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Into the Deadlands


paladinred

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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)


As those affected by the poison seem to be getting worse, Vethr'zauk also says, "I have no magic for poison, but to cause it."

"I can help heal the damage the poison causes though, as Miss Moonbrook has offered as well." he adds.

Vethr'zauk will use three castings of Cure Wounds on people who need it.

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 [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

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
Cure Wounds
6; 10; 5
1d8+3;1d8+3;1d8+3 [3]; [3,7]; [3,7,2]
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Gav fights off the spores and with that the threat is over, watching the sky and the surrounding land for movement you see nothing that could bother you.

Continuing your journey Mizzi casts a ritual spell that detects the presence of magical auras, she then does the same with an identify spell and declares "this dagger is remarkable, it will do acid damage to the enemy when you stab them. It also gives you resistance to acid damage as well, all you need to do is attune to it" she says as she holds it out to anyone that wants it.

 

Can you decide who would best make use of this item, my initial thoughts were Flynn but you guys can decide, if not I will roll for a random player.

Edited by paladinred (see edit history)
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Flyn

 

image.png.19ce53f252d3af42fd2268f58bc3109c.png HP: 26/30 AC: 15PP:15 Init: +3


 

"Well, I think resistance to acid sounds great. I wonder if I could call upon the acid to eat through locks that I can't pick... If there are no objections...." Flyn takes the dagger, strapping it to his hip in place of another. "If only it worked as well with Poisons... Would have come in handy a few moments ago."

 

  

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Pushing on the party begins to notice a slight haze that obscures their vision of anything over a mile or so, as the day passes a village comes into view on what was once a crossroads. Mizzi takes this moment to summon her familiar, an albino raven pops into being and sits on her shoulder "everyone, I would like you to meet Moot. He is my familiar and I will get him to take a quick gander around the village, while he is doing that I will be a little vulnerable so can I ask you to watch over me please" the wizard asks.

 

Moot takes off and Mizzi sits looking like she might be in a trance, she can see the ground pass by as the bird flies about ten feet from it. Getting to the edge the bird sits on the first rooftop and scans the street, nothing moves. She continues to fly around the outskirts of the village eventually getting back to the starting point, several creatures are seen moving in twos and threes. Possibly ghouls or other forms of undead, just beyond the village is a large building, perhaps a lords residence. Moot flies over to this building and initially, he does not see any movement, the door is open so he flies into the house. Being super cautious Moot peers into each room that has the door open, he hears no sound so returns.

 

Getting back to Mizzi she stands back up and relates the information "I think the large building might be a good defensible position to rest up tonight, it will be dark in about two hours and we might not see anything else with a set of doors and windows that still work" she says to the gathered party.

Edited by paladinred (see edit history)
Name
Perception
23
1d20+5 18
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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 kept his eyes scanning the area, even up until they approached the large building. "Let us make sure that it is not already inhabited, or at least, see if we are invited in." says Vethr'zauk. Approaching the building, he circles the house peeking into the windows or openings available.

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 [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

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
Perception
23
1d20+9 14
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Flyn

 

image.png.19ce53f252d3af42fd2268f58bc3109c.png HP: 26/30 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 moves to the building with Veth. Mizzi's familiar having already done a quick check, Flynn enters the open door, quietly scanning the first room before waving the rest to quickly get inside to cover.

 

 

  

  

Edited by slinkman00 (see edit history)
Name
Stealth
15
1d20+8 7
perception if needed
19
1d20+5 14
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Flynn can see the usual debris scattered on the once plush carpet, paintings still hung on the wall that might fetch a bob or two. A grand staircase leads Flynn's eye to the top where a very large, ornate mirror commands the view. This mirror must have been an incredible sight when polished, script runs all the way around and is only interrupted by angels and cherubs. No sound can be heard nor movement detected, this building looks like a lord lived here and was not short of money.

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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.

Having been healed of the effects of the poisonous spores he takes his place at the back of the party scanning behind them to make sure no creature is trying to flank them. When they find the village ahead he awaits what Mizzi can find out and then follows the rest inside the manor afterwards. scanning the place and going room by room to help make sure there was no danger to them there.

 

Name
Perception
19
1d20+8 11
Stealth
18
1d20+6 12
Investigation
12
1d20+2 10
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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

 

Gav finds no monsters or otherwise in the house, he thinks that if he had a few portable holes he could fill them with the swag in this house. Mizzi asks "do you want me to cast a ritual to detect any magical aura's in here? There might be many a magical item in here," she says as she prepares to cast the spell.

Edited by paladinred (see edit history)
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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 nods his head, "While we can not pack up the whole house if we find things useful to the party then we can be more efficient in our mission. "

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.

 

 

Edited by darlis moonbeam (see edit history)
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Flyn

 

image.png.19ce53f252d3af42fd2268f58bc3109c.png HP: 26/30 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


"Of course lets look for magic. But, lets be sure the place is clear first eh? "Moot" was only able to see into the opened rooms. We should be sure and check any closed doors... and then get the main doors here closed and barricaded. Before you start your ritual."

With that, Flynn makes to close the main doors of the mansion. Looking for a lock, or bar, to keep the doors closed.

"How big is this place? How far was Moot able to make it before coming back to you?"

 

 

  

  

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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 will take his time and do a systematic search of each room in the house. Starting in a clockwise fashion.

 

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 [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

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
Perception
14
1d20+9 5
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Map

What Is In a Set of House Plans? | Mansion floor plan, Luxury floor ...

This is the type of house you are in, two floors with some outbuildings.

I have already said that you find nothing in the house that is alive, I will have Mizzi scan for magical auras when you are ready. She can also set an alarm in places such as the front and back doors.

Edited by paladinred (see edit history)
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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 2/3


 

As Flynn heads forward to gather the few goodies from the corpse, Jacerin exclaims "And that's what makes it all worth it, fortune and glory!"

As the rest of the party recovers from their coughing fits he continues, "Unfortunately I'm also out of antidotes for present, though perhaps Serena and I can whip up some holy water for next time - though looking round this place I imagine the water will prove as difficult as the holy, unless Vethr'zuak can keep up his trick from last night."

 

He trudges through the desert as they continue their way on, until Mizzi stops and reports her findings from ahead. Grasping his amulet, he mutters a few words in prayer, and their passage is once again masked, sounds muted and shadows lengthened as a veil descends over the group. Any sign of their passage through the village is masked as dust quickly fills their footprints.

 

As some of his companions begin to make their ways cautiously through the house, Jac lets out a low whistle at the mirror. "That looks valuable at least, Gav," he replies to the ranger, "Though when you say we can't strip the place bare, well you'd be surprised what you can carry with a little inventiveness. Old noble houses are some of the best hits. Gems, jewellery, all even better if it's magic. Please do your work Mizzi!"

He kicks back into one of the faded plush arm chairs, a cloud of dust forming a halo around him. "Any alarms, magical and mundane both seem sensible for a good nights sleep. Reckon between the two of you," he levels a finger at Mizzi and Miyuki, "and the two of you," this time gesturing towards Flynn and Vethr'zuak, "we should have both aspects covered right? Happy to tilt the odds in your favour of course."

 

OOC

Cast Pass Without Trace before we make our way through the village to the house.

Cast Guidance in the house if Flynn and/or Vethr'zuak are setting up any traps - or anyone else for that matter.

 


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 2/4 ; 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


 

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Mizzi does as requested, walking from room to room there is only a small number of hits considering the size of the house.

 

1. HHH (Handy Haversack)

2. 3 Potions of Superior Healing

3. Slippers of Spider Climb

4. +1 Longbow

5. Ring of Mind shielding

 

Mixed cache of non-magical jewellery valued at 10,000gp.

 

By the time this has been done, it is getting dark with doors locked and curtains drawn the party settle in for the night. In the master bedroom, there are a number of err.... rude paintings. Twenty works of art depicting a different position, there are a number of Phallic objects scattered around the room on presentation plaques. Miyuki casts her tiny hut spell and the party begin to get some shut-eye, are you setting a watch?

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