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Into the Deadlands


paladinred

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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 felt that the sorcerer was the greater danger for now so he targets them first in one smooth motion and releases his first arrow and has the second one going moments after the first.

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.

 

 

Name
First attack
17
1d20+9 8
First Attack damage
12
1d8+4 8
Second attack
27
1d20+9 18
Second Attack damage
12
1d8+4 8
Infused attack fire damage if hits
1
1d6 1
Blessing on first roll
2
1d4 2
Blessing on second roll
4
1d4 4
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Image of an elven woman in the moonlight
Selena Moonbrook

HP:33|33 | AC:18 | Init: +2
Perception: 17, Insight: 17
300' Dark visionxxxΩ

"Recieve the blessing of the lady of the moonlight" Selena touches her eyes and then flicks her hands out to the rest of you. As she does so you feel your eyes tingle and the dark shapes in the darkness seem to come into focus, as your sight becomes like hers.

As you look around you see that your companions all have eyes that look like small moons.

OOC, Mechanics

Eyes of Night

As an action, you can share your 300 ft. darkvision with up to 4 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Each of you get Darkvision 300ft, for an hour.

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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 the enemies approach, Jacerin once again grasps his amulet and whispers a short prayer to Tumors, turning her eyes to his party members. The clink of gold echoes faintly in each of their ears, along with a faint tinkle of laughter, and they feel LA's if luck is on their side.

 

He then takes a few steps back, and looks at the transparent walls of the hut warily. "You sure this will hold Selena?"

 

OOC

Action: Cast Bless on Vethr'zuak, Flynn, Gav - +1d4 to attack rolls and saving throws

 


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 1/4 ; 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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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


 

Thinking it as good a time as any to test this new dagger, Flynn draws and lets fly with the found blade. Taking aim at what looks to be a caster.

 

 

 

  

  

Name
Attack with bless
22; 11
1d20+1d4+7;1d6+1d4+4 [12,3]; [12,3,4,3]
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Initiative

 

Mizzi 21 - Holds her action until a fight starts

Sorcerer 20 - Steps into the room whilst holding an ongoing spell, she then calls out "in here"

Flynn 19 - throws the dagger and hits

Jaceerin 18 - Casts Bless on Veth, Flynn and Gav

Gav 17 - Fires his new bow, the 1st shot misses but the 2nd hits home

Selena 17 - Shares her DV

Ghasts 14 - Hold their actions

Ghouls 6 - Hold their actions

Veth 2 - Hold his actions

 

Map

image.png.a36e78d14b11e9679143b143388d3de2.png

 

Edited by paladinred (see edit history)
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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)


Seeing that the sorceress does not respond to his demands, prepares to guard the entrance to the tiny hut, ensuring that there is limited contact with those inside.

H-7 (holding action until zombie gets within reach before attacking)

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

 

 

 

Name
Scimitar
17; 3
1d20+4;1d6+2 [13]; [13,1]
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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 moves a little forward next to Veth and casts a spell, a firey streak lands just outside the bedroom door and all the nasties get burned.

Name
Fireball
18
8d6 1,2,4,1,4,2,2,2
Dex saves
7; 17; 9; 14; 16
1d20+3;1d20+3;1d20+6;1d20+3;1d20+3 [4]; [4,14]; [4,14,3]; [4,14,3,11]; [4,14,3,11,13]
roll
20
1d20+3 17
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Vanquish Magazine - October 2021 - Halloween Special - Kristina Orlova ...

 

"That was pathetic bitch, are you ready boys cos here they come".

 

The hut is then dispelled and the monsters attack.

Name
Ghasts
21; 8
1d20+5;2d6+3 [16]; [16,2,3]
roll
13; 6; 6; 9
1d20+5;1d20+5;2d6+3;2d6+3 [8]; [8,1]; [8,1,1,2]; [8,1,1,2,3,3]
Damage (2d8 not 2d6)
11
2d8+3 4,4
Ghouls (Bite, Claw, Claw)
22; 6; 7; 6
1d20+4;1d20+4;1d20+4;1d20+4 [18]; [18,2]; [18,2,3]; [18,2,3,2]
Damage
12
2d6+3 5,4
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Prepared actions

Veth takes 11 damage and I need a Constitution save DC10 or be poisoned until the start of your next turn.

Veth is also Bitten by a ghoul and takes 12 damage.

 

To post

Flynn

Jace

Gav

Selena

Map

image.png.c2460603bb9ac44bf243a1e991c12f1c.png

 

Edited by paladinred (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


 

Not sure what the caster can do. Flynn tries a spell of his own, trying to force the caster to laugh so violently that she falls to the floor.

 

OOC

Casting Tasha's Hideous laughter on the caster. Wisdom save DC 13, or she falls prone to the floor incapacitated. She can reroll the save each turn, and each time she takes damage. Saves triggered by damage are with advantage.

 

  

  

Edited by slinkman00 (see edit history)
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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

"It would have held, had she not been such a bitch about it" Selena comments to Jaceerin "But now I have to teach her some manners" With that Selena gestures making a symbol of the triple aspect moon

"The dead have something to say about your abominations that you keep" As the words leave her lips, a soft moan and wail seem to emanate from the floor as hundreds of tiny angelic spirits seem to rise up and circle around Selena, "come let us embrace the twilight", Selena steps forward, the swirling spirits seem to hurt and slow the attackers.

OOC, Mechanics

Cast Spiritual Guardians 15' radius - Wis save vs. 15

  1. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. (our party)
  2. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw.
    • On a failed save, the creature takes 3d8 radiant damage. (13 radiant damage)
    • On a successful save, the creature takes half as much damage.
       

 

Edited by 8w_gremlin (see edit history)
Name
radiant damage
13
3d8 4,5,4
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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)


Save roll.

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

 

 

 

Name
Con
10
1d20+3 7
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