Underleaf Posted August 3, 2023 Clone Share Posted August 3, 2023 Yveran "Anne" Tallindor - Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 She had been holding it together. Her edges were frayed and ragged, emotions danced on the edge of a thin blade ready to slice through her and anyone who pushed her. Anne had felt the threads of her life shredding over the last twenty-four hours and had actively been grasping at those loose tendrils, trying to keep it all together. It came as no surprise it was Olvyn who shredded what little control she had maintained. "Are you kidding me?" Anne seethed through her lips. Her heart began to pump below her breast, her breathing hot with anger. "WHAT THE BLOODY HELLS IS WRONG WITH YOU?!" The voice of the half-orc echoed over the refugees who had suddenly seemed to silence themselves. "YOU'VE GOT NO RIGHT TO ASK ANYTHING OF ME. YOU ABBICATED THAT RIGHT WHEN YOU CHOSE POWER OVER ME!" She was unaware of the lack of bells, only her pulse bounded through her ears. Anne looked through the crowd to where the others had passed. She saw a door in the distance and knew that was her path. "I am done. Don't talk to me again." The artist stood to face her father at eye level. She held his gaze for a moment, a myriad of emotions evident in her eyes. When she turned, her bruised shoulder intentionally pushed him out of her way. She was an exposed nerve. Anne could feel the rawness of her heart and mind. She questioned everything and everyone. Olvyn had been the one to suffer her anger first, but she could feel he might not be the last. When she slipped into the room where the others worked, the sorcerer slinked into a corner, hoping no one would talk to her. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: none Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Yveran "Anne" Tallindor Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o Light CrossbowAmmunition, Loading, (Range 80/320), Two-Handed +4 attack, 1d8+2 piercing o DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features DarkvisionYou 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., Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check., Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells., Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. 1st: Faerie Fire, Longstrider 2nd: Locate Animals or Plants, Locate Object 3rd: Clairvoyance, Speak with Plants 4th: Divination, Locate Creature 5th: Commune with Nature, SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells., Origin: Aberrant MindPsionic Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Psionic Spells Sorcerer Level Spells 1st Arms of Hadar, Dissonant Whispers, Mind Sliver 3rd Calm Emotions, Detect Thoughts 5th Hunger of Hadar, Sending 7th Evard's Black Tentacles, Summon Aberration 9th Rary's Telepathic Bond, Telekinesis, Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature., Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Creating Spell Slots Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7, Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth. Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted August 8, 2023 Clone Share Posted August 8, 2023 Bronn the Salvor (Mountain Dwarf Artificer) AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 2/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator Blade of the Resistance: 0/1 Powered Steps: +5' speed Dampening Field: Advantage on Dex(Stealth) Defensive Field: 2/2 (Guardian armor only) Truth be told he'd made do with ramshackle workspaces for most of his life, and many of them considerably less appealing than Watcher's office. Still, he preferred someplace that was at least his own, someplace he'd lived in for a bit and where he'd had a chance to arrange things to his liking. He moved over to the desk and made a face, clearing off anything that was in the way quickly but not recklessly. It looked like dreck to him but one man's junk was another's treasure, as they said, and he didn't want anyone bawling that he'd wrecked their prized possessions. Then he laid out a cloth he produced from his pack and set the chest upon it. Bain crept down his arm and began working in tandem with the dwarf - angling his metallic wings to reflect light into the joints of the box, extending a tiny talon into a gap that the dwarf couldn't reach, and holding at the ready various tools which Bronn employed. The dwarf inspected every square inch visually first, then by tapping here and there with fingers and sometimes a small hammer, and eventually probing gently with picks and other tools. After a short while he sat back and frowned down at the thing, chin in one thick hand. Mechanics ___________________________________________________ Main Hand: Jeweler's Pick Off Hand: Shield ___________________________________________________ Action: None Bonus Action: None Move: None Manipulate: None ___________________________________________________ Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 9 1d20+5 4 Investigation (Advantage from Bain) 15 1d20+5 10 Guidance (if Olvyn opts to help out) 2 1d4 2 Link to comment Share on other sites More sharing options...
SirLoganofGilead Posted August 8, 2023 Author Clone Share Posted August 8, 2023 Book One: The Scouring of Gate Pass Act Three: Escaping The City As you study the case closer, you see that it in fact does have some sort of seam. However, this is one of the most finely fitting cases any of you have ever seen. You aren't 100% sure, but you think it is highly likely that it was made and sealed with some sort of magic. You are certain that the steel has not been tampered with in any way, and that it can be broken...maybe. Info 21 DC strength check will open the case. You would have to learn to see if it can be opened magically. It needs to be smashed with the str check. Show Active Maps Loot Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted August 9, 2023 Clone Share Posted August 9, 2023 Belfyr - Half-Elf Ranger AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1 There was something about seeing a skilled craftsman at their craft. Belfyr could respect it far more than he could most other things in life. A leatherworker hard at work at the tanning rack might be nothing more than her beating a flattened club into the hide, but the fact that she could do it with a consistent pattern or purpose was worth the price of admission. Bronn's efforts were no different. Belfyr watched from a short distance away as the dwarf and his curious metallic companion went to work. As far as the half-elf could tell, there were no wasted movements. If something did not result in further study, he saw it as an exploratory move and nothing else. He knew those types of things on a personal level himself; as his own craft had many opportunities to explore and test. He may cut a sprig of clove and toss it into a stew only to dig it out again a few seconds later after deciding it was unnecessary. Something about being an observer also spawned an emotion out of his own coat-tail clingers. As Belfyr stood and watched the exploration of the casing, his demeanor took on the calm sanctimony that the physical building he stood inside once held. There would be no more of that for these stone walls and high ceilings. It would forever be a place of calamity and noise, heartache and bad memories. For a brief moment, it reached out and gave its old ways to the half-elf and his glow swarm. Pouring out of his sleeves, the wisps danced about around his shoulders as they looked to see what was given their master such a respite. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Your bonus action goes here. Move: Not moving Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Belfyr Half-Elf Ranger (Swarmkeeper) 3 NG AC 15 HP 20 Speed 30 ftft Str 14 (2) Dex 16 (3) Con 10 (0) Wis 14 (2) Int 10 (0) Cha 12 (1) Attacks Longbow Quarterstaff Half-Elf Features: Darkvision Fey Ancestry: Adv on saving throws vs charmed, Magic can’t put you to sleep. Skill Versatility: Persuasion, Survival Ranger Features Favored Foe: Tasha's pg 57 Natural Explorer: Fighting Style: Defense +1 to AC when worn Spellcasting Ranger Archetype: Swarmkeeper Gathered Swarm Swarmkeeper Magic: bonus Mage Hand, Faerie Fire Primeval Awareness: PHB Equipment Assets: 84 gp Carried/Worn Total for Pack o Longbow o Quiver w/20 arrows o Common Clothes o Studded Leather o Quarterstaff o Herbalism Kit o Mess Kit o Cooking Utensils Spell Casting Spell Save DC: 10 Spell Attack Mod: +2 Spells Known: Spell Slots: 1st 3/3 2nd 0/0 Cantrips Mage Hand 1st Level Faerie Fire Cure Wounds Goodberry Hunter's Mark 2nd Level Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted August 11, 2023 Clone Share Posted August 11, 2023 Bronn the Salvor (Mountain Dwarf Artificer) AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 2/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator Blade of the Resistance: 0/1 Powered Steps: +5' speed Dampening Field: Advantage on Dex(Stealth) Defensive Field: 2/2 (Guardian armor only) He figured it was spelled but there wasn't anything directly pointing to it, other than the elves were messing with this thing and it was their way to spell whatever they could. He had the inklings of spells that would crack this nut, only it was just that: inklings. He hadn't bothered to do any real research there, despite his profession. Mostly he liked to do things the old fashioned way. He unslung his pack and dug out a hammer and crowbar to aid with what would be a simple brute force attempt. If that didn't work and he wasn't sure it would - he'd go at it full bore with anvil and tongs, but it would take him some time to pull together the materials for a venture like that. He looked around as though noticing his companions for the first time and grunted. "There's a seam here, so it ain't a solid block. Which means it can be pried open, but it ain't gonna be easy. Maybe a few of us together can give it a go. If that don't work I'll spend some quality time with some forge tools." He tapped the hammer gently against the prybar a few times. "Unless one of you can Knock it," he finished. Mechanics ___________________________________________________ Main Hand: Jeweler's Pick Off Hand: Shield ___________________________________________________ Action: None Bonus Action: None Move: None Manipulate: None ___________________________________________________ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Krezzlar Posted August 15, 2023 Clone Share Posted August 15, 2023 Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None Olvyn was shocked and stunned by his daughter's outburst and subsequent storming into the back office. The rage, the aggression, the ultimatums. It was all things he had seen before when Yveran was a young girl but it was very different coming from the now fully grown woman (who honestly could probably overpower the elder man if she chose to do so). It was obvious to Olvyn there was still a great deal of work to be done to make his daughter understand the great sacrifices he had made to insure their place in the world. With a sigh, the old man rose to his feet and made his way slowly to the back office where the others were gathered. Along the way, he gave a remorseful smile and whispered some apologies to the nearby refugees. "Just a misunderstanding." "She always was a bit tempermental. Gets it from her mother's side." "Teenagers, you know how it is." As Olvyn prepared to enter the room, he heard the dwarven worksmith Bronn talking about breaking open the case either by force or by spell. Turning around the doorway, he notes the group including the chef Belfyr and the captain huddled around the dwarf and inspecting the prize from the Academy adventure. His daughter sulked in the corner, another habit he was somewhat familiar with from her formative years. She used to sulk in her room for hours until finally he would send the zombies to dance for her amusement. A shame there were no fresh corpses around. "Well, let us just hold on a minute there Master Smith. I unfortunately no longer possess the magic you speak of and unless my daughter " - Olvyn glances over at Yveran just to be met with an icy glare in return " - no, I suppose she does not have those capabilities either. Now I am as curious as to the contents of that container as anyone but if we open it too hastily we run the risk of destroying whatever treasure might be inside. Perhaps our benefactor Torrent might have some information that might be of assistance. I believe she is just next door, I can retrieve her presently." The elder Tallindor then turns to find Torrent and beckon her to join their discussion. Mechanics Main Hand: Holy Symbol Off Hand: Shield Manipulate: Bonus Action: Action: Move: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted August 15, 2023 Clone Share Posted August 15, 2023 Belfyr - Half-Elf Ranger AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1 Bronn's assessment deflated the air in the room a bit, and Belfyr could not hide his disappointment. Add to that, the room was also growing a bit more crowded than it had a few minutes ago. The two new occupants had even been so pleasant to bring their fouls auras with them in the forms of sulking anger and obtuse narcissism. The half-elf was not amused. Belfyr also hated that he agreed with Olvyn to an extent. Using brute force was certainly an option and the half-elf was happy to assist in it, but if there was magic involved with this case then it was as likely as anything to harm them or the contents if triggered. At least -he thought with a tinge of amusement- that's how he'd set it. At the offer to get Tennant by the wizard, Belfyr merely waved him to the exit again. The man clearly didn't need a voting party to do as he wished and so it felt as though Belfyr was at least helping by condoning it after the fact. "So much trouble for a thing we," The half-elf raised his hand and began counting off the list of problems with this whole ordeal, "Don't know what's in it. Who it goes to. Why it's here. And what we're supposed to do with it afterwards." With only his thumb left standing, he swiped it across his neck as if beheading himself. "Rabbits could organize a better rebellion." Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Your bonus action goes here. Move: Not moving Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Belfyr Half-Elf Ranger (Swarmkeeper) 3 NG AC 15 HP 20 Speed 30 ftft Str 14 (2) Dex 16 (3) Con 10 (0) Wis 14 (2) Int 10 (0) Cha 12 (1) Attacks Longbow Quarterstaff Half-Elf Features: Darkvision Fey Ancestry: Adv on saving throws vs charmed, Magic can’t put you to sleep. Skill Versatility: Persuasion, Survival Ranger Features Favored Foe: Tasha's pg 57 Natural Explorer: Fighting Style: Defense +1 to AC when worn Spellcasting Ranger Archetype: Swarmkeeper Gathered Swarm Swarmkeeper Magic: bonus Mage Hand, Faerie Fire Primeval Awareness: PHB Equipment Assets: 84 gp Carried/Worn Total for Pack o Longbow o Quiver w/20 arrows o Common Clothes o Studded Leather o Quarterstaff o Herbalism Kit o Mess Kit o Cooking Utensils Spell Casting Spell Save DC: 10 Spell Attack Mod: +2 Spells Known: Spell Slots: 1st 3/3 2nd 0/0 Cantrips Mage Hand 1st Level Faerie Fire Cure Wounds Goodberry Hunter's Mark 2nd Level Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SirLoganofGilead Posted August 15, 2023 Author Clone Share Posted August 15, 2023 Book One: The Scouring of Gate Pass Act Three: Escaping The City It did not take Torrent long to return with Olvyn to the room. She immediately moves into the room and towards the case, having been filled in on the situation by Olvyn, she put her hand on the case and it began to glow. She turned back to the group, her face grim. It's"Force or magic only. Breaking in or breaking the magic will not harm the documents inside. It's just a simple arcane lock. I don't know Knock, or I would do it myself. Maybe a big enough drop off the roof? Hard to say. We are going to need to get this case out of the city...and probably ourselves. I know where it needs to go." Info 21 DC strength check will open the case. You would have to learn to see if it can be opened magically. It needs to be smashed with the str check. Show Active Maps Loot Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted August 16, 2023 Clone Share Posted August 16, 2023 Belfyr - Half-Elf Ranger AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1 Still high on his own self-assessment of the situation, Belfyr used his girth and staff to wedge himself closer to the case. With one eye firmly pointed at the dwarf and a wry smile on his face, Belfyr tapped the case with his staff. "A silver piece says I can get this open on the first try." The blunted end of his staff comes off the case and swings about to the others standing around. "Anyone else want in on this?" Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Your bonus action goes here. Move: Not moving Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Belfyr Half-Elf Ranger (Swarmkeeper) 3 NG AC 15 HP 20 Speed 30 ftft Str 14 (2) Dex 16 (3) Con 10 (0) Wis 14 (2) Int 10 (0) Cha 12 (1) Attacks Longbow Quarterstaff Half-Elf Features: Darkvision Fey Ancestry: Adv on saving throws vs charmed, Magic can’t put you to sleep. Skill Versatility: Persuasion, Survival Ranger Features Favored Foe: Tasha's pg 57 Natural Explorer: Fighting Style: Defense +1 to AC when worn Spellcasting Ranger Archetype: Swarmkeeper Gathered Swarm Swarmkeeper Magic: bonus Mage Hand, Faerie Fire Primeval Awareness: PHB Equipment Assets: 84 gp Carried/Worn Total for Pack o Longbow o Quiver w/20 arrows o Common Clothes o Studded Leather o Quarterstaff o Herbalism Kit o Mess Kit o Cooking Utensils Spell Casting Spell Save DC: 10 Spell Attack Mod: +2 Spells Known: Spell Slots: 1st 3/3 2nd 0/0 Cantrips Mage Hand 1st Level Faerie Fire Cure Wounds Goodberry Hunter's Mark 2nd Level Name xDiceName xDiceResult xDiceString xDiceRolls STR - Adv 12; 16 1d20+4;1d20+4 [8]; [8,12] Link to comment Share on other sites More sharing options...
Gralhruk Posted August 24, 2023 Clone Share Posted August 24, 2023 Bronn the Salvor (Mountain Dwarf Artificer) AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 2/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator Blade of the Resistance: 0/1 Powered Steps: +5' speed Dampening Field: Advantage on Dex(Stealth) Defensive Field: 2/2 (Guardian armor only) Bronn merely grunted when nobody admitted to having the magic to pop it open - it had been a long shot, but you didn't know 'til you asked. He gave Olvyn a skeptical look when he figured they ought to get Torrent's opinion before doing anything, but he held off bashing anything until they went and got her. She said much of what he'd already decided, though at least they had her blessing that this wasn't a sure way to ruin the documents inside. It wasn't like he was going to roast the thing in a fire or dunk into a vat of acid. When Belfyr stepped up he nodded, then proceeded to wedge his crowbar in the the crack he found, using the hammer for good measure. When it seemed as good as it was going to get, he choked up on the bar to leave room for the half-elf, gesturing with his chin for Belfyr to grab a hold of the end of the bar. He seemed sturdy so he might as well get more leverage. When it seemed all was set, he nodded again. "Ready, pull!" he rumbled out. Mechanics ___________________________________________________ Main Hand: Jeweler's Pick Off Hand: Shield ___________________________________________________ Action: Join Belfyr and use crowbar to gain advantage. I'm hoping for some additional bonus for the leverage and the fact that there are two of us, but whatever you see fit. Also, I am assuming Olvyn will drop a guidance on us. I think Basil ought to roll since technically Bronn is helping Belfyr rather than the other way around. Bonus Action: None Move: None Manipulate: None ___________________________________________________ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Krezzlar Posted August 25, 2023 Clone Share Posted August 25, 2023 Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None Olvyn acquiesced to the group's desire to bash another obstacle into submission. Though he usually preferred less direct methods, he was aware the group's limited skillset left them with few other options. The wounded former necromancer did prefer to be elsewhere on the off chance their prize case was rigged to avoid tampering however. Seeing his daughter still shooting daggers at him with her glare, Olvyn saw his chance and cleared his throat uncomfortably before heading over to the doorway. "Well, if this is the path we need to partake, I suppose I will keep an eye outside in case our endeavours draw any unwanted ears our way. Do be careful though. I would rather not have to piece together the clues if that can be avoided." Before exiting, the former councilman gave Belfyr a reassuring pat on the shoulder on the way out. "May the Great Worm bless your efforts good chef." Mechanics Main Hand: Holy Symbol Off Hand: Shield Manipulate: Bonus Action: Action: Guidance on Belfyr (or Bronn if Bronn's making the roll) Move: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SirLoganofGilead Posted September 2, 2023 Author Clone Share Posted September 2, 2023 Book One: The Scouring of Gate Pass Act Three: Escaping The City Prying with the bar seems to yield very little results. It seems this is the type of action the case was designed to hold up against. However, toward the end of the prying the case is flipped end over end, and the case is thrown much harder than it should be against the floor. The steel is cracked enough that now between Bronn, and Belfyr they can pry the metal itself apart. Inside the case is almost a full ream of paper. Examining the stack reveals that the pages are written in an undecipherable script. However, there are copious maps and architectural drawings for some sort of underground complex. Show Active Maps Loot Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted September 7, 2023 Clone Share Posted September 7, 2023 Yveran "Anne" Tallindor - Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 Like every snake that has ever lived, Anne watched her father slither out of the room. If conjuration was in her skillset, daggers would be stabbed into the door the man closed behind him. She growled to herself in frustration and could feel the heat of anger still flush her skin. The case hitting the floor broke her intense glare at the man who was no longer present. Anne's brow scrunched as the stack of paper was revealed. She glowered down at the maps and indecipherable writing, as though it was in a conspiracy with Olvyn. "And what do we do with this?" There was a bitter bite to each word. "Gibberish with no real information, nothing to actually tell us what we want to know. Why would any of us want to know why we're here?" She had not leaned down to review the documents. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: none Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Yveran "Anne" Tallindor Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o Light CrossbowAmmunition, Loading, (Range 80/320), Two-Handed +4 attack, 1d8+2 piercing o DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features DarkvisionYou 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., Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check., Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells., Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. 1st: Faerie Fire, Longstrider 2nd: Locate Animals or Plants, Locate Object 3rd: Clairvoyance, Speak with Plants 4th: Divination, Locate Creature 5th: Commune with Nature, SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells., Origin: Aberrant MindPsionic Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Psionic Spells Sorcerer Level Spells 1st Arms of Hadar, Dissonant Whispers, Mind Sliver 3rd Calm Emotions, Detect Thoughts 5th Hunger of Hadar, Sending 7th Evard's Black Tentacles, Summon Aberration 9th Rary's Telepathic Bond, Telekinesis, Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature., Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Creating Spell Slots Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7, Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth. Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted September 7, 2023 Clone Share Posted September 7, 2023 Bronn the Salvor (Mountain Dwarf Artificer) AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 2/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator Blade of the Resistance: 0/1 Powered Steps: +5' speed Dampening Field: Advantage on Dex(Stealth) Defensive Field: 2/2 (Guardian armor only) When the case spilled its guts, Bronn was first over to collect the documents that fell out. He quickly arranged them on the desk, shifting the maps to one pile and doing his best to sort the papers in another. He'd a magnifier back at the shop that he would have liked to have, but he'd be lucky to ever see the shop again, let alone hope that any of his gear survived. "There's information, sure enough, we just gotta figger it." He glanced at Anne, the frustration plain on her face. He'd been hoping for answer too, but the truth was that the answers were probably here. It just wasn't as straightforward as one might hope. "Well, nothing is easy," he said - an expression Anne had often heard from him, "take a look at these maps, see if you can make heads or tales of them. Might be something looks familiar." He took a moment to eyeball the documents, familiar with the art of writing from his years of work as a scrivner, calligrapher, and forger. Languages weren't his forte, but he'd an understanding of codes. Might be he could make out some patterns. Mechanics ___________________________________________________ Main Hand: Jeweler's Pick Off Hand: Shield ___________________________________________________ Action: Investigation on documents to decipher script - proficiency with Calligripher's tools might allow addition of proficiency bonus per Xanathar's but that is up to you Bonus Action: None Move: None Manipulate: None ___________________________________________________ Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 14 1d20+5 9 Link to comment Share on other sites More sharing options...
Krezzlar Posted September 10, 2023 Clone Share Posted September 10, 2023 Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None Olvyn cringed at each and every clamorous attempt by the burly half-elf and even burlier dwarf to pry open the secrets of the container. The elderly man had no choice but to remain seated near the entrance to the office, exchanging pleasant smiles as the refugees looked over with curiousity at the happenings over in their corner of the church. One particularly curious pair of siblings tried to make their way over to sneak a peak through the doorway but Olvyn held his hands out to stop them. "Best run along little ones. The Watch Captain's been known to hang spies by their toenails if they are discovered. Does not matter how cute or innocent they really are. Heart of ice that one." After a little while, Olvyn notes the clanging was no longer as raucous, nor had it been replaced by any sounds of screams or explosions. Figuring it was safe to peak back into the room, Olvyn turned the corner back into the office in time to see Bronn sorting and shuffling through the stacks of pages that had been freed by him and Belfyr from the contraption. "Ah, I am happy to see you have been most successful. Well done. Perhaps there is a clue in these pages as to where this underground complex is. It must be rather important if this is what these parties have all been searching for." Mechanics Main Hand: Holy Symbol Off Hand: Shield Manipulate: Bonus Action: Action: Guidance on himself. Move: Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 10 1d20+2 8 Guidance 2 1d4 2 Link to comment Share on other sites More sharing options...
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