Amaryllis77 Posted January 22 Clone Share Posted January 22 IC Rahnur Rhahlem http://www.myth-weavers.com/sheet.html#id=2594301 NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur took a long breath at his mother's answer before he pulled her into a hug, "Okay, I won't stop you, but I will back with both of them as soon as possible," he gave her another squeeze before clearing his throat and looking to the others as Aralim gripped his shoulder. His eyes were narrowed and his shoulders were tense. He didn't know if he also wanted to feel sick along with the anger swirling in him, "Thank you, all of you." he then looked back to his mother as he realized everything he had to worry about now that the full weight of what's going on came crashing down on him. The thought almost made it hard for him to breath and he had to turn around away from everyone, pushing Aralim's hand off of him as he took several large breaths that almost sounded like he was ready to cry, "I have to make sure my mother gets to my uncle without issue, and then I have to make arrangements, and there are a few people I have to talk to." he noted that he should take the time to pay a few months to his guild. Shop or not, Rahnur knew they had resources his mother could certainly use during this time, and he would need to focus on rebuilding once - don't think if - he got Loren. Her best deserved to know and maybe she knew something. And as much as his father-in-law was a crappy person, he should also know what happened to his daughter. The list of things to worry about only seemed to grrow, and it only seemed to make his head swim. He was barely able to take a deep breath to somewhat calm himself down. And then there was the idea of going to the Blackgate. It was necessary yes, but it meant a difficult decision...as he turned to his mother "Mother, I doubt your brother will wait with you at the gates for me to come by and give you one last goodbye before I set off, so this will be the last time we'll see each other for a while. I'll let the guards escort you there. I can't say I won't be able to write you especially if it poses a risk to you, so instead I want you to have this." he pulled out the wooden statue he was working on the boat, "It's never gonna be as good as baba's, but I hope it'll keep you company until I come home." OOC Attack Action: Bonus Action: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted January 24 Author Clone Share Posted January 24 (edited) Osnoh smiles at the words trying to reassure her that she doesn't have to go with her brother. "I thank you, and I have no doubt your valor... my brother is a blow-hard for show. His prejudice is real, believe me, but he only does what he thinks is best for the community. If it came to it, he would defend you, too." She grins, looking out the porthole to the street below. Holding her bag, she offers her arm to Rahnur. "Walk me forth, boy. I can leave my home with dignity and my son on my arm. I'll work on scrapping the ship and put it in our account. Do you want to withdraw any of our funds for your journey to avenge your father and save our Loren?" Taking Rahnur's arm, he leads his mother from their ruined home and out onto the street. She does not look back: though Dani, Wendy, and Aralim have only just met Osnoh, all three can tell she is holding it together as best she can. She has a nobility to her, the kind Dani is acquainted with. Theodoric knows it too, from his work in the Watch in Waterdeep. To Belmund, she is a woman who is facing the horrors of life in this city better than most. The Gate takes what it will and spits out the rest. "Escort me to the Basilisk Gate. My brother will meet me there. Mortarchs, please take my husband's body and prepare it for burial." She then turns to her son. "My precious boy... he wouldn't want you to lose sense of who you are. This fight will test you, make you something you may not recognize. But you have the heart of a lion, and it is a good heart. Find Loren. Bring her home to me. And finish the fight. Whatever is happening.... make the world a better place than your father knew. Your child needs you. And I know what that's like." She leans up and kisses Rahnur on the cheek, and then runs her finger in a circle around his forehead, just as she did when she was putting him to bed as a child. With a final smile, she turns and walks with the guards. The Mortarchs begin heading up the ramp, but their leader stops. "Tomorrow, before the sending off: come find me. I'll have more information for you. I'm a member of the Order of the Gauntlet and I think I have good cause to share resources with you." She makes no indication she knows any of the group is a member, but she bows and heads onward. They begin to head onward, but soon encounter a parade, blocking Belmund's preferred path to Blackgate. Fortunately for him and for Rahnur, Wendy knows her way about the nooks and crannies of cities like this, and leads them down a series of alleys she seems to just know are there: ones Rahnur has never heard of and ones Belmund, arguably newer to the city than most, has no experience with. They move quickly from the Lower City to the Upper City, leaving the smell of urban living behind for the smell of parks and gardens, something Dani knows quite well. They move quickly, and leave Baldur's Gate by its namesake, entering Blackgate. The smell of horses is thick here, and all the good and bad that comes with that. Belmund picks up the leadership of the group, and soon they arrive at a stable: Selebon's Stable and Grooming. He leads them through the front door, which rings the bell. The interior is dark, both in aesthetic and in build. Dark wood, with dark wooden hooks from which saddles, robes, bridles, bits, and horseshoes hang. Among them is a silver harp and moon, rusted and dented but remade. The door to the stables opens, bringing in the smell of horse sweat and hay. The man who enters is older, gray-white hair with hints of brown and a face that has seen the road, but years ago. Dressed in reds and yellows, the belt of coin at his hip bounces. "Wonderin' when you'd get back, Bel. Took yer time, it's near-half tharsunThe latter half of afternoon. Ackyn Selebon. You know why you're here, I know more. You tell me what you know, I fill in the blanks and let you know how you get on that caravan: hop to it, I got a business to run." Edited January 25 by Gregorotto (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted January 25 Clone Share Posted January 25 (edited) Wendy Level 4 Goblin Urchin Druid (Circle of the Moon) AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11 Wild Shapes: 1/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. 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 you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (4/4 slots): cure wounds, entangle, good berry, healing word 2nd level (3/3 slots): enlarge/reduce, moonbeam Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). List of Beasts Wendy Can Turn into Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/10 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 15/10 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Date 18 Kythorn, Year of the Warrior Princess, Selebon’s Stable and Grooming, Baldur’s Gate Western Heartlands, Sword Coast “Pleasure to make yer acquaintance, Mr. Selebon,” Wendy says with a curtsy. “I’m We-Malachite! Yeah, Malachite. You know, green like the stone!” “You might need to narrow down your range some,” Wendy quips. “There’s Greenest; there’s the raiders’ base; there’s the raiders’ base a second time, this one in a cave confronting Frulem and Cyanwrath; there’s Elturel; and there’s Baldur’s Gate. And to be quite frank, no matter which one you pick you ain’t slidin’ a slip o’ paper in the gaps between whatever we can unload on you. So. What’d’ya wanna hear?” OOC Movement: — Action(s): — Bonus Action: — Reaction: — Interact-with-Object: — Edited January 25 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted January 25 Author Clone Share Posted January 25 Selebon huffs at the goblin's introduction. "Ain't got time for Harper nonsense. Don't really care what your code name is. I'm just tellin' you where to go. Barely had time for it when I was a Harper proper." He lets her keep talking, his face steely and mood bored at best. When she finishes, he sighs. "None of that. I ain't interested in where you been, what you done, none of that. I want to know what you think the mission is, pipsqueak. Nothing else matters, and I ain't got time for storytellin' no how." This is what Belmund might have expected: Ackyn Selebon, former Harper agent, now an affiliated safehouse holder and mission giver on behalf of various captains, doesn't have a lot of nice things to say about lofty Harper ambitions or ideas. Injured on a mission that the dwarf has no details for, the man is deeply jaded and somewhat unpleasant beyond the business itself. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dwargstof Posted January 26 Clone Share Posted January 26 Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15 "Waylayed," Belmund answered the accusation of tardiness, "as bein' the usual case in these cities o' bob n' bustle, but for Malachite's expertisin' o' streetlife, which warrants all the 'preciation Ah can give. This particular waylayin' being of a bit more important stature than the usual, though." Belmund rolled his eyes at Selebon's reply to Wendy. Not that Belmund was Mr. Super Harper himself, but the network had more merits than most and there was something to be said for that these days. "Give it a rest, Selebon. Ye speak as if ye cannae remember the trials an' tribulations shapin' ye into who ye are today, scars and all, important ta each person down to the last. This group's story is one worth hearin' if they want'a tell." "Anyhow, iff'n ye really had any interest in saving yerself a second or ten, ye'd cut out all the hullabaloo and get ta the bloody point and tell us what we need to know. 'Asides, we got a rather pressing matter to attend to." He means, of course, a kidnapped wife and child, which has taken on a precedence in his mind, though he is not sure Rahnur wants the news public, and leaves it up the the group to decide what, exactly, to share with Selebon, the man who claims to know so much already. As if to make an excuse for Selebon, he speaks to the group. "He's cut from good cloth, just a bit tarnished," a jovial wink to Selebon, "but we can trust 'im. Safe as houses with this one, which Ah s'pose is why he runs one." Belmund permitted himself a quick and quiet chuckle at that one. OOC Belmund hesitates to make any presumptions about what the group *wants* to share with Selebon, but vouches for the man despite his prickly ways. Action: Bonus: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted January 26 Author Clone Share Posted January 26 Selebon is all huffs and stuff, particularly in Belmund's defense. "You seem to suffer under the delusion I like what I am today. I ain't got no time for heroics and self-'grandizement. I only got time to prepare you lot for what's comin', and make sure nothin' is compromised. But you're right: don't matter none what you think you know. I'll spell it all out for ya right now. Lock that door, we got business to discuss." He waits until someone locks the door. "Whatever matter you got to handle, it can wait 'til I say what I got to say. If you got questions after that, that's all good and right, but I ain't got time for story-tellin'. Now let's get to it. "Cult of the Dragon's been busy in these parts, and others. They're startin' to gather their spoils and send'em somewhere: some way north, long the Trade Way. I happen to have happened on one. Two days ago, an intermediary came in, signed up for a caravan I'm helpin' recruit for. The Blackgate Company, which is owned by Jessimum & Sons, a local tradin' group. Good folks, but I noticed some indiscretions in their paperwork and the contents of their loads. Five carts, already fully stocked in hands and arms, joinin' the six I already got. That's a full ride. So, I let the powers that be know the Cult was joinin' this caravan and we had a chance to followin' it to its natural location and they agreed: we need eyes on this project. "Your job is this: get hired to join the Blackgate Company's caravan to Waterdeep. If your 'stories' mean you're famous, either trust you're not so well known as you think you are or create an identity. Join the caravan, blend in, but don't let those five wagons get out of yer sight. Once it lands in Waterdeep, you'll need t' follow it further, most likely: a load of booty like that ain't gonna stick around for long. We need to know where this treasure is goin', and for what purpose. So, that's your mission: follow the hoard." It seems straight-forward, truth be told, but how to do it without being detected? How well does the Cult of the Dragon know who they are, Rahnur aside? And if Rezmir knows, do the rest of the cultists all know? Or is this simply personal? Selebon doesn't have much more to offer on the questions of how and why, simply the logistics of what. "Charter's bein' written by my associates at Jessimum & Sons, should be to me by this night. I can get you names of who you should seek out to be hired. You've five days to get hired, then the caravan takes the sixty day journey north. Every tenday, you get a day off and the caravan takes a break: that's why it takes so long. You'll be paid a salary by your owner, and the Harpers will front whatever funds you need to create an identity and gear you think you might need to fulfill the job. If you got questions, you got time to think of'em and ask, or you can ask now." He shoots Belmund a glance. "How's that?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted January 26 Clone Share Posted January 26 Wendy Level 4 Goblin Urchin Druid (Circle of the Moon) AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11 Wild Shapes: 1/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. 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 you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (4/4 slots): cure wounds, entangle, good berry, healing word 2nd level (3/3 slots): enlarge/reduce, moonbeam Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). List of Beasts Wendy Can Turn into Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/10 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 15/10 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Date 18 Kythorn, Year of the Warrior Princess, Selebon’s Stable and Grooming, Baldur’s Gate Western Heartlands, Sword Coast Wendy bristles slighly at being called ‘pipsqueak’, but holds her tongue. Her cheerful smile returns when Belmund defends her and mentions appreciating her urban-navigation expertise. “You’re most welcome, Mr. Belmund!” she says, puffing out her chest in pride. “’T’ain’t no thing, though! Every city does like every city do, and ain’t a one of them is half as unique as their locals’d have you believe! Excepting of course Waterdeep, in which case, it’s city like none other in all the planes!” She looks to Rahnur and adds a hasty, “Well, I mean, Baldur’s Gate is pretty cool, too! Of course!” “Dardanelle Lazuli, art-supplier, painter, and art dealer, at your service! I’m looking for a caravan to Waterdeep I can ride my horse and cart in! If you could get us that list right quick, just so’s I can confirm my hunch, but I might already have a potential ‘employer’ . . .” OOC Movement: — Action(s): — Bonus Action: — Reaction: — Interact-with-Object: — Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lukenary Posted January 26 Clone Share Posted January 26 Aralim Empyrean (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: ○ ○ ○ ○ (1st) | ○ ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | ○ ○ (metamagic) Aralim paid rapt attention to the parameters of the mission, burning them into his memory. The success of the mission means everything. We must not fail... but we also have another pull on us. We have to rescue Loren as well. How long do we have to do that? We have to get hired on, and quick. He wandered around the shop, finding mud, polish and charcoal. He applied a bit to his hair, to his shield. "Hey, Wendy, can I get a little help over here? Can I see some of your darker paints, perhaps to dye some things?" He works a bit, quietly. Matinal lights his way around the shop, venturing forth and calling his attention to things he might need. "Mr. Selebon, we do appreciate what you're doing for us here. The owner of a safe house is a lonely job sometimes, and often unrewarding. But when he's needed, he can save the lives of countless people." Aralim takes a deep breath and snaps off the sunrays so lovingly built into his shield. Now, it is simply a normal, run-of-the-mill small shield. The dawnpriest sighs, but continues marking it up with dirt, paint, and scuffs. Under his breath, one might hear a prayer. "Great lord, let me find another at the Spires of the Morning just like it." He speaks up again to Selebon. "We hope that's what we're doing with this caravan. We've taken on the Cult before, and won. But we're few, and they are many. That's why we hoped allying ourselves with those who harp would multiply our power." He'd seen this before, he realized. He'd seen his mother do it a thousand times. Use the environment, the lighting, the shading. In fact, the border between light and shadow is where Lathander lives, is it not? As he speaks, Aralim's posture changes. He stands straighter, but more relaxed. He applies some of Wendy's paints to his face, and stands in shadow just so. The way his mother taught him. His demeanor changes, and he rests his hands on his belt pouch. He's unrecognizable to the others in the room, a transformation in shadow and mummer's paints. This is not the earnest young dawnpriest they have traveled with for so long. "Taliesin Wanderer, merc for hire. Pleased ta meetcha." His voice gruff and grizzled, he sticks out a now seemingly brawny forearm, to clasp hands with the owner of the stables. Realizing his performance might not be quite what he'd hoped, Aralim says, sotto voce, "I may need a little more help than I realized, Wendy. It's my first time doing this." Mechanics Action: Going with performance. And I'm not going to roll again, dammit, even if Rin is kind and would help. It's just too cool to spoil! Bonus Action: Move: Other: Name xDiceName xDiceResult xDiceString xDiceRolls Performance 10 1d20+3 7 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted January 26 Clone Share Posted January 26 (edited) Wendy Level 4 Goblin Urchin Druid (Circle of the Moon) AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11 Wild Shapes: 1/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. 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 you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (4/4 slots): cure wounds, entangle, good berry, healing word 2nd level (3/3 slots): enlarge/reduce, moonbeam Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). List of Beasts Wendy Can Turn into Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/10 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 15/10 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Date 18 Kythorn, Year of the Warrior Princess, Selebon’s Stable and Grooming, Baldur’s Gate Western Heartlands, Sword Coast Wendy will busy herself using her disguise kit to help Aralim more properly look the part of ‘Taliesin Wanderer’—though she does suggest that ‘Wanderer’ sounds a little too obvious. She likes ‘Taliesin’, though. Reminds her of a place in a desert Mother Aderyn told her about—a single building so big it could house the entire population of Waterdeep, but only took up the footprint of Waterdeep’s Dock Quarter. What was it called . . . an ‘Archeology’? No. Ark-Ology? Whatever it was called, the founder, Soleri, or something, sounded like a big dreamer. Or was it that other guy who liked building the low, flat houses with the reeeealy horizontal bricks? Either way, Wendy would like to visit a desert some time. Mother Aderyn said that, despite the lack of flora, the fauna was very interesting—often very dangerous—but interesting. Oh, and the lightning . . . Long fingers of the gods that seem to go on forev . . . Oop! Wendy was snapped back into the real world just before she smudged the makeup and ruined the disguise. “I’ll get better at it as we go along! Consistency is the key!” OOC Movement: — Action(s): Help Action for Aralim (Rolled a 12, total) . . . Ugh. Bonus Action: — Reaction: — Interact-with-Object: — An Ark-Ology? Lightning like the fingers of God? Edited January 26 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Aralim’s Performance Advantage Roll: 1d20+3 12 1d20+3 9 Link to comment Share on other sites More sharing options...
Amaryllis77 Posted January 31 Clone Share Posted January 31 IC Rahnur Rhahlem http://www.myth-weavers.com/sheet.html#id=2594301 NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur shook his head, "No, you should save what we have to rebuild once I get back. Maybe get a few clothing for a new arrival," he tried to say cheerfully, "And if you have any issues, remember Maleek is also available to help keep you safe and perhaps Stephan," he sighed. He doubted that his uncle would ever come around, but he would not tell his mother that. Instead, Rahnur would give his mother a kiss on the forehead before letting her go with the guards. Their contact certainly was surly man, but Rahnur knew it was to expected in the city. The idea to get hired onto another caravan - the irony is hilarious - and he inwardly had to laugh. Issue was, following the cult was not going to be easy. It was clear they recognized him, and their group wasn't exactly the most subtle as group, "Let's just say both cities have their charms although I expect you to give me a tour of the city if we ever have time," he said jokingly before he turned to their contact and cleared his throat, "Rheirum Dhale, woodworker and even caravan guard, at your service. No wagon is gonna fail on my watch." OOC Attack Action: Bonus Action: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Performance 19 1d20+2 17 Link to comment Share on other sites More sharing options...
Spektor Posted January 31 Clone Share Posted January 31 Daniella "Dani" Violette Claribel Rosznar II Human Graviturgy Wizard (4) AC: 12 | HP: 22/22 | PP: 15 | WS: 0/2 | Spell Slots1st: 4/4 2nd: 2/2 | Insp: ✅ | Languages: Common, Chondothan, Elvish, Draconic, Infernal Daniella followed quietly behind the others, merely observing the paths they took with a casual disinterest. In truth, she was surveying the layout of the city in her mind, particularly the hidden paths that Wendy had navigated. But it was always better to let others think you weren’t paying attention, that way when they learned that you were, it is already too late. They arrived at the stables and Dani immediately put a hand over the lower half of her face to try and alleviate the overpowering smell of horses and their various excretions. Unlike perhaps some within their group, the second-born daughter of the Rosznar noble house did not exactly have a nostalgia associated with farm odors. To her, it was the smell of animals and shit, nothing more. She only dropped her hand once they were finally inside. The abrasive contact and patron of the safe house at first earns Daniella’s ire, but for once she decides to keep her mouth shut. The last thing they need is for this whole mission to be spoiled by her need to berate others. She would save that for when they no longer needed Selebon. But the more he talked, the more Daniella actually found him to be humorous. She could empathize with the old grouch’s lack of patience in dealing with secret organizations and their long-winded adventuring tales. She imagined she would act much the same if she had earned a few disfiguring injuries in her time working as a Harper. In fact, she was already fairly disillusioned with the whole ordeal. She was not doing this for the benefit of the Harpers, or, in truth, even for the benefit of the rest of society. No, it was for the glory — or more specifically, the legend that would follow in her wake. On top of that, it was done in the name of arcane science. Cultists made perfect test subjects for her experimental magic…and watching the effect of putting a humanoid body under 426~ newtons of gravitational force was a visceral (if not macabre) experience. She’d be lying if she said she didn’t enjoy it, and so she just decided to say nothing at all. But watching the others build their ‘characters’ before her eyes, far before it was necessary, was just too much for her to not comment on. With an exaggerated rolling of her eyes, she broke her silence, “Quit being foolish. This man has already told you all that he does not have time for your antics. What need have you to make your fake identities right here? If anything, you are undermining the efficacy of the identity by revealing it to even a single person outside of our group. Furthermore, do you actually think paint and mud will be effective for a sixty day trip? Imbecilic. What happens on the very first day when you break a sweat and the paint and mud begin to run? Immediately your little ‘disguise’ will be ruined. Even my illusory magic would be a poor option for such a long journey spent in close quarters with our quarry. We will have to rely on them not knowing our appearance. Change your outfit, if you feel the need to. That is about the extent of effectively changing your appearance that will be maintainable.” With her piece spoken, albeit in her usual abrasive way, Daniella checks over her nails with a bored expression. The haughty wizard almost looked as if she was quietly celebrating her intellectual domination of her allies. It wouldn’t be the first time, and the others could not be faulted for thinking her to be quite infuriating. “Now, don’t we have some other business to take care of instead of wasting both Selebon’s time along with our own?” Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted February 2 Clone Share Posted February 2 (edited) Theodoric | Aasimar Paladin 4 AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Cure Wounds Protection from Evil and Good Searing Smite Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3 Theodoric watches as Rahnur's mother takes his arm and leaves the remnants of their home, never taking a look back. The way she holds herself... Theodoric recognizes it readily, having seen it many times among those who have faced hardship after hardship and still managed to continue on. Her spirit is indomitable. Stay strong, Osnoh. For your son and daughter both. A small grin forms under Theodoric's iron mask as Mortarch Cyre reveals her allegiance to the Order of the Gauntlet, but he gives no other indication of his own allegiance past a nod and a simple reply of, "Understood." Their mission called for them to be undercover - may as well start practicing what that meant for him now by keeping things subtle. Making their way to Blackgate, Theodoric is impressed by Wendy's ability to find the hidden paths through the city - She's clearly spent time traversing the lesser-known walks in a place like this - and keeps his own radiant eyes open for any potential spots of... less-than-reputable reputation along the way, as well as the local guard outposts. Not dissimilar to Waterdeep, indeed. The more they work with Selebon, the more Theodoric actually begins to appreciate the man's brusque and direct demeanor. Straight to the point. Good. No need for extravagant meals and idle chatter. With the mission laid out before them, a few questions begin to swim through the aasimar's mind, most pressing of which was how much the Cult actually knew about him already. While his dealings with them in the end were rather limited in comparison to the others, he could not deny that he struck a rather unique figure compared to the average man, as his heritage was rather readily visible. Still, the celestial-blessed, while rare, were not exactly unheard of, especially in large cities like these. Perhaps he would not have to do much after all. He begins to formulate a question to Selebon about the contents of the "hoard", but his thought process is immediately interrupted by his allies' sudden insistence of disguising themselves right then and there. He can't help but give a deep chuckle of subtle appreciation at Lady Daniella's rather expected response to the proceedings. "Correct. There is no need to jump into action here and now. Best to discuss amongst ourselves, in private, and make requests of materials to Selebon later." Despite her abrasiveness, Theodoric was actually growing to enjoy Dani's presence... slowly. Returning his attention to Selebon, he says, "A copy of the charter, then, once you've received it, and I assume ours will include who we should keep eyes on. We will converse and divvy up appropriately. Do you have any further information as to what items the Cult members are trafficking?" OOC While we're traveling to Blackgate, I'll make use of my Watcher's Eye background feature: Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. Edited February 2 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dwargstof Posted February 2 Clone Share Posted February 2 Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15 "Aye, that's the spirit, Selebon!" He clapped in mock admiration, though in truth, he did respect Selebon immensely. So they were to track the Cult by getting hired on a Caravan. Belmund would be lying if he said he wasn't absoultely thrilled about this cloak and dagger businesses, but he kept that to himself, for now. His particular brand of spycraft did not sit well with the more experienced rogues of the world, being more of a hide-in-plain-sight operative. One of the more interesting things about being a Dwarf was just how commonplace they were pretty much anywhere in the world. Seeing a Dwarf willing to do some work was borderline tedium when it came to possible sources of excitement around town. "Ye lot disguise as ye like, but Dani's got the bell o' it. We'll need ta think it through, find some identities that'll hold up ta scrutiny, though Aralim an'--aye, sorry!--Taliesin an' Dardanelle seem masters o' the craft, so here's hopin' they can offer some pointers ta a sloppy sod like me!" He thumbed at his Harpers pin, tucked safely out of sight under his furred collar. It might be best to remove it for the journey...though if he were discovered wearing it, he might be able to take the heat off the other Harper plants that were surely already part of the caravan. After Theodoric poses his question, Belmund addresses the group again. "So we get the charter, likely sooner 'n later, an' the clock ticks fer five days during which we need ta be findin' ourselves suddenly employed. An' we still have the, ahh, family matters to attend to." He pauses, stroking his short beard for a moment. "How'sis fer a plan? We head out fer disguisin' supplies, then get ourselves jobs in a manner o speakin'. Should be a cinch! After which, we have the remainin' days ta suss out the wherabouts o' Rahnur's precious ones. That way, iff'n we shine a bit too much light on our new personas, we ken burn 'em like an old pair o' socks and get fresh ones. Eh?" "Say, Selebon, what's yer recommendin's for a tinker or tailor where we can find some sneakin' accessories?" OOC Belmund proposes a plan, and asks Selebon for tips on where to get good disguises. Action: Bonus: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted February 2 Clone Share Posted February 2 (edited) Wendy Level 4 Goblin Urchin Druid (Circle of the Moon) AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11 Wild Shapes: 1/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. 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 you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (4/4 slots): cure wounds, entangle, good berry, healing word 2nd level (3/3 slots): enlarge/reduce, moonbeam Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). List of Beasts Wendy Can Turn into Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/10 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 15/10 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Date 18 Kythorn, Year of the Warrior Princess, Selebon’s Stable and Grooming, Baldur’s Gate Western Heartlands, Sword Coast Wendy throws a raspberry at Dani. “If you’re not going to have a little fun with this cloak-and-dagger chin-canary and skull-Doug-airy,” Wendy says to Dani, “then you’re going to end up like this grump!” Wendy points to Selebon. “Anyway,” she says, much more seriously, “I’ve got a wagon and I’ve got a horse. They were unloaded from the Displacer Beast, so I’m going to have to add cart #12 to that manifest. I’m also going to need at least 8 to 10 tendays’ worth of horse feed, because I’m not about to get myself in a position where Ruby—that’s my horse—is going to potentially starve when we get waylayed by an orc raiding party or a hungry dragon flying by, and this 6-tenday journey suddenly turns into 7.” Then she adds, “And you all can grump all you like about making up identities—but that’s exactly what I was before I joined you. Aside from being a druid, I sold my paintings, and occasionally bought and sold others’ as well, circumstances favorin’. Not to mention art supplies. Not so much a supplier, but you gotta make your own paints, and when you get in from some place the only place you can get some shade or hue, you’re mor the fool for not carrying extra to sell to the local art community for a reasonable markup.” “So yes, Dardanell Lazuli, at your service. Now where’s my wagon and my horse? And who do I have to talk to about attaching them to this caravan? And where can they be found?” OOC Movement: — Action(s): Rhaspberry Dani. Bonus Action: — Reaction: — Interact-with-Object: — Edited February 2 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted February 5 Author Clone Share Posted February 5 Selebon rolls his eyes at Belmund, shaking his head at the sass he received. Immediately his spiel, having revealed the whole of the game, inspires creativity on the parts of Wendy and of Aralim, and Rahnur too to a lesser extent. Selebon looks exasperated until Dani speaks up in his defense, though not exactly. "She gets it. So does he," he nods to Theodoric. "Ain't got time to help you figure out how to do yer jobs. 'less you got proper business, you'll need to clear out and I got to get back to business." And of course, he sighs as Wendy describes what's coming: her cart. "You talk to me, 'Dardanell.' I'm figurin' out this charter for Jessimum & Sons, addin' you won't be too difficult. I'mma need you to sign some paperwork, get your signature regardin' the compact of mutual protection, some insurance documents... then we'll figure out how much it'll cost you." He brings a stack of paper to Wendy, giving her a proper job to do. In the mean time, he has questions that need answering. "Don't know much," he says to Theodoric's question, "cuz as the reports say, they'll be coming from raids in diff'rent areas. Gold, o'course, art, jewels and gems, knicks and knacks. Seems to me like they're making a dragon hoard... but dragons make their own hoard, for their own taste. If we knew the dragon, we might could guess. But the Cult don't serve one dragon, let alone make a hoard for their goddess. Maybe it's a bribe? Dunno. Ain't my strong suit to know." As he considers what to reveal and as Wendy fills out information, there comes a ringing from the bell on the door: and who should walk in but Green Imsa? Beyond the window, the party can spy Ruby, Wendy's horse, with cart in tow. "Huh, imagine meetin' you bunch here!" She looks to Selebon. "Imsa. Part of the Jessimum caravan. Met this lot on the ship from Elturel. Here to confirm I'm ridin'.... and so apparently are these folk! Ha!" She looks at them all with a grin, then at Belmund. "Don't know you though. Who'er you?" Her grin is genuine, but so is her question. "Where are you lot stayin'? I haven't picked an inn just yet, thinkin' 'bout hittin' up the Lower City to keep coin afloat." Once they have finished at Selebon's stables, Imsa is keen to join them but they could convince her to keep her distance if they want. To Belmund's final question, Selebon considers. "Wouldn't suggest any in Blackgate. Lower City's got a few on Eastdock. Sew-Stunnin' Tailorin' is good for a particular 'clientele.' Keeps things discrete so no way the Guild's gonna hear 'bout it. That'd be my suggestion." Out the door, Theodoric's mind comes to bear, and Rahnur has a few ideas of where he'd like to go next as the sun begins its descent. Theodoric's eyes are keen, knowing where criminals and the law are likely to congregate. He already knows, by reputation, Blackgate is basically abandoned by the law, but the den of thieves he can see as they head towards the Gate of Balduran are small time thugs, having nothing interesting to give him. Indeed, the guards in the Upper City are plentiful and obvious, with very few criminal dens obvious to him. Once in the Lower City, he can see them again: for every one guard post, for every Flaming Fist locale, there are three criminal hives. The real question is, what is he looking for, and why? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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