emotionaut Posted September 17, 2023 Clone Share Posted September 17, 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 Her eyes narrowing in suspicion, Najya wastes not a moment. Despite being in the back of the group, she once again takes to the wall and scrambles past the others and alights on the exterior, where she can get an unobstructed view of their surroundings. She searches silently for threats. Something freed the captive bird, and they were already aware of strange humanoids in the vicinity. The question remains: are they hostile? OOC Guess I'll roll Perception to have a look around. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 7 1d20+4 3 Link to comment Share on other sites More sharing options...
Amaryllis77 Posted September 20, 2023 Clone Share Posted September 20, 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 "Well then," Beacon was quick to have his rapier ready as he also gazed around, "I assume it's our guests that everyone says they're seeing," he said in a whisper and took closer to the front, "Sign of good will or a trap is the question although if it's the former, they could have easily shown themselves. Although...they could also be the ones who set up the camp in the first place." OOC Action: Perception to try and spy our guests. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 13 1d20+4 9 Link to comment Share on other sites More sharing options...
Feuerrabe Posted September 20, 2023 Clone Share Posted September 20, 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 Aurienne could see that this somehow didn't add up, but she still had to help the poor beast. She approached the axebeak with open hands and tried to talk softly to it to calm it down. "Hello, handsome. Don't be scared, I'll try to help you with that..." She tried to reach for and remove the cloth around the beak. 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. Action Animal Handling Name xDiceName xDiceResult xDiceString xDiceRolls Animal Handling 9 1d20+3 6 Link to comment Share on other sites More sharing options...
Spektor Posted September 22, 2023 Clone Share Posted September 22, 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 Mari quirked her head to one side, barely hearing Cyrienne's response as she stared at the Axebeak curiously. "My my, friend! You have freed yourself! How very clever. It seems you have also -- for some reason unknown to me -- tied a rope around your beak! Is this because you do not wish to say anything that may be considered crass?" She giggled melodically, but the laughter quickly faded when she saw the desperation in the creature's eyes. "No, I do not think that is what happened. My friends, I think someone else has done this terrible thing." She reached up and quickly untied the rope from the creature's beak, though her urgency seemed more related to easing the Axebeak's suffering than the inevitable ambush that awaited them ahead. OoC Sleight of hand to untie the rope. Mari is more focused on this than the fact that there are bad guys waiting outside the cave! D: Edited September 22, 2023 by Spektor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sleight of Hand 10 1d20+5 5 Link to comment Share on other sites More sharing options...
Gregorotto Posted September 22, 2023 Author Clone Share Posted September 22, 2023 (edited) Walking into a trap is always dangerous: but walking into a trap knowingly presents its own unique dangers. The bait is before them, the axe beak is clearly distressed. Mariposa and Cyrienne both feel it pull their heartstrings, Cyrienne more on her guard, Mari more enraptured with helping the thing. Story is concerned as well, but stays back, a cautious cat as ever. Cora, too, feels for it. "Poor fella, just wants to be free. Who knows how long it's been stuck in that pin...." Cyrienne, her spell prepared just in case, puts her hand out with open palm to convince the axe beak of her intentions, it does not seem particularly convinced. As Cyrienne's hand begins to reach for the rope, but it panics, moving its head away with a wark; Mariposa reaches quickly and grabs the rope, the effort of the pulling away enough to remove the rope, but losing the trust of the thing. Then Beacon sees it, on the lookout already: the masked figures near the tents, the muddy feet, the chattering whispers. The Batiri Goblins have come at last for them. And they are plenty. Three arrows fly at the axe beak, Cyrienne, and Mariposa, and Cyrienne's spell goes off immediately, a bright light distracting the attackers as they fire. Both Cyrienne13 Attack with Disadvantage (15/13) vs. Cyrienne AC 15, miss and Mariposa avoid their arrows which go wide, but the axe peak takes one to the neck23 Attack with Disadvantage (23/23) vs. Young Axebeak AC 11, hit for 5 piercing damage, not enough to kill it but enough to cause it to panic; it runs to the feet, and then tries to hide behind the toes of the Man and Crocodile. It will not survive another attack, Mariposa knows. A voice, deeper than one might expect for a goblin and from this chattering bunch, cries out. "Kherek-nor!" Out from the tents leaps fifteen goblins, visible to Beacon to see. Immediately four of them stack on top of each other, each wielding a weapon: this strange fighting style is one they are skilled at, sitting on the shoulder of the one beneath, with the top having full range of motion and a bow. Battle is upon them! Out of Character Initiative Party13 Goblins12 Allies Eku-Full Health Story-AC 14, 21/21 HP Cora-AC 15, 19/20 HP Enemies Goblin 1-15 AC, 7/7 HP, Stacked Goblin 2-15 AC, 7/7 HP, Stacked Goblin 3-15 AC, 7/7 HP, Stacked Goblin 4-15 AC, 7/7 HP, Stacked Top Goblin 5-15 AC, 7/7 HP Goblin 6-15 AC, 7/7 HP Goblin 7-15 AC, 7/7 HP Goblin 8-15 AC, 7/7 HP Goblin 9-15 AC, 7/7 HP Goblin 10-15 AC, 7/7 HP Goblin 11-15 AC, 7/7 HP Goblin 12-15 AC, 7/7 HP Goblin 13-15 AC, 7/7 HP Goblin 14-15 AC, 7/7 HP Yokka-AC 17, 21/21 HP Begin Round 1! No surprise actions on account of the axe beak stuff; have fun with this one, it's a doozy! Whoever wants can direct the attacks of Cora and Eku; I'll roll for Eku, but you have Cora completely at your disposal: use her character sheet, even if it's problematic. Edited September 22, 2023 by Gregorotto (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Grendel Posted September 23, 2023 Clone Share Posted September 23, 2023 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 stops when she sees the axebeak, suspicion playing on her expression and replacing the smile at the friendly talk among her companions. "That rope... wasn't there before. Someone is about," she says, knowing she is stating the obvious but needing to say it nonetheless. She is not good with animals, they don't normally like her, so she doesn't move towards it. But she does try and see beyond it... Roll Name xDiceName xDiceResult xDiceString xDiceRolls Roll 18 1d20+2 16 Link to comment Share on other sites More sharing options...
Feuerrabe Posted September 23, 2023 Clone Share Posted September 23, 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 “You vicious ugly pests!” Cyrienne cried out in indignation, stormed ahead in indignation and slipped the holy symbol of Lady Firehair from her neck, in her order to hold it high up in the air. “Since you have forsworn love and beauty, you shall burn in Her vengeance!” While the threat, per se, might not have been particularly intimidating, the fire of Sune’s wrath was. A piercing flash of brilliant golden light showered the clearing, leaving the faithful (including the axebeak) unharmed, but tearing through the flesh of faithless. She was still very concerned about the poor axebeak – it had to be mad with fear by now, but Cyrienne had to focus on getting rid of the threat as soon as possible. These goblins had to be the critters which Najya had seen earlier. Why they hadn’t reacted to Cyrienne’s attempt to make contact, or why they played such a cruel game with the bird eluded her; they could just have attacked. Hopefully they were as pathetic as they looked. 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. Move 25' east Action Channel Divinity: Radiance of DawnStarting 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. All hostile creatures are in range of the effect, but some may have total cover and are not affected. Affected creatures take 16 radiant damage, a Constitution Save vs. DC 13 halves. Name xDiceName xDiceResult xDiceString xDiceRolls Radiant Damage 16 2d10+3 3,10 Link to comment Share on other sites More sharing options...
emotionaut Posted September 24, 2023 Clone Share Posted September 24, 2023 (edited) Najya HP: 27/27 AC: 15 Init: +3 PP: 14 Speed: 45 Ki: 2/3 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 takes off like a shot the moment the goblins reveal themselves. There are too many for her to keep them all at bay, so the next best thing is for her to throw herself into their midst and hope they are drawn to her like moths to a flame. As she runs, she doesn't consider this as a death sentence. She was never meant to live, and so how can she fear death? There is only purpose, and now her purpose is to place herself in harm's way so that her companions may escape. Najya is only passingly aware of Cyrienne moving out into the battlefield. But then there is a flash of light out of the corner of her eye, and in that moment the horde of goblins is reduced to ash, leaving only their leader and one other still standing. If she had the vocal chords to do it, Najya might have laughed or whooped in celebration. As she does not, she can only smile at their good fortune. But this too is lost beneath the cowl across her lower face. There is just the barest hint of it at the corners of her eyes. The monk draws whirls her quarterstaff around and attempts to send this small goblin king to join his fallen brethren. But the afterimage of Cyrienne's luminous display still lingers in Najya's vision, and she miscalculates the attack. She follows up with a kick, which likewise misses the mark. Feeling a surge of anger, she then snaps off another kick, which finally lands, sending the large goblin's head reeling backward. OOC Going for Yokka. Using Fury of Blows because my first two attacks missed and I'm annoyed. Woo, final one hits! Edited September 24, 2023 by emotionaut (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2H Staff Attack 11 1d20+5 6 Unarmed Attack 15 1d20+5 10 Fury of Blows Unarmed Attack 21 1d20+5 16 Unarmed Damage 7 1d4+3 4 Link to comment Share on other sites More sharing options...
Spektor Posted September 24, 2023 Clone Share Posted September 24, 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 distracted Faun is brought to attention with the flash of Cyrienne's divine radiance, causing an arrow to whiz right past her, nearly clipping one of her antlers. The Axebeak was not so lucky and Mari gasped in concern as it took an arrow to its neck. Her care for the creature was nearly enough to draw her attention to be focused only on healing its wounds, but she had learned that if she wanted to survive in this place, she would need to be more than just her feelings. She needed to jump into action and protect her friends, first and foremost. Cyrienne was quicker on her feet than Mari, and within seconds the Priestess was amidst the battlefield. The Faun had just enough time to draw her quarterstaff before another blinding light engulfed the camp ahead of her. She raised a hand to shield her eyes from the flash and when she looked once more, nearly all of the strange masked creatures are little more than ash. Mariposa gulps loudly; she had known dear Sunset to be powerful, but even she had underestimated the Elven beauty's abilities. Still, some remained. Still, some threatened the ones she loved -- the ones she needed to survive this place. Najya was already in motion with a flurry of attacks against the largest of the attackers, so she would focus on bringing down any stragglers and supporting her friends where she could. Mari finally jumped into action, sprinting forward so that she still remained a ways back from their enemies. She chanted low in Sylvan as her right hand brushed gently over the small pouch of stones she had collected during their travels, enchanting them with Fey energy and the swelling power of her own emotions. Mari plucked one of the stones from the bag and with her other hand drew the makeshift sling she had crafted herself. With the stone as her ammo, she swung the sling in a circle and loosed the magically-infused rock towards the single remaining smaller goblin. OoC Movement - Left two spaces, then up three spaces. Bonus Action - Casting Magic Stone Action - Shoot that stone at G11! Name xDiceName xDiceResult xDiceString xDiceRolls Sling Attack (Magic Stone) 17 1d20+5 12 Magic Stone Damage 4 1d6+3 1 Link to comment Share on other sites More sharing options...
Grendel Posted September 25, 2023 Clone Share Posted September 25, 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 is shocked into a minor paralysis at Cyrienne's display of power then shakes it off, raises her hand and speaks in a language that is almost painful to the ear, a sense that something is crawling into them as words flow from her mouth. She aimed the force blast at the largest of the foul creatures, but the blast was at best a glancing blow. Edited September 25, 2023 by Grendel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast 12 1d20+5 7 Damage 1 1d10 1 Link to comment Share on other sites More sharing options...
Amaryllis77 Posted September 26, 2023 Clone Share Posted September 26, 2023 (edited) 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 had been preparing to move with fire forming in his hands only for him to stop and jaw drop in awe as he watched Cyrienne drop a bright bomb of light on the goblins. He covered his eyes afterwards. When the light faded, Beacon shook his head and tried to regain his wits, "More effective than what I planned, Lady Cyrienne." he stated jokingly before he pulled out his rapier. He noted how the goblin that seemed to be their leader seemed to be standing before Najya who moved up to him. Thinking it was the best bet, Beacon dashed up to the goblin and aimed for a perfect thrust although he clearly missed. OOC Action: Attacking Yokka (12 Attack) for 6 damage, and possibly 4 sneak attack. Edited September 26, 2023 by Amaryllis77 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 12 1d20+4 8 Damage 6 1d6+2 4 Sneak Attack 4 1d6 4 Link to comment Share on other sites More sharing options...
Gregorotto Posted September 30, 2023 Author Clone Share Posted September 30, 2023 ☠ Round I ☠ The company leaps into action, and it is Cyrienne that leads the way. Moving directly into the center of the goblins, who begin to turn and aim their blades and arrows at her, the tower of goblins ready to destroy her, the power of Lady Firehair fills her, and a radiant burning light emerges like a wave from her, spreading and engulfing the goblins. They cry out, their masks untouched by the blast, but their flesh turns black and burns, ashen as all but the goblin bossSave 18 vs. DC 13, save for 8 radiant damage collapses, blasted away and to the ground where the charred corpses lay. In the wake of such a devastating blast, only the goblin boss and one goblin behind the tent remain, the latter panicking with a loud cry, throwing her blade and running for the nearby boats, hoping for a hasty escape. The goblin boss curses in his own tongue, his skin charred but still standing, blade at the ready. Najya approaches and though she offers a flurry of blows to her masked foe, only one hits, knocking the goblin boss into the side of one of the tents; Beacon joins her, and attempts to do the same, though gets caught in the other tent's flaps. Mariposa, descending, sends a magic stone flying into the fleeing goblin's head, knocking his mask off and revealing a yellow skinned goblin, not unlike the kind she is used to in the Feywild, but with sharpened teeth and face paint, scowling at her with blood dripping off of her hair. Cora and Story burst into action as Danuše sends an eldritch blast at the goblin boss's feet, just barely missing him. Story speaks something low and in his native tongue, and the whispers fill the goblin boss's ears: he grabs his masked face, groaning before screaming, which ends suddenly as blood bursts from his eyes and ears, falling to the ground deadStory's Dissonance Whispers DC 13 vs. Yokka Save 5, fail for 10 psychic damage. Cora, pointing her blade at the fleeing goblin, sends a series of magic missiles darting across the top tent and into the back of the goblin, hitting her one, two, three and sending the goblin flying into the quick-moving water, her body disappearing in the currents a moment later. Despite the ambush, the only damage of note was done to the axe beak, who shivers still at the side. Eku begins to approach, but falls short. Out of Character Initiative X Allies Eku-Full Health Story-AC 14, 21/21 HP Cora-AC 15, 19/20 HP Great job folks, End Combat! I'm very surprised at how quickly that went, but glad it went fast. We've more or less run out of things to do at Camp Righteous and need to decide what to do best; I'll let you lot explore and in my next post broach what to do from Eku's perspective; also, feel free to figure out what to do with the axe beak. Also, everyone roll me another initiative check for our next combat session, which who knows what that'll be. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Feuerrabe Posted September 30, 2023 Clone Share Posted September 30, 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 gave Beacon a smile that was almost as radiant as her earlier outburst. “Thank you – sometimes Sune’s rage can be remarkably effective.” With that she looked over the burned corpses in front of her, having to swallow and blink a couple of time. She had been furious with anger and to show those critters had been the goal, but the efficiency with which it eradicated them had been a bit of a surprise. “Well, I suppose they had it coming – they were trying to kill us,” she mumbled and looked around. Much to her delight, none of her companions was seriously injured, but the poor axebeak was still in dire need of help. Thus, Cyrienne approached the axebeak alongside Eku. She tried to avoid any sudden motions and softly whispered the words of a healing spell to help the poor creature; hopefully it wouldn’t run away when she tried to remove the rope around its beak after. OOC Action Cure Wounds on the Axe Beak as level 1 spell. Name xDiceName xDiceResult xDiceString xDiceRolls Cure Wounds: Hit Points Healed 10 1d8+3 7 Link to comment Share on other sites More sharing options...
Spektor Posted October 4, 2023 Clone Share Posted October 4, 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 In the wake of battle Mariposa huffed out a breath of relief, glad to see that none amongst her friends had been injured. "That was fantastic! Well done, friends!" She clapped excitedly, offsetting the grotesque scene of burned goblins with a inspiring gesture. Her eyes settled on Cyrienne as she moved to soothe the Axebeak and within moments Mari had trotted to her side, whispering sweet sounds towards the creature in hopes of calming it. "Come now, she only wishes to help -- as we all do." The Faun attended to the bird creature and helped Cyrienne in whatever way she was able to ensure it was fully healed. Afterwards, she moved to whatever remained intact of the felled enemies and examined them closely. "Ah, they remind me so much of the little rascals back home in the Feywild -- but with faces much more fierce. Perhaps the funny fellows found a fairy's circle, and foolishly fell forward, finding themselves flung into this floral frontier, fought furiously its flora and fauna, yet finally fared fine and forged a fitting fort." A trill of laughter escaped her lips as she searched over one of the bodies for trinkets or gold. "A shame that they made the mistake of trying to attack us. Where should we go for our next adventure, then?" OoC Animal Handling to calm the Axebeak as Cyrienne approaches. If I have time, I'd also like to do an investigation or perception to check over the bodies of the goblins for any sort of trinkets or goodies. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 6 1d20+3 3 Animal Handling 22 1d20+3 19 Perception (or +0 if investigation) 15 1d20+5 10 Link to comment Share on other sites More sharing options...
Grendel Posted October 8, 2023 Clone Share Posted October 8, 2023 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 "This place was not the final destination in your quest, was it?" Danuše asks though she is confident the answer is 'no.' "I suggest we rest as needed and then carry on towards the final destination." She doesn't say that she has no idea what that is, rather trusting that there is one. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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