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Into the Deadlands


paladinred

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Image of an elven woman in the moonlight
Selena Moonbrook

HP:33|33 | AC:18 | Init: +2
Perception: 18, Insight: 18
300' Dark vision

Selena makes her way over and hefts up the mace, turning it over in her hands, she feels a strong draw to the radiance that dwells with in.
She looks up at the others, "any objections to me using this?" she ask.

She looks around at the building, "Strong walls, lockable doors, a safe base of operations if ever there was one. at least for the physical manifestations of the denizens here"

Her archeologist senses kick in as she starts to piece together what this place was.

 

OOC, Mechanics

Take the Mace +1, 2d6 radiant
Use the Archeologist background feature to know what this building was used for, etc.

 

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Vethr'zuak

Vethr6be4101cf2fe06a1c64e1676f08e565c.jpg.a59bd3075351e8cc1f939e582104b3c5.jpg.ef63800b44c1aa205890389a793ae440.jpg'zuak  HP: 30/50   Saves: Str 3, Dex 4, Con 3, Int 0, Wis 3, Cha 0
AC: 14, Initiative: 1, Speed: 30 Perception: +9, Wildshape (2/day)


Vethr'zauk did not seem interested in any of the items the undead woman offered, but would be happy to aid her in reuniting with her daughter. He didn't know people well enough to disbelieve anything she had said, but had wondered if were possible to have the woman trick travelers into following her and deliver them directly to a powerful undead or demon lord holding her child hostage. The thought passed though and he simply followed through the opening.

Statblock

[b][url=/sheets/?id=2819729]Vethr'zuak[/url][/b] [i]Lizardfolk Ranger 3, Druid 2 5 Neutral Good[/i] [b]AC[/b] 14 [b]HP[/b] 50 [b]Speed[/b] ft [b]Str[/b] 10 (0) [b]Dex[/b] 13 (1) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 10 (0) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Moon Scimitar[/b] +4 1d6+2 [b]Dagger[/b] +3 1d4+1 [b]Javelin[/b] +3 1d6+1 Senses: Umbral Sight: Darkvision 60' [B]Skills:[/B] Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3 [spoiler=Spells]Spells Ranger DC 13, 3/day 1st: Goodberry, Speak with Animals Druid DC 13 1st: 3 0: Druidcraft, Poison Spray 1st: Create or Destroy water, Cure Wounds, Beast Bond, Purify Food and Drink, Longstrider[/spoiler] [spoiler=Inventory]backpack bedroll blanket mess kit tinderbox 10 torches 10 days of rations waterskin 50 feet of hempen rope traveler's clothes drums Maps of Chult Raptor bone necklace worth 10 gp pouch containing 5 gp [/spoiler]
Vethr'zuak Lizardfolk Ranger 3, Druid 2 5 Neutral Good
AC 14 HP 50 Speed ft Str 10 (0) Dex 13 (1) Con 16 (3) Wis 16 (3) Int 10 (0) Cha 10 (0)
Attacks
Moon Scimitar +4 1d6+2
Dagger +3 1d4+1
Javelin +3 1d6+1

Senses: Umbral Sight: Darkvision 60'
Skills: Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3

Spells

Spells Ranger DC 13, 3/day
1st: Goodberry, Speak with Animals
Druid DC 13 1st: 3
0: Druidcraft, Poison Spray
1st: Create or Destroy water, Cure Wounds, Beast Bond, Purify Food and Drink, Longstrider

 

Inventory

backpack
bedroll
blanket
mess kit
tinderbox
10 torches
10 days of rations
waterskin
50 feet of hempen rope
traveler's clothes
drums
Maps of Chult
Raptor bone necklace worth 10 gp
pouch containing 5 gp

 

 

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Gavarilis

GavToken.webp.f409b38713e27a43427d5feb1e2aea46.webp

Gavarilis "Gav" Ashborn  HP: 39/39   

Saves: Str 3, Dex 6, Con 1, Int 2, Wis 2, Cha -1

AC: 14, Initiative: 3, Speed: 35 Passive Perception: +15

Drake Companion

Small dragon
Armor Class: 14 + 3 (natural armor) 17
Hit Points: 30
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)
Saving Throws: Dex 4, Wis 5
Damage Immunities: determined by the drake’s Draconic Essence trait
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: Proficiency Bonus (PB) 3
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Umber's Essence is Fire
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

As the items are shown to them Gav speaks up, "While the short sword and armor would be of use to me, if others want them then I will not object."

Statblock

[b][url=/sheets/?id=2822627][/url][/b] [i]Wood Elf Ranger Drake Warden 5 NG[/i] [b]AC[/b] 14 [b]HP[/b] 39 [b]Speed[/b] 35ft [b]Str[/b] 10 (0) [b]Dex[/b] 17 (3) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]2x Short Sword[/b] 3 1d6 [b]Longbow x 20 arrows[/b] 8 1d8+3 [b]Dagger[/b] 3 1d4 [b][/b] [b][/b] Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wood Elf Ranger Drake Warden 5 NG

AC 14 HP 39 Speed 35ft

Str 10 (0) Dex 17 (3) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 8 (-1)

Attacks
2x Short Sword 3 1d6
Longbow x 20 arrows 8 1d8+3
Dagger 3 1d4



Class Features:
Deft Explorer
Favored Foe
Fighting Style: Archer
Spellcasting
Spellcasting Focus(Staff)
Drake Warden Conclave
Primal Awareness

Background Features:
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Racial Features:
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves.

Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

 

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Flyn

 

image.png.19ce53f252d3af42fd2268f58bc3109c.png HP: 30/30 AC: 15 PP:15 Init: +3

Statblock

Ghostwise Halfling Rogue - Arcane Trickster 5 NG 

AC 15 HP 26 Speed 25ft 

Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0)

Attacks
Short sword (piercer) +7 1d6+4
Dagger +6 1d4+3
Shortbow +6 1d6+3
 
 

Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames)

Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll.

Brave - Advantage on saves against being frightened.

Halfling Nimbleness - You can move through the space of any creature larger than you.

Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range.

Expertise - Double Proficency, Stealth, Lockpicks

Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it.

Uncanny Dodge - Use your reaction to half the damage of an attack that you can see.


Arcane Trickster
 Mage Hand Legerdermain


Flynn steps up to the pile, and takes back his dagger. Chidding himself silently for ever thinking it a good idea to throw the thing. Looking over the pile of goodies, Flynn's eyes linger on the armor. But ultimately he only takes back his dagger. Leaving the rest for the party, or the haversack.

"I bet some of this wine could be worth a fortune as well... aged as it has been, undisturbed." Idly going on about the wine, Flynn looks to each companion in turn before reaching out and whispering into their minds. Do we trust an undead? I mean, do we help find her daughter. Do we have the time to do that before looking for this pirate?

OOC

 

Move:

Attack:

 

 

  

  

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Looking over the items you are suddenly aware of a noise in the street, sneaking a look out the window you can see an ogre ghoul with a spear run straight through him. He bellows at some unseen assailant and hurls a lump of masonry at the unseen figure, there is a sickening crack and the ogre waddles out of view to claim his prize. The streets go silent, then, six vrock arrive and seemingly search the area but to no avail, they then leave.

 

Please can you give me perception checks.

Name
Mizzi
13
1d20+5 8
Katalaina
7
1d20+3 4
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  •  

image.png.0aea0bc16647f3d189357a313fba77ce.png

Name: Mizzi Shazorwyn

Race: Elf

Class: Wizard (War)

Sheet: Mizzi Shazowyn :: Dungeons & Dragons 5e :: Myth-Weavers Online Character Sheets

 

Mizzi watches as the ogre kills it's enemy and takes it who knows where, then the vrock turn up and she whispers "they are going to be a problem, if we make too much noise they will drop in and kill us".

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Gavarilis

GavToken.webp.f409b38713e27a43427d5feb1e2aea46.webp

Gavarilis "Gav" Ashborn  HP: 39/39   

Saves: Str 3, Dex 6, Con 1, Int 2, Wis 2, Cha -1

AC: 14, Initiative: 3, Speed: 35 Passive Perception: +15

Drake Companion

Small dragon
Armor Class: 14 + 3 (natural armor) 17
Hit Points: 30
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)
Saving Throws: Dex 4, Wis 5
Damage Immunities: determined by the drake’s Draconic Essence trait
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: Proficiency Bonus (PB) 3
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Umber's Essence is Fire
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Gav looks over at Vethr "You take the armor and perhaps the spear,and I will take the short sword."

Statblock

[b][url=/sheets/?id=2822627][/url][/b] [i]Wood Elf Ranger Drake Warden 5 NG[/i] [b]AC[/b] 14 [b]HP[/b] 39 [b]Speed[/b] 35ft [b]Str[/b] 10 (0) [b]Dex[/b] 17 (3) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]Short Sword[/b] 3 1d6 [b]+1 Longbow x 20 arrows[/b] 9 1d8+4 [b]Dagger[/b] 3 1d4 [b]+1 Short Sword [/b] 4 1d6+1 [b][/b] Class Features: Deft Explorer Favored Foe Fighting Style: Archer Spellcasting Spellcasting Focus(Staff) Drake Warden Conclave Primal Awareness Background Features: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp Racial Features: Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wood Elf Ranger Drake Warden 5 NG

AC 14 HP 39 Speed 35ft

Str 10 (0) Dex 17 (3) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 8 (-1)

Attacks
Short Sword 3 1d6
+1 Longbow x 20 arrows 9 1d8+4
Dagger 3 1d4
+1 Short Sword 4 1d6+1


Class Features:
Deft Explorer
Favored Foe
Fighting Style: Archer
Spellcasting
Spellcasting Focus(Staff)
Drake Warden Conclave
Primal Awareness

Background Features:
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Racial Features:
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves.

Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

 

Edited by darlis moonbeam (see edit history)
Name
Perception
19
1d20+5 14
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Vethr'zuak

Vethr6be4101cf2fe06a1c64e1676f08e565c.jpg.a59bd3075351e8cc1f939e582104b3c5.jpg.ef63800b44c1aa205890389a793ae440.jpg'zuak  HP: 50/50   Saves: Str 3, Dex 4, Con 3, Int 0, Wis 3, Cha 0
AC: 14, Initiative: 1, Speed: 30 Perception: +9, Wildshape (2/day)


Vethr'zauk was hesitant at first accepting the items, but finally agreed. "Thank you, I shall do my best to be worthy of such gifts." he says. Quickly and quietly he puts on the leather armor and straps the spear to his back.

Statblock

[b][url=/sheets/?id=2819729]Vethr'zuak[/url][/b] [i]Lizardfolk Ranger 3, Druid 2 5 Neutral Good[/i] [b]AC[/b] 17 [b]HP[/b] 50 [b]Speed[/b] ft [b]Str[/b] 10 (0) [b]Dex[/b] 13 (1) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 10 (0) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Moon Scimitar[/b] +4 1d6+2 [b]Dagger[/b] +3 1d4+1 [b]Javelin[/b] +3 1d6+1 [b]Spear[/b] +3 1d6+1, 1d6 electric Senses: Umbral Sight: Darkvision 60' [B]Skills:[/B] Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3 [spoiler=Spells]Spells Ranger DC 13, 3/day 1st: Goodberry, Speak with Animals Druid DC 13 1st: 3 0: Druidcraft, Poison Spray 1st: Cure Wounds, Entangle, Earth Tremor, Purify Food and Drink, Thunderwave[/spoiler] [spoiler=Inventory]backpack bedroll blanket mess kit tinderbox 10 torches 10 days of rations waterskin 50 feet of hempen rope traveler's clothes drums Maps of Chult Raptor bone necklace worth 10 gp pouch containing 5 gp [/spoiler]
Vethr'zuak Lizardfolk Ranger 3, Druid 2 5 Neutral Good
AC 17 HP 50 Speed ft Str 10 (0) Dex 13 (1) Con 16 (3) Wis 16 (3) Int 10 (0) Cha 10 (0)
Attacks
Moon Scimitar +4 1d6+2
Dagger +3 1d4+1
Javelin +3 1d6+1
Spear +3 1d6+1, 1d6 electric

Senses: Umbral Sight: Darkvision 60'
Skills: Athletics 3, Acrobatics 1, Stealth 4, Nature 3, Perception 9, Handle Animal 3, Survival 6, Insight 3

Spells

Spells Ranger DC 13, 3/day
1st: Goodberry, Speak with Animals
Druid DC 13 1st: 3
0: Druidcraft, Poison Spray
1st: Cure Wounds, Entangle, Earth Tremor, Purify Food and Drink, Thunderwave

 

Inventory

backpack
bedroll
blanket
mess kit
tinderbox
10 torches
10 days of rations
waterskin
50 feet of hempen rope
traveler's clothes
drums
Maps of Chult
Raptor bone necklace worth 10 gp
pouch containing 5 gp

 

 

Name
Perception
23
1d20+9 14
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Jacerin Gainteau - Half-elf Cleric of Tymora token_1.png.7813311c9a80c6e9b46cffde687ae089.png

AC: 18  | HP: 38/38 | Initiative: +2 (Adv.) | Passive Perception: 16 (Darkvision 60ft) | HD: 5/5 | Inspiration 0/1 | Lucky 3/3


Jacerin's eyes return to normal just in time to see the Vrock's descend like crows on a carcass of noise. "I'll have something to help with that" he whispers, glancing round to see if it's the end of the disturbance. A few moments later a veil of silence and shadow descends around the group, masking their presence.

 

"As for these goods," he continues quietly, "my shield here's seen through quite a few troubles, pun intended," he gestures to the eye depicted atop it's surface, "so Selena might as well take that one, and you can have the rapier Miyuki, bit too fancy for me. The rest I'll put in my bag for later".

 

Finally he turns to the undead; "quite the vision you evoked there, though normally my augury shows the future rather than the past, I can't believe I saw anything other than your daughter's abduction, which lends credence to your tale. I'll happy to follow you for now."

OOC

Cast Pass Without Trace +10 bonus to stealth rolls for all, and cannot be tracked except by magical means

Tricksters Blessing on lowest stealth

 


Stat Block

Half-elf Cleric of Tymora, Level 5

Languages Common, Elven, Abyssal

Background Treasure Hunter Background Feature Dust Digger


 Str 10 Dex 14 Con 14 IntWis 16 Cha 14

Proficiency Bonus +2 Saving Throws Wis, Cha

Speed 30

Tools Dice, Thieves Tools

Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3 ; L3 2/2

Channel Divinity 1/1 (Amulet of the Devout 1/1)


Actions

  • Dagger +5 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60
  • Sling +5 to hit for [1d4+2] bludgeoning damage | 30/120
  • Sacred Flame DC15 Dex Sv for [2d8] radiant damage | V,S one creature, 60ft | no cover
  • Word of Radiance DC15 Con Sv for [2d6] radiant damage | V,M chosen creatures, 5ft burst

Bonus Actions

Reactions


 

Edited by PureChance (see edit history)
Name
Perception
15
keep(2d20,highest,1)+6 9,9
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image.png.0aea0bc16647f3d189357a313fba77ce.png

Name: Mizzi Shazorwyn

Race: Elf

Class: Wizard (War)

Sheet: Mizzi Shazowyn :: Dungeons & Dragons 5e :: Myth-Weavers Online Character Sheets

 

Mizzi slowly opens her map, it is rolled into a tube for ease. "The vaults were under the main government buildings, what is not known is did Acridia move them" she whispered.

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Flyn

 

image.png.19ce53f252d3af42fd2268f58bc3109c.png HP: 30/30 AC: 15 PP:15 Init: +3

Statblock

Ghostwise Halfling Rogue - Arcane Trickster 5 NG 

AC 15 HP 26 Speed 25ft 

Str 10 (0) Dex 17 (3) Con[ 10 (0) Wis 14 (2) Int 14 (2) Cha 10 (0)

Attacks
Short sword (piercer) +7 1d6+4
Dagger +6 1d4+3
Shortbow +6 1d6+3
 
 

Ability Improvement -Magic Initiate (Goodberry, Guidance, Control Flames)

Lucky - When you roll a 1 on an attack, ability, or save. You may reroll, but must keep the reroll.

Brave - Advantage on saves against being frightened.

Halfling Nimbleness - You can move through the space of any creature larger than you.

Silent Speech - You can telepathically speak to one creature at a time, that you share a language with, 30' range.

Expertise - Double Proficency, Stealth, Lockpicks

Sneak Attack - 3d6 damage, once per turn, if you have advantage or another enemy of the target is within 5 feet of it.

Uncanny Dodge - Use your reaction to half the damage of an attack that you can see.


Arcane Trickster
 Mage Hand Legerdermain


"Katalaina know if the vaults were moved? Have you been in the main building at all?"

Flynn keeps his eyes peeled, watching for any movement in the thick mists.

 

 

OOC

 

Move:

Attack:

 

 

  

  

Name
Perception
19
1d20+5 14
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Image of an elven woman in the moonlight
Selena Moonbrook

HP:33|33 | AC:18 | Init: +2
Perception: 18, Insight: 18
300' Dark vision

"do you mean moving the contents of the Vault, yes? as moving a vault requires some level of magic that we do not possess..." Selena is quite vigilant, she makes a small prey gesture to her goddess "This place is teaming with the unliving and demons, have we seen any devils here at all?"

 

OOC, Mechanics

Use Vigilant Blessing on self.

 

Name
Perception (passive:18)
24
1d20+8 16
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