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Scarlet Citadel: Level 0: Ruins Above


bwatford

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik stepped up and laid hold of the crowbar. He was probably the strongest person present so it was necessarily his job to do such work. He didn't want to talk, and told himself it would be better to not alert anyone on the other side of the door. He conveniently ignored the issue that the act of opening a door with a crowbar is not a subtle act, and it would probably make way more noise than even a normal conversation. "Best get this over with." He looked around and made sure everyone was aware of what he was doing and ready to support in the (likely) event that things went south. After carefully wedging the bar in place and giving it a few gentle test 'pumps' so it wouldn't strip the wood, he heaved with as much violent force as his muscular frame could impart.

The door burst open, his strength sufficient to breach the room. Arik hurriedly tossed the bar towards Estriel, not minding the noise since he'd just been rudely reminded how loud breaking and entering was. He brought up his axe and stepped away from the door.

 



Mechanics

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___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

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Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

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___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

Edited by PatronSaint (see edit history)
Name
Athletics vs. DC 15
11
1d20+5 [[6]]
Athletics (Advantage)
17
1d20+5 [[12]]
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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Robin quickly joined the others, and positioned himself in his usual position in the party's marching order - just behind Arik.

As the bearfolk readied the crowbar, the paladin moved to ask him to hold on, as perhaps their combined strengths would prove more effective than a blunt instrument. But already it was too late - Arik had already successfully forced the door.

 

If there was still a living soul in the Citadel not yet aware of their presence, Robin felt confident it must be quite lonely - with all the noise they were making, one would believe that an entire army was besieging the fortress.

'Everyone knows we are here by now. Combat is inevitable - and drawing near.' the knight thought with an internal sigh.

So Robin unsheathed his sword, holding it in his right hand, with his shield in the left, and prepared mentally for a potential fight.  



Mechanics

 

___________________________________________________

Main Hand: Longsword
Off Hand: Shield

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Equipment

 

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Spells

  

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

 

No spells yet

 


 

 

 

Edited by Leonidas1789 (see edit history)
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Elendris Vessicari - Shadow Elf WarlockElendris.png



 

At the priest's puzzlement at the door, Elendris made her way down to the stairs and approached the door. The door appeared.. swollen. She narrowed her eyes. As Arik approached the door with a crowbar in hand, Elendris spoke.

 

"What causes wood to swell? Wetness? Heat? Take caution when opening the door Arik, and be ready to jump back if anything is amiss." 

 

As Arik put his crowbar on the doorframe, Elendris retreated some distance away up the stairs and drew forth her arcane focus -- a gray crystal that seemed to be filled with ever-swirling smoke. She positioned herself so that she could watch both the door and the hole through which they entered. 

 



Mechanics

 

___________________________________________________

Main Hand: Arcane Focus
Off Hand: Shield

___________________________________________________

Action: None
Bonus Action: None
Move: Move to the door and examine, then back halfway up the stairs, ending in the bottom-right square (two squares south of current position)

Manipulate: Draw Arcane Focus

Character Sheet

 

Elendris Vessicari - Scáthsidhe (Shadow Fey) Warlock (Hexblade)

___________________________________________________
STATS

Str 11 (+0) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)
HP 9/9 HD 1d8 AC 16 (leather, shield) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' darkvision, sunlight sensitivity*
DM Inspiration Yes
Languages Common, Elvish, Umbral
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Eldritch Blast (range 120) +5 attack, 1d10 force damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Deception +5, Insight +2, Perception +2, Performance +5, Stealth +5
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

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

 

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

 

Path of Shadows (3/day). When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

 

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.

 

Traveler in Darkness. You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions.

___________________________________________________
CLASS FEATURES

Hexblade's Curse (1/1 per rest)

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
 

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

 

You can’t use this feature again until you finish a short or long rest.

 

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

 

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the

 

Equipment

 

___________________________________________________

General Inventory (82.5 lbs.)

Rapier - 2 lbs.
Arcane Focus (crystal) - 1 lb.
Leather Armor - 10 lbs.
3 x Daggers - 3 lbs.
Shield - 6 lbs.
Pouch - 1 lb.

Dungeoneer's Pack -61.5 lbs.

a Backpack

a Crowbar

a Hammer

10 pitons

10 torches

a Tinderbox

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 165 lbs. (15 x STR)

Current Weight: 82.7 lbs.

Spells

  

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

Cantrips

Eldritch Blast [120 ft.]
Minor Illusion [30 ft.][C]


1st Level (1/1 slot per rest)

Cause Fear [60 ft.][C]

Shield [Reaction]


 

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Scarlet Citadel Level 0: Ruins Above

Arik stepped up and using the crowbar breached the door on the western wall, but it was not as he thought.  The door opened inward toward them, so after prying it loose, he pulled it open to reveal a very short hall with another identical door at the other end except that this one opened away from them and looked to be stuck as well.


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 1:26 pm

 

DC 15 Strength (Athletics) check to force the next western door open. You only get one chance per person.

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


Combat/Conditions Tracker

 
initiative.png
Currently Not in Use
 
 
mechanics.png
Currently Not in Use
 
 
conditions.png
Ingyrd
Has torch lit. (60 minutes remaining)
 
descriptions.png
Default Marching Order
Arik
Robin
Estriel
Elendris
Ingyrd

Characters Status

 

character.png

 

ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level 1/1 *S (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

Spell Slots 1st Level 2/2 *L (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

 

Active Maps

 

active.png

Castle_Ruins_Final.jpg

Castle Ruins


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Ingyrd Moondancer - Bearfolk Druidspacer.png



Originally Posted By: Elendris Vessicari 
Elendris.png"What causes wood to swell? Wetness? Heat? Take caution when opening the door Arik, and be ready to jump back if anything is amiss." 

 

"Untreated wood can settle with age as well," Ingyrd added, stepping back from the bone strewn stairwell to join the others by the newly opened hallway. She wasn't sure what was that direction, but it wasn't littered with the remains of the prey of some skilled hunter, so it was probably more safe than the regular stairwell down. "Its probably been a long time since anything has passed this way." Ingyrd took up position at the back of the group. "If we're headed that way, I'll watch our backs, in case the hunter returns, or something else comes up from the depths." She nodded to Arik to continue, he could obviously put the crowbar to good use on the next door as well. 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Empty

___________________________________________________

Action: Examine feathers
Bonus Action: None
Move: Move into secondary keep to examine feather
Manipulate: None

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.36 lbs.


 

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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

Estriel almost let a chuckle escape his lips. He managed to hold at the last minute, when seeing his companions all prepared and armed to fight dust. Not that dust  isn't a great enemy. It clings to the clothes with perspicacity, invading the folds with tenacity, soiling the adorns with a keen brutality. He was just scared and trying to find something amusing to calm his mind. And that thought was enough to ease his mind.

 

But he didn't like how how the silent bear treated his tool. Hey, this a holy tool! Treat it with the care it deserves. It belonged to the pious Saint Ekaterina. She used this crowbar to save countless lives from certain suffocation when buried alive. - brandishing the crowbar with fervor. And she gave it to me herself. It is a treasure that should be revered and praised.

 

He made an inspection of the narrow corridor, kneeling at the threshold and lightly touching the walls. He was searching for signs of use, or potential traps, or even clues about the use of this corridor. Again he went to the next door and put his keen ear to use. When he was satisfied, he reluctantly offered the holy tool once more.  Say please and pray in penance to Saint Ekaterina.

 

ActionOnly step into the corridor if judged safe.

 



Mechanics

 

___________________________________________________

Main Hand: Shortbow
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Estriel Ilyakrana - Elf (River) Rogue

___________________________________________________
STATS

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

Passive Perception 10 Initiative +3
Vision: 60' ft. darkvision
DM Inspiration Yes
Languages Common, Draconic, Elvish, Thieves' Cant
Background Charlatan Feature False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage
Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 
Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +6*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7*

* = Expertise
Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords
Armor Light
Tools Thieves' tools 

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day.

___________________________________________________
CLASS FEATURES

Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Equipment

 

___________________________________________________

General Inventory (80.5 lbs.)

Leather Armor - 10 lbs.

Rapier - 2 lbs.
2 x Daggers - 2 lbs.

Shortbow - 2 lbs.

20 x Arrows - 1 lb.


Pouch - 1 lb.

An iron holy symbol devoted to an unknown god --

Thieves' Tools - 1 lb.

Dungeoneer's Pack -61.5 lbs.

•  a Backpack

•  a Crowbar

•  a Hammer

•  10 pitons

•  10 torches

•  a Tinderbox

•  10 days of Rations

•  a Waterskin

•  50 feet of Hempen rope


Coin Purse (0.3 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 80.8 lbs.

Spells

  

Elf Spells
___________________________________________________

Cantrips

Mage Hand (30 ft.)


 

Edited by yxanthymir (see edit history)
Name
Investigation
19
1d20+8 [[11]]
Perception
12
1d20+2 [[10]]
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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik had been refraining from unnecessary noise, but that was probably pointless now. So when the priest asked him to say "Please", he snarled it. "I don't pray to your saint. Now give me the damn crowbar." His nerves were really on edge; he wanted to think this priest was joking but had a sinking feeling he wasn't. Who prayed to a saint anyways? "They're not even a god." Arik kept that thought to himself, instead snatching up the arbitrarily sacred crowbar and had a go at the second door.

"Is this some sneaky, low-down ploy to lull us into a false sense of security?" Arik was still paranoid so if this was the case, the dungeon hadn't won yet. A small part of him wondered if they'd find another tiny room and door behind this one. He prayed not, almost as fervently as he prayed for not dying within the next two minutes. He looked to Moondancer, then Robin, then Elendris, nodding to each of them and once he'd gotten a nod back, he strained against the door, but this time to no avail. He expected a witty remark from the priest about saint what's her face and so gave him the most angry look he could. "Not. One. Word."

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

spacer.png

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

spacer.png

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

Edited by PatronSaint (see edit history)
Name
Athletics vs. DC 15
6
1d20+5 [[1]]
Athletics (Advantage)
10
1d20+5 [[5]]
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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd watched as Arik struggled with the second door. She wished there was room for her to help push, but the small hallway was just too small. Unfortunately, her fellow Bearfolk could not get it open. She waited for him to exit the small hallway before she stepped up to give it a try. “Stubbornness sometimes requires the delicate touch of a woman,” she said taking the priest’s crowbar in her hand. For her part, she had no idea who this Saint Ekaterina but it seemed important to Hobbs. “Saving those from being buried alive might be the most noble job a crowbar has ever done,” Ingyrd said seriously. She winked conspiratorially at Arik as she passed him so the others couldn’t see. “Let’s hope the Saint bequeaths her blessings on this more mundane quest.” She lodged the crowbar in near where Arik had attempted it and pushed her whole weight into it. The door popped open and she raised the crowbar at the ready. “Thanks for loosening it for me, Arik.”



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Empty

___________________________________________________

Action: Examine feathers
Bonus Action: None
Move: Move into secondary keep to examine feather
Manipulate: None

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.36 lbs.


 

Edited by foxtrot636 (see edit history)
Name
Athletics
17
1d20+5 [[12]]
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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Arik had been unable to force the door open this time; Robin was about to volunteer to give the Holy crowbar a try when Ingyrd beat him to it.

A few moments later, the bearfolk succeeded.

 

Robin did not know Saint Ekaterina, but he nevertheless whispered a short prayer to her; and then one to Khors. After all, he didn't want to make the god he had chosen jealous. Once that was done, the paladin once more readied his sword and shield.


Mechanics

 

___________________________________________________

Main Hand: Longsword
Off Hand: Shield

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Equipment

 

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Spells

  

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

 

No spells yet

 


 

 

 

 

Edited by Leonidas1789 (see edit history)
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Scarlet Citadel Level 0: Ruins Above

After Estriel deemed the way safe and Arik had failed to budge the second door, Ingyrd stepped into the narrow corridor and applied her weight behind the tool and forced the stuck door open. She then passed the crowbar back before holding her torch high aloft to see what was beyond....

 

The next chamber had completely collapsed upon the west and south sides, while there was a lot of rubble in the room most of it had been moved out of the clear area but there were still numerous bones and feathers strewn about here. There seemed to be some kind of nesting material to the north, although the large nest looked to be vacant at the moment.


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 1:31 pm

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


Combat/Conditions Tracker

 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 
spacer.png
Ingyrd
Has torch lit. (50 minutes remaining)
 
spacer.png
Default Marching Order
Arik
Robin
Estriel
Elendris
Ingyrd

Characters Status

 

spacer.png

 

ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level 1/1 *S (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

Spell Slots 1st Level 2/2 *L (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

 

Active Maps

 

spacer.png

spacer.png

Castle Ruins


spacer.png

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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

When the brute bear failed to open the door, the look from Estriel said everything. Only if he had prayed, he would have succeeded in opening the door. But one must live from small victories. He said please, that must suffice for the moment. Slowly he wanted to curse the bear with some manners, if they remained together for some time. And when the lady bear talked, he reminisced for a brief second, the days he spent with Ekaterina doing some grave-robbing, she taught him everything he knows about the matter. Only a true saint would live as a grave-robber. Nasty business.

 

Shi... He almost said it. How unfortunate! It seems this is a dead end. But we arrived here, a few more minutes spent at this place won't hurt. Estriel pointed at the nest. If there is a nest of that feathered monster here, there must be another way out of this room. Unfortunately it can be below all this rubble. At the worst, this room can be used as a safe resting place.

 

Estriel cast Mage Hand and commanded the gloved red hand to grab a sliver of the combustible material of the torch and carry it to other side of the room. Only to indicate the way for his companion to move and give a brief glimpse of the room.

 



Mechanics

 

___________________________________________________

Main Hand: Shortbow
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Estriel Ilyakrana - Elf (River) Rogue

___________________________________________________
STATS

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

Passive Perception 10 Initiative +3
Vision: 60' ft. darkvision
DM Inspiration Yes
Languages Common, Draconic, Elvish, Thieves' Cant
Background Charlatan Feature False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage
Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 
Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +6*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7*

* = Expertise
Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords
Armor Light
Tools Thieves' tools 

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day.

___________________________________________________
CLASS FEATURES

Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Equipment

 

___________________________________________________

General Inventory (80.5 lbs.)

Leather Armor - 10 lbs.

Rapier - 2 lbs.
2 x Daggers - 2 lbs.

Shortbow - 2 lbs.

20 x Arrows - 1 lb.


Pouch - 1 lb.

An iron holy symbol devoted to an unknown god --

Thieves' Tools - 1 lb.

Dungeoneer's Pack -61.5 lbs.

•  a Backpack

•  a Crowbar

•  a Hammer

•  10 pitons

•  10 torches

•  a Tinderbox

•  10 days of Rations

•  a Waterskin

•  50 feet of Hempen rope


Coin Purse (0.3 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 80.8 lbs.

Spells

  

Elf Spells
___________________________________________________

Cantrips

Mage Hand (30 ft.)


 

Edited by yxanthymir (see edit history)
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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik was grateful Moondancer had stepped in and finished the job, and mumbled his thanks in Northern (he hoped only he and Moondancer knew it, he liked that he could say things to her privately). He was rather flustered (probably more than he ought to be) at his failure and wanted to just move on. When Hobbs declared the room a dead end, Arik spat in frustration. He'd gotten all worked up over a rundown room with a nest?! He peeked in and gave it a cursory glance as though considering the contents but in truth he was already moving on mentally. "Guess we got to go down there" He gestured with his axe at the stairs to the north, and took two steps towards them before pausing and wondering aloud "Say... That room is wholly collapsed, but the doors were locked. How did whatever nested here get in or out?" He doubted anything that had the mental capacity to open and lock doors would use such a crude nest, but stopped himself from saying so "It doesn't matter. We should just move on with this and damn the stupid room."



Mechanics

spacer.png

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

spacer.png

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

spacer.png

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



As Hobbs summoned a spectral hand to carry the torch, Ingyrd was both impressed and grateful, no longer needing to carry it herself. “What a gentleman,” she said with a toothy grin at Hobbs. “I agree. If we need to, we can probably use this room to recover, if needed.” She entered the room and tried to investigate the rubble to see if there was another hidden entrance to this room, or if the door was the only way in.

 

While inspecting the rubble, Arik spoke up and had the right of it. “Yes, it seems we are headed downward, as we expected. I am ready, if you cubs are.”



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Empty

___________________________________________________

Action: Examine rubble
Bonus Action: None
Move: Move into room.
Manipulate: None

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.36 lbs.


 

Name
Investigation of Rubble
11
1d20+1 [[10]]
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Scarlet Citadel Level 0: Ruins Above

As Ingryd entered the chamber she heard the most beautiful and alluring music that she had ever heard coming from somewhere within, echoing off the walls of the chamber and out beyond as the beautiful voice resonated throughout the underkeep. A beautiful naked woman peaked up over some rubble to the south of Ingyrd. Although the druid quickly noticed the large vulture like wings of the creature near her.

 

The Harpy quickly sprung from her hiding place and was upon Ingyrd slashing out with club and talon, Ingryd managed to avoid the creature's sharp talons, but her club connected soundly across the bearkin's back knocking the wind from her.

 

spacer.png


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 1:34 pm

 

WE ARE IN COMBAT

Everyone is up!!

 

Arik and Estriel are charmed by the harpy's alluring song. See Conditions spoiler for more info.

 

No one could act in the surprise round as Harpy had Stealth of 16. Harpy used Alluring Song.

In the second round Harpy won initiative and attacked Ingyrd.

It is now the bottom of the 2nd round, and everyone is up.

Actions will be processed in the order posted.

 

SKILL CHECKS

Don't read them if you don't make them.

Anyone that can see the Harpy from where they are at and are not charmed can make this check.

 

DC 11 Nature Check

HARPY
Taking glee in suffering and death, the sadistic harpy
is always on the hunt for prey. Its sweet song has lured
countless adventurers to their deaths, drawing them in
close for the harpy to kill and then consume.


A harpy combines the body, legs, and wings of a
vulture with the torso, arms, and head of a human.
Its wicked talons and bone club make it a formidable
threat in combat, and its eyes reflect the absolute evil
of its soul.

DC 16 Nature Check

Divine Curse. Long ago, an elf wandering a forest
heard birdsong so pure and wholesome that she was
moved to tears. Following the music, she came upon
a clearing where stood a handsome elf youth who had
also paused to hear the bird's song. This was Fenmarel
Mestarine, a reclusive elf god. His divine presence stole
her heart as he fled, vanishing into the woods as if he
was never there.


Though the elf searched the woods and called for her
stranger, she found no sign of his passage. Driven o1
despair by her longing, she begged the gods to help her.
Aerdrie Faenya, elf goddess of the sky, heard the elf's
cries and was moved to her aid. She appeared as the
bird whose song had entranced the outcast god, then
taught that song of beauty and seduction to the elf.
 

When her singing failed to draw Fenmarel Mestarine
to her ~ide, the elf cursed the gods, invoking a dreadful
power and transforming her into the first harpy. The
curse worked its magic on the elf's spirit as well as
her body, turning her desire for love into a hunger for
flesh, even as her beautiful song continued to draw
creatures to her deadly embrace.

DC 21 Nature Check

Harpy Song. To hear a harpy's song is to hear music
more beautiful than anything else in the world. A
traveler that succumbs to the entrancing effect of that
singing is compelled to blunder toward its source. A
harpy sometimes charms victims before it attacks, but
a more effective use of its song is to lure prey over cliffs,
into bogs and quicksand, or into deadly pits. Creatures
trapped or incapacitated then become easy targets for
the harpy's wrath.

DC 26 Nature Check

Sadistic Cowards. Harpies haunt bleak coastal cliffs
and other places hazardous to non-flying creatures.
Harpies have no interest in a fair fight, and they
never attack unless they have a clear advantage. If
a fight turns against a harpy, it lacks the cunning to
adapt and will flee and go hungry rather than risk
straight-up combat.


When they attack, harpies play with their food,
delighting in the "music" their victims make as they
scream. A harpy takes its time dismembering a helpless
foe and can spend days torturing a victim before the
merciful end.

DC 31 Nature Check

Gruesome Collectors. Harpies take shiny baubles,
valuable objects, and other trophies from their victims,
sometimes fighting with each other for the right to claim
the choicest prizes. When no valuable objects can be
found, a harpy takes hair, bones, or body parts to line
its nest. A harpy's lair is usually hidden in remote r'uins,
where adventurers can discover valuable treasure and
magic hidden beneath foul piles of offal.

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


Combat/Conditions Tracker

 
spacer.png
ROUND 2
 
Harpy

PC's
Arik (charmed, incapacitated)
Estriel (charmed, incapacitated)
 
spacer.png
INGYRD
Takes 5 hit points of bludgeoning damage from Harpy's club.
Has 5 of 10 hit points remaining.
 
 
spacer.png
ARIK
Charmed
Incapacitated
 
ESTRIEL
Chamred
Incapacitated
 
INGYRD
Has torch lit. (47 minutes remaining)
 
spacer.png
Default Marching Order
Arik
Robin
Estriel
Elendris
Ingyrd
 
LURING SONG

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw (DC 11 Wisdom) at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

 

A target that successfully saves is immune to this harpy's song for the next 24 hours.

Characters Status

 

spacer.png

 

ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level 1/1 *S (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

INGYRD MOONDANCER
Hit Points: 5/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

Spell Slots 1st Level 2/2 *L (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

 

Active Maps

 

spacer.png

spacer.png

Castle Ruins


spacer.png

Name
Harpy attack Ingyrd with club
22
1d20+3 [[19]]
Elendris Wisdom Save
11
1d20+2 [[9]]
Ingyrd Wisdom Save
18
1d20+5 [[13]]
Estriel Wisdom Save
8
1d20+0 [[8]]
Arik Wisdom Save
2
1d20+1 [[1]]
Sir Robin Wisdom Save
17
1d20+2 [[15]]
Elendris Initiative
13
1d20+3 [[10]]
Sir Robin Initiative
16
1d20-1 [[17]]
Arik Initiative
13
1d20+1 [[12]]
Harpy attack Ingyrd with claws
11
1d20+3 [[8]]
Bludgeoning damage to Ingyrd from Harpy Club
5
1d4+1 [[4]]
Harpy Initiative
20
1d20+1 [[19]]
Estriel Initiative
10
1d20+3 [[7]]
Ingyrd Initiative
13
1d20-1 [[14]]
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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd cursed as the vulture woman came at them from her hiding place in the rubble. The old bearfolk had heard many tales in her time, she recalled a specific story about the creation of the first harpies. "Blasted stories never tell you how to protect yourself from them, only their tragic beginnings..." she thought to herself as she adjusted her positioning and moved around the Harpy into the hallway, careful not to let her guard down as she moved.

 

She wasn't sure if she and her companions could take the creature as surprised as they had been and thought the group could do with a moment to reassess the situation. She dropped the torch to the floor, closed the door they had just broken into, and braced herself to hold the door shut, in case the harpy wanted to purse her. "Its a harpy, and she's pissed," Ingyrd said to the others. "I'm not sure how long I can hold it. We need to regroup and go in together, or flee now."



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Empty

___________________________________________________

Action: Hold door shut
Bonus Action: None
Move: Move into hallway
Manipulate: shut door

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.36 lbs.


 

Edited by foxtrot636 (see edit history)
Name
Strength
4
1d20+3 [[1]]
Strength Adv (DM Inspiration)
18
1d20+3 [[15]]
Nature
16
1d20+3 [[13]]
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