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Chapter IV: On the Road


Gregorotto

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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: 10 (+0) | DEX: 15 (+2) | CON: 14 (+2)
INT: 12 (+1) | WIS: 18 (+4) | CHA: 8 (–1)

Senses: darkvision 60 ft., passive Perception 16, 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) 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 8 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal savagery, shape water, shillelagh
1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals
2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace

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)

15/15 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!

75/75 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)

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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)

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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
Day 8: Spider Woods (30 Kythorn)

Round 4

   The ettercap webbed her again! How dare it! She’ll tear it limb from limb!

   Wendibear tries to bite her way through the webbing.

   Free of her webs, she moves back into the ettercap’s face and slashes at the fowl arachnoid abomination! She deals 12 slashing damage to the ettercap!

OOC

Movement: Movement to close distance with ettercap

Action(s): Multiattack: Bite Attackato get free and Claw Attack the ettercap, she deals 12 slashing damage.

Bonus Action:

Reaction:

Interact-with-Object:

Concentration:

Wendibear
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Large Beast, Unaligned
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 8 (–1)

Proficiency Bonus +2
Saving Throws Int +3, Wis +5
Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages understands Common, Goblin, and Druidic but can’t speak
Challenge 1 (200 XP)

Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Environment: Arctic, Forest, Hill

Source: MM, page 319. Also found in PotA; SKT; TftYP; GoS; IMR; MOT; IDRotF; WBtW. Available in the SRD.

To Whom It May Concern . . .

Edited by Kamishiro_Rin (see edit history)
Name
Wendibear Multiattack Bite Attack vs AC 10 Webbing; Damage; Critical Damage
13; 11; 8
1d20+6;1d8+4;1d8 [7]; [7,7]; [7,7,8]
Wendibear Multiattack Claw Attack vs Ettercap; Damage; Critical Damage
23; 12; 4
1d20+6;2d6+4;2d6 [17]; [17,5,3]; [17,5,3,3,1]
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Theodoric UnmaskedTheodoric | Aasimar Paladin 4


AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features | Prepared Spells


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: 0/3


Day 8: Spider Woods

As the spider's head implodes from the blow of his warhammer, Theodoric takes a quick moment to survey the battle. Taliesin's well-placed spell had put two of the ettercaps into a deep slumber, while the final one was attempting to lead the horse away on its own. The remaining giant spider assaults him, but he blocks its fangs easily with his shield.

He gives both Sulesdeg and Carlona a nod before moving away from the spider towards the remaining ettercap, intentionally leaving himself open to entice the spider to attack him and trigger the retributive fury of his icy armor. He dashes ahead with Wendibear, the shapeshifted druid barely slowed by the webbing hocked at her snout, and slams the head of his warhammer into the ettercap's side. It is not the strongest blow, but Theodoric further infuses it with the divine fury of Tyr, resulting in a burst of radiant energy!

OOC

Day 8 Combat!

Movement: Away from the giant spider to the ettercap, intentionally provoking an Opportunity Attack. Might trigger Armor of Agathys!

Bonus Action: None.

Action: Attack ettercap 2 with warhammer. Adding Divine Smite on hit! Total of 6 bludgeoning and 6 radiant damage.

Edited by PhoenixSlayer (see edit history)
Name
Warhammer vs. Ettercap 2
15; 6
1d20+5; 1d8+5 [10]; [10,1]
Divine Smite Radiant Damage
6
2d8 3,3
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IC


spacer.pngRahnur 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 would watch as Dani and Aralim did their combo although not as successful as usual before taking aim at the ettercap that was still awake and taking fire.

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Name
Longbow to Ettercap
16
1d20+8 8
Damage
6
1d8+4 2
Critical
8
1d8 8
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image.png.e71a7aa4717c5597a5d2af7105589c79.pngTaliesin Wanderer (Human Cleric 1 / Sorcerer 3)


AC: 20|  HP: 28/28 |  Passive Perception: 13 | Features | Conditions: 


Spells: ○ ○ ○ ○ (1st) | ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | ○ (metamagic)


30th Kythorn: Spider Woods

His breath burned in his lungs as he ran up behind Theodoric, facing the final ettercap. The others could take care of the spiders, but Taliesin knew they could ill-afford to lose the horses.

 

He put a hand on the paladin's shoulder as he stepped up, pitching his voice low and hoping none others could hear it over the din of battle. "Theodoric, by the bond we share and the light of justice and the dawn. Stand firm and unyielding. Bring the illumination of civilization and justice to these wild lands. You will be our bulwark."

 

Try as he might to conceal it, the Wanderer could not keep the glow of his faith from enveloping the two of them. "Agh, well it can't be helped," Taliesin remarked with a cynical smile as he unlimbered his mace. He stepped up beside the aasimar and nodded in grim determination. 

 


Mechanics

Action: Cast Heroism on Theodoric. @PhoenixSlayer you get one more melee attack as a reaction under my Voice of Authority power. You also get 3 temporary hit points next round.

Bonus Action:

Move: Close to melee range with the ettercap.

Other:

 

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a dwarf with short hair and a short beard stands, peering worryingly into the darkness of a forgotten temple


Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15 AS:2/3


Almost like clockwork, as the Ettercaps slipped into magical slumber, Rahnur and Belmund took on a new moving target. Nocked and ready, Belmund let another shaft sail from his longbow with a satisfying thwip.

 

OOC

Belmund continues to Pulp Fiction with Rahnur

Action: Longbow attack (same target as Rahnur)

Bonus:

Movement:

Name
Longbow_ATK
10
1d20+4 6
Longbow_DMG
8
1d8+2 6
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Theodoric UnmaskedTheodoric | Aasimar Paladin 4


AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features | Prepared Spells


Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 0/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 0/3


Day 8: Spider Woods

As Taliesin placed a hand on his shoulder, Theodoric felt a surge of strength flow through him, heightening his resolve. His mind flashed back to the battle at Open Hand, when Aria had imbued him with a similar spell, and in that moment he made a vow that none of his new allies would fall in the same way. Grim determination gripped him, and he swung his warhammer at the ettercap once more. What began as a clumsy swing that the ettercap was ready to easily dodge turned into a decisive strike as Baldriel guided his arm!

OOC

Day 8 Combat!

Movement:

Bonus Action:

Action:

Reaction: Warhammer attack on ettercap 2! Going to use Channel Divinity on Guided Strike, adding +10 to the attack roll!

Edited by PhoenixSlayer (see edit history)
Name
Warhammer Attack!
7; 10
1d20+5; 1d8+5 [2]; [2,5]
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