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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 still felt that the sorcerer was the greater danger for now so he targets them again 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 with bless
29; 3
1d20+9;1d4 [20]; [20,3]
First attack damage with crit
15
2d8+4 3,8
Second Attack with bless
24; 4
1d20+9;1d4 [15]; [15,4]
Second Attack damage
8
1d8+4 4
Infused damage on first attack
1
1d6 1
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Initiative

 

Mizzi 21 - Casts Fireball

Sorcerer 20 - Dispels the hut, falls prone

Flynn 19 - Prepared - throws the dagger and hits - Action Casts Tasha's Hideous Laughter

Jaceerin 18 - Casts Sacred Flame on ghoul 2

Gav 17 - Fires

Selena 17 - Conjures the Murder Fairies

Ghasts 14 - Prepared - Attack - Action - Attack

Ghouls 6 - Prepared - Attack - Action - Attack

Veth 2 - Becomes paralyzed due to the poison from the ghast.

Edited by paladinred (see edit history)
Name
Dex save
7
1d20+2 5
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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


The dome collapses around them as the enemy sorceress casts, and Jacerin curses as the ghouls flood forward. As spirits arise under Selena's command and begin to harass the undead, Jacerin takes advantage of the confusion to step back behind Mizzi. No point trying to send them running out of reach, he thinks as the storm of spectres begin to strike at the enemy with ghostly Radiance. For his part, a word calls down a pillar of sacred light upon to nearest ghoul

 

OOC

Action: Sacred Flame Vs G2, DC 15 Dex Sv

Move: SE of Mizzi

 


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


 

Name
Sacred Flame Damage
8
2d8 6,2
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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)


Veth having a new enemy before him, strikes back quickly after being injured by the ghast.

 

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
24; 4; 2
1d20+4;1d6+2;1d4 [20]; [20,2]; [20,2,2]
Crit
4
1d6+2 2
Con Save
6
1d20+4 2
Bless Bonus to con
2
1d4 2
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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 casts the spell that never misses at the vampire.

Edited by paladinred (see edit history)
Name
MM
10
4d4+4 1,1,1,3
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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 frowns at his obviously failed spell, as the remaining undead thing takes off flying away.

His ears perk at the heavy clodding footsteps tho, and he quickly makes his way over retrieve his thrown dagger. Then risks a look out the door to see what is coming next. And to see if he can spy where the fleeing creature went.

 

 

 

 

  

  

Name
Perception
7
1d20+5 2
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The ghouls are dead but the ghasts are still attacking, you might have to wait before you can retrieve the dagger.

@slinkman00 roll me a d100, 1-50 you can see the dagger on the floor around square B9, 51-100 it was still stuck in the vampire spawn when she left.

Can I get you actions

@PureChance

@darlis moonbeam

@8w_gremlin

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


 

The smaller ghouls evaporate before Selune's spirits, but the larger pair seem to be clinging resiliently on. As Veth takes another hit and stiffens up, Jacerin decides to take more direct action. Especially with whatever is coming to join them. He puts his fingers to his mouth and lets out a short whistle, the coin around his neck glowing as he does. Behind the ghast, a rain of translucent gold coins materialise and shoot forth. Shortly after another beam of golden light shoots down, following up with burning Radiance.

 

OOC

Action: Sacred Flame Vs Ghast2, or Ghast1 if Ghast 2 is dead, DC 15 Dex Sv

Bonus: Cast Spiritual Weapon, attacking Ghast2

 


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 1/3 ; 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
Spiritual Weapon Attack; Damage
23; 8
1d20+7;1d8+3 [16]; [16,5]
Sacred Flame Damage
11
2d8 7,4
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