Jump to content

Into the Deadlands


paladinred

Recommended Posts

 
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)


"I will gladly aid in offering protection while you perform your ritual." says Vethr'zauk. "Will you create this hut inside the building, a house inside a house, you might say?" Vethr'zauk begins to move towards the small farmhouse nearby, away from the flying creature.

 
 

 

Link to comment
Share on other sites

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 nods his head at the explanation given by Flynn and does not speak more on the matter as they begin their journey. He followed up in the rear as he said he would with Umber keeping pace beside him. He scanned the area around him as well as the skies which is how he saw the flying creatures as the others mentioned them. He saw the house that Mizzi mentioned and followed the others as they made their way there. He kept scanning his surroundings, he did not want to be so focused on the creature in the sky that he missed something else sneaking up on them from the ground. He kept an arrow nocked to his bow prepared to draw back and fire at the first sign of trouble. Luckily the storm would help hide their movements somewhat, of course it also made it more difficult for them to see any dangers as well. When the storm started Gav could hear Umber grumbling about grit getting into his scales making him itch. Which made him chuckle softly, leave it to Umber to complain while they were in peril of being discovered by some creature before they could get under cover.

Name
Perception
17
1d20+8 9
Link to comment
Share on other sites

Getting to the house the party find the door open and has been for some time, dried soil and rodent bones litter the floor. It looks like no one has entered this building in a very long time, the door shuts and bolts shutting out the noise of the storm. Inside there is thick dust that covers every surface, on the sofa are the remains of the former occupants, two skeletons sit hand in hand with the bigger one holding a knife in the other, they both have weddings on. The smaller of the two shows signs of some sort of deformity (Medicine to know more), they do not animate.

Looking around the house you can see something on the dining table, a small pile of gold coins and some gems as well as a longsword with a note that says "Magical". Upstairs the beds have been made but will need to be re-made as thick dust covers them, the skeletal remains of a demon lies slumped on the floor in the master bedroom.

Mizzi remarks "good old grampa got one at least, we could use the beds to sleep in if you want to. I seriously doubt that anything will turn up in this storm" she says looking at the bed longingly.

Link to comment
Share on other sites

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 they made it safe to the house, he scans the room. Making note of the two bodies and the fact they were not reanimated, he dismisses them as he continues his scan of the place. As he looks at the table with the gold and gems and a sword with a convenient label of magical on it he raises an eyebrow. "If this does not scream trap, I do not know what does. " he then grabs his staff made of ash pulled from the tree he got his name from and focuses on the area around the table and quickly speaks a SpellFind trap:

2nd-level divination

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You sense the presence of any trap within range that is within line of sight.

A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
to help determine if there was any trap left here for unsuspecting travelers.

Once he determines whether or not it was a trap he will allow others to decide what they want to do with it. As he makes his way upstairs he looks at each of the rooms and determines if there are enough for each of them to have a room or if they would need to share. He was not sure how he felt about sharing a room with any of them, though at least he would have Umber to stand guard while he went into a meditative rest period. He had found since he became attuned to the ring that even that he did not need to do as long as he once did.

Link to comment
Share on other sites

Image of an elven woman in the moonlight
Selena Moonbrook

HP:33|33 | AC:18 | Init: +2
Perception: 17, Insight: 17

Once inside Selena take stock of the situation, "Gather round, and pull in anything you think will be useful, once inside, you will be free to move inside and outside of the magic I conjure, but I will have to stay inside the area. The ritual will take ten or so minutes" With that she finds a comfortable space within the area and holds out her holy symbol of Selune, settles down, and begins to ritually chantTiny Hut Ritual
LEVEL
3rd
CASTING TIME
1 Minute Ritual
RANGE/AREA
Self (10 ft )
COMPONENTS
V, S, M *
DURATION
8 Hours
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
bringing forth a dome of opaqueness that looks almost black, but not quite, it reminds you of the night sky.

 

OOC

Ritually Cast: Tiny Hut

 

Link to comment
Share on other sites

There is no trap in the building, Mizzi says to Selena "I think it will be better to cast the spell upstairs, if anything does enter the house we will have at least some time to prepare" and she collects the longsword from the table and heads upstairs.

Link to comment
Share on other sites

dreammage.jpg.650e17c3ab2f9c26f5b6ae35930f00f9.jpgMiyuki Wind-River


Be Careful. The young woman says, her eyes sharp as she looks around the cabin, suspicious of the house in general, carefully investigating the rooms. her hand on her blade just incase. Pity the sandstorm whipped up, I would have liked to document the area. She adds, I'll put down an alarm on the ground floor, then head up. it'll give us warning if something does come in.

Link to comment
Share on other sites

  

Flyn

 

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


"Upstairs does sound best. Who's taking the bed? Rolling dice for it?"
As the group heads upstairs, Flyn grabs the coins and gems from the table. Then gives the couple a quick glance, looking for wedding rings or keepsakes. In part for the value, but in part because a keepsake might be returned to family when we leave this place.

"Can anyone check to see if that sword is magical? Or what it does?"

 

  

Perception

Edited by slinkman00 (see edit history)
Name
Perception
14
1d20+5 9
Link to comment
Share on other sites

 
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 glances over at the two smaller forms that appear to have deformities, curious if they are related to the other two on the couch. After inspection, he grabs a chair that is near the table and moves it next to the door and sits sidelong to one side. If he is going to keep watch, he can sit and rest while the others are preparing for the night.

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] 30ft [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] +4 1d4+2 [b][/b] [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 30ft 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 +4 1d4+2


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

 

 
Name
Medicine
5
1d20+3 2
Link to comment
Share on other sites

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


 

"Bah, if you don't take any risks you'll never get the good stuff Gav," Jac replies, "though that is a nifty spell, used it a few times myself." As Mizzi whisks to sword away upstairs he adds in a stage whisper "see, now she got the goods!", before launching his voice upstairs "Good on you for taking the chance Mizzi! Let us know if you feel cursed before Miyuki gets too close!"

 

He joins the lizardman in giving the bones a quick once over as well, not able to determine much from the hunter's expression and even less from his silence. Satisfied with a quick prod and snort, he follows the rest upstairs. As he passes by Vethr'zuak, he lets his hands ghost the rough shoulder scales, imparting a little blessing. to lounge inside the ritual circle whilst Selena works. It briefly crosses his mind that this exact thing might be why she doesn't like him that much, but she's too busy casting to notice. He reaches into a pocket and pulls out a set of dice and a cup with a smile. "I could never say no to a little wager, you know that Flynn!"

 

OOC

Medicine Check on Skeletons; Medicine

Action: Bestow Blessing of the Trickster on Vethr'zuak - adv. on Stealth Checks for 1 hr

 

 


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 2/3 ; 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

 

Name
Medicine
23
1d20+3 20
Link to comment
Share on other sites

Image of an elven woman in the moonlight
Selena Moonbrook

HP:33|33 | AC:18 | Init: +2
Perception: 17, Insight: 17

"The magic only creates a dome, so if it was on the next floor, they could rip up the floorboards to get to us. It's wiser to keep it on the ground floor, thus they have to burrow, and we know that some of them fly. " she starts to ritually cleanse the area, "but make your minds up quickly, or I'll have to start again"

Link to comment
Share on other sites

Mizzi looks over the blade as she heads upstairs, it is a fine elven made piece with a shaped grip. She hands it to Jacerin and then heads down as Selena argues that downstairs is better for her spell, the wind remains strong outside and so they huddle together for the spell. The night passes without incident and in the morning the wind had stopped, once the party was ready they pressed on.

Link to comment
Share on other sites

 
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)


Before the night is over, Vethr'zauk finds something suitable to hold water and holds the silvery scimitar over it. The bin begins to fill with refreshing water and refills his waterskin. "Thanks be to the moon and mother of night." After doing so, he begins to meditate at midnight to reclaim his magic and goes to sleep.

Upon sunrise, Vethr'zauk wakes and opens the door outside to inspect the current situation, feeling the chill leaving the air as the sun shines upon him. He keeps quiet to allow others who prefer to sleep in to do so.

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] 30ft [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] +4 1d4+2 [b][/b] [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 30ft 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 +4 1d4+2


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

 

 

 
Link to comment
Share on other sites

  

Flyn

 

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


Flynn wakes from his spot on the floor, stretching and yawning. His belly giving a bit of a grumble, he sits up and begins rubbing his hands together. When he stops, he holds out 10 berries. Taking two and popping them in his mouth and begins chewing, "Berry anyone? Not the most delicious food ever, but it will stave off hunger for a day or so."

After offering the berries around, "Anyone know how far we are from the vault?"

Edited by slinkman00 (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...