 2023 Appearance Age 129 | Height 5' 11" (1.80m) | Weight 126 lbs. (57kg) | Hair Copper Red | Eyes Emerald Green | Complexion Pale Bronze Description Cyrienne is a fiery wood elf maiden, with blazing red curls and expressive emerald eyes, and sharp cut features. She is naturally more curvy than most elves, but not excessively so. She wears a green wood elven armour complete with yellow cape. While it is as authentic a wood elf armour as it gets, it does appear to sacrifice some functionality for grace, and some carmouflage for appeal. Nevertheless, it still provides both, along with protection. The silver brooch, which fixates the cloak upon her shoulder, is holy symbol of Sune. Statblock Sheet Cyrienne Alenuath | Alignment Chaotic good | Type medium humanoid (elf) | Classes Cleric (Light) 3 | Background Acolyte Init +3 | AC 15 (leather) | Senses 60' darkvision | Passive Insight 15; Investigation 9; Perception 15 | Saves Str -1, Dex +3, Con +1, Int -1, Wis +3, Cha +2 Immunities/Resistances Adv. on saving throws vs. magical charms Immune to magical sleep effects Languages Common, Elvish, Sylvan HD 3/3d8 | HP 15/15 | Warding Flare ☐☐☐ | Channel Divinity ☐ | Arrows 20/20 | Spell Slots I: ☐☐☐☐ II: ☒☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on - | Hands Main Longbow, Off Holy Symbol Durations in rds. denote the remaining rounds after the current one. Cyrienne Alenuath, Chaotic Good Female Wood Elf Cleric of Sune Cyrienne gestured to Eku, inviting their guide to come along. The traps were deadly, but Cyrienne didn't want to leave her alone with these creatures watching the camp. Given the deadliness of the traps, Cyrienne skipped her slightly affected attitude and just focused on getting through there alive, rather than looking pretty doing so. In fact, her sullen expression announced both that she wasn't playing pretty and she didn't like not being pretty. Along with Eku where needed, she replicated that the solutions to the riddles, shouting through the walls for confirmation if need be (which would also announce the solution to the creatures watching them, but Cyrienne couldn't help it). Arriving in the chamber she picked through the bones, trying to find some that might give a clue on how old they were and what killed them - like marks from claws and teeth and generally fractures. "Eku, what do you think? Did a predator do that?" Looking up to the others. "If the pattern holds true, it probably expects us to climb the stairs carrying someone on our backs." She grimaced. It was a real struggle for her to not try and seem pretty, which resulted in a bit of a sullen but cute expression. "Unless that was the last check. I do hope there is anything enlightening up there and we're not just desecrating a religious site..." OOC Reaction Use Warding FlareAlso 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. if attacked. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amaryllis77 Posted August 25, 2023 Clone Share Posted August 25, 2023 Beacon HP: 29/29 AC: 14 (Studded Leather Armor) Init: +2 Passive Perception: 14 Passive Insight: 10 Passive Investigation: 13 FeaturesFighter Fighting Style: Dueling Second Wind (Recharges After Short or Long Rest): 1d10+1 Rogue Expertise: Arcana, Perception Sneak Attack: 1d6 Cunning Action Racial Features Darkvision: 60 ft. Fire Resistance Reach to the Blaze At will - produce flame Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ConditionNormal Beacon gauged the puzzle and then at the remaining members in their group before sighing and then looked to what Cyrienne was noting and tried to identify what she was looking at before speaking, "We also have the problem of it just being the three of us climbing up if Lady Eku plans to stay and keep watch." Beacon seemed to continue to be in thought, "Unless, Lady Eku, do you mind staying watch at the top of the stairs. It should give you some extra protection if the interlopers aren't sure about how to solve the trap?" Name xDiceName xDiceResult xDiceString xDiceRolls Nature (identify any claw marks on the bones) 4 1d20+3 1 Link to comment Share on other sites More sharing options...
Spektor Posted August 25, 2023 Clone Share Posted August 25, 2023 (edited) Mariposa Faun Druid of Dreams (3) AC: 17 (Shield) | HP: 21/21 | PP: 15 | WS: 0/2 | Spell Slots1st: 4/4 2nd: 2/2 | Insp: ❌ | Languages: Common, Druidic, Elvish, Sylvan The tiny spider cheered in the only way a creature of her form could, with her front legs raised high and her arachnid form swaying back and forth in a playful dance. If she was capable of clapping for Cora, she would have. The intelligent gnome had certainly shown what she could offer to the party and perhaps saved them hours of failure in the face of the complicated puzzle. As the door slid open, Mari wasted no time crawling towards the floor and moving inside of the next room. She had a plan to avoid all signs of dangerous traps or creatures lying in ambush...unless something caught her curious eye. Standing ahead of the rest of the party (but careful not to get caught underfoot), the antlered spider seemed to experience exactly that. A curious sight -- a jar set atop a seemingly-pointless set of stairs surrounding a central pillar. She skittered quickly over the piles of bones and up one of the dusty walls towards the webs above. She easily moves across the sticky threads towards the central pillar and finally the edge of the jar's open maw. With eight gleaming and inquisitive eyes, she peered inside to see what such a relic might hold within. OoC Rolling a perception just in case! Edited August 26, 2023 by Spektor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 23 1d20+5 18 Link to comment Share on other sites More sharing options...
Gregorotto Posted August 30, 2023 Author Clone Share Posted August 30, 2023 The group proceeds, everyone advancing as they can to the final room, covered in bone. Try though he might, Beacon can find nothing of import on the bones, save they look as if they have been bludgeoned by something heavy. Bone dust is heavy on the floor, in fact, and this Mariposa and Najya both note as they advance, the spider-faun getting a good look at everything. She notes, first and foremost, the ceiling looks as if it were put together and poorly: the bricks seem like they might let loose at any given moment. A good thing she notices this too: as Story and Cora approach the stairs, they both blow hard on the floor, sending dust flying on the steps heading up the stairs. Mariposa, unable to communicate this, sees glyphs on a four steps, which are steep and difficult. The two nod, and proceed, Man and Crocodile as one; even when they step on the glyphs, nothing happens, putting Story's theory to rest as true. The two shake as they go up, the stairs uneven and dangerous, but arriving at the top, Cora grabs the jug, a ceramic thing with several stoppers on the side of it, a strange series of glyphs on it. Pulling out the stopper at the top, Cora looks in, the sloshing sound audible for all to hear. "Huh. There's sound, but there's nothing inside. Bet this is enchanted. Better take it outside to get a better look, huh? Onward, furry steed!" Story growls dangerously below. "I will chunk you, friend Cora." They descend, the jug in hand. The House of Man and Crocodile is complete. What now? Out of Character Initiative Party13 Allies Eku-Full Health Story-AC 14, 21/21 HP Cora-AC 15, 19/20 HP Enemies Unseen Foes I have no idea where Eku is supposed to be based on the description so I put her on the map and I'm going to let us move here accordingly in the next round: is she at the stairs outside, or what? Anyway: we've solved the treasury: huzzah Mariposa's check! You've gained the following items: A jug. It makes sloshing sounds despite having nothing in it That's it. Let's get out of here: tell me how you do it and if you prepare to face foes outside: also where's Eku, so we can make this work better? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Grendel Posted September 3, 2023 Clone Share Posted September 3, 2023 (edited) Danuše | Changeling Rogue/Warlock | Level 1/1 | AC 14, HP: 10/10 | CG | Initiative: +2 | Passive Perception: 12 | | Passive Investigation: 13 | Spell Save DC: 13 | Spell Attack Modifier: +5 | Spd: 30 feet Danuše watches from relative safety as they retrieve the jug sloshing empty. "I will check behind, or now ahead, to confirm it is safe," she says and then carefully retraces her steps to the spiderweb corridor with the unstable center. She makes her way to a point where she can see the entrance and pauses there, ready to fire a blast if needed, to listen and observe and try to determine if anything outside has changed. Edited September 3, 2023 by Grendel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls WIS (Perception) 4 1d20+2 2 Link to comment Share on other sites More sharing options...
Feuerrabe Posted September 3, 2023 Clone Share Posted September 3, 2023 Appearance Age 129 | Height 5' 11" (1.80m) | Weight 126 lbs. (57kg) | Hair Copper Red | Eyes Emerald Green | Complexion Pale Bronze Description Cyrienne is a fiery wood elf maiden, with blazing red curls and expressive emerald eyes, and sharp cut features. She is naturally more curvy than most elves, but not excessively so. She wears a green wood elven armour complete with yellow cape. While it is as authentic a wood elf armour as it gets, it does appear to sacrifice some functionality for grace, and some carmouflage for appeal. Nevertheless, it still provides both, along with protection. The silver brooch, which fixates the cloak upon her shoulder, is holy symbol of Sune. Statblock Sheet Cyrienne Alenuath | Alignment Chaotic good | Type medium humanoid (elf) | Classes Cleric (Light) 3 | Background Acolyte Init +3 | AC 15 (leather) | Senses 60' darkvision | Passive Insight 15; Investigation 9; Perception 15 | Saves Str -1, Dex +3, Con +1, Int -1, Wis +3, Cha +2 Immunities/Resistances Adv. on saving throws vs. magical charms Immune to magical sleep effects Languages Common, Elvish, Sylvan HD 3/3d8 | HP 15/15 | Warding Flare ☐☐☐ | Channel Divinity ☐ | Arrows 20/20 | Spell Slots I: ☐☐☐☐ II: ☒☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on - | Hands Main Longbow, Off Holy Symbol Durations in rds. denote the remaining rounds after the current one. Cyrienne Alenuath, Chaotic Good Female Wood Elf Cleric of Sune Cyrienne slowly walked down the stairs and cast a glance after Danûse. "There is still the people whom Nayja observed out there and they are likely still hiding..." Cyrienne had hoped to make peace with them and hopefully find out more about what happened here. "And there is neglected an Axebeak who still needs our help." If nothing prevented her from doing so, she would try to find some feed and water for the axebeak, so that it could gather some strength, before she would release it. OOC Reaction Use Warding FlareAlso 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. if attacked. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted September 6, 2023 Clone Share Posted September 6, 2023 Najya HP: 27/27 AC: 15 Init: +3 PP: 14 Speed: 45 Ki: 3/3 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Najya is surprised there is no danger awaiting the in the final chamber, but she is not disappointed. The best way to keep her charges safe is to never be in situations where they can come to harm. So the lack of giant spiders or undead spawn is a welcome relief. Following the others out of the ruin, the monk allows her black eyes to adjust to the sunlight. She then surveys the area once again, in search of the small yellow men she briefly spied from above. As the others return to the camp to search it for clues or service the strange bird, Najya is never far behind, ever watchful for dangers. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 17 1d20+4 13 Link to comment Share on other sites More sharing options...
Amaryllis77 Posted September 6, 2023 Clone Share Posted September 6, 2023 Beacon HP: 29/29 AC: 14 (Studded Leather Armor) Init: +2 Passive Perception: 14 Passive Insight: 10 Passive Investigation: 13 FeaturesFighter Fighting Style: Dueling Second Wind (Recharges After Short or Long Rest): 1d10+1 Rogue Expertise: Arcana, Perception Sneak Attack: 1d6 Cunning Action Racial Features Darkvision: 60 ft. Fire Resistance Reach to the Blaze At will - produce flame Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ConditionNormal "They were bludgeoned. That's all I can tell," Beacon admitted about the bones before turning to the others and following, "By what, I can't tell you, maybe our guests everyone speaks about, or maybe something else. Best to keep on our guard, and let's be mindful of the traps." He would then be quick to go ahead and re-inspect the camp. He doubts anyone would come during their short time, but better to be safe than sorry. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 24 1d20+4 20 Link to comment Share on other sites More sharing options...
Spektor Posted September 7, 2023 Clone Share Posted September 7, 2023 Mariposa Faun Druid of Dreams (3) AC: 17 (Shield) | HP: 21/21 | PP: 15 | WS: 0/2 | Spell Slots1st: 4/4 2nd: 2/2 | Insp: ❌ | Languages: Common, Druidic, Elvish, Sylvan Still in her spider form, Mariposa attempted to leap onto Najya and use her as a form of transport to quickly exit the tomb in which they had received their glorious prize of a singular jug. Once outside, she crawls to the ground and performs a tiny and adorable spider dance; before long she has taken her Faun form in a haze of pink mist. "Wow, what an incredible journey that was, my joyous friends! I am so very glad that none of you were injured. Now we have a beautiful and ancient jug, within which lies many secrets, I am certain! Now, onward to new adventures." She giggled happily and set about to aid dear Cyrienne with soothing the Axebeak of its fear and/or any injuries it might have gained in its capture. "You were so very graceful in that tomb, dear Sunset. All of our dear friends were, of course. I await what lies ahead of us with an eager heart." OoC Animal Handling to soothe the Axebeak. I believe Eku waited near the entrance, or at least that's what I thought I read. I'm fine with her waiting near the entrance if that's okay with everyone else. You can disregard my talk of the Axebeak if we come across foes before getting to it and just say that I spoke these things just before exiting. Name xDiceName xDiceResult xDiceString xDiceRolls Animal Handling SyntaxError: Unexpected token nan 1d20nan I messed that up. Gonna try one mo' 'gain! 9 1d20+3 6 Link to comment Share on other sites More sharing options...
Feuerrabe Posted September 10, 2023 Clone Share Posted September 10, 2023 Appearance Age 129 | Height 5' 11" (1.80m) | Weight 126 lbs. (57kg) | Hair Copper Red | Eyes Emerald Green | Complexion Pale Bronze Description Cyrienne is a fiery wood elf maiden, with blazing red curls and expressive emerald eyes, and sharp cut features. She is naturally more curvy than most elves, but not excessively so. She wears a green wood elven armour complete with yellow cape. While it is as authentic a wood elf armour as it gets, it does appear to sacrifice some functionality for grace, and some carmouflage for appeal. Nevertheless, it still provides both, along with protection. The silver brooch, which fixates the cloak upon her shoulder, is holy symbol of Sune. Statblock Sheet Cyrienne Alenuath | Alignment Chaotic good | Type medium humanoid (elf) | Classes Cleric (Light) 3 | Background Acolyte Init +3 | AC 15 (leather) | Senses 60' darkvision | Passive Insight 15; Investigation 9; Perception 15 | Saves Str -1, Dex +3, Con +1, Int -1, Wis +3, Cha +2 Immunities/Resistances Adv. on saving throws vs. magical charms Immune to magical sleep effects Languages Common, Elvish, Sylvan HD 3/3d8 | HP 15/15 | Warding Flare ☐☐☐ | Channel Divinity ☐ | Arrows 20/20 | Spell Slots I: ☐☐☐☐ II: ☒☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on - | Hands Main Longbow, Off Holy Symbol Durations in rds. denote the remaining rounds after the current one. Cyrienne Alenuath, Chaotic Good Female Wood Elf Cleric of Sune "Thank you! You're definitely the most graceful spider I've ever seen!" Cyrienne tried to sound warm, gracious and nonchalant, but she was glowing up to the pointy ear tips over the compliment; she definitely enjoyed it. A lot. OOC Reaction Use Warding FlareAlso 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. if attacked. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted September 12, 2023 Author Clone Share Posted September 12, 2023 The group slowly makes their way back, careful not to activate the traps. Story and Cora work together to help their companions, Najya and company doing their part, with Mariposa returning to her faun form and very much happy to be done with it all: the jar in their hands, they return to the front, with Eku and Danuše leading the pack; as they approach the front, a figure moves into the light, their eyes having adjusted to the dark. The strange dark woman has no idea what she is looking at, nor does Eku immediately: but soon it becomes apparent. The young axebeak has come to visit them, having escaped the pin it was in. The one it was stuck in, and could not get it out of by itself. It cries out, obviously distressed, a bit of rope around its beak as it looks it. Mariposa sees its eyes: they beg for help. And she knows it didn't have rope on its beak before. And it certainly wouldn't have tied a knot by itself. Anyone with a half dozen spider eyes could see this for what it is. Out of Character Initiative Party13 Allies Eku-Full Health Story-AC 14, 21/21 HP Cora-AC 15, 19/20 HP Enemies Unseen Foes Well, will you look at that. A free axebeak! What could go wrong? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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