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War Comes to Krynn The world has ended, and it’s ending again. Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the peoples of Krynn survived, but the world isn’t what it was. Those nations that remain linger in the shadows of their ancestors’ wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed. Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.

Game System

D&D 5e

Detailed Description

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War Comes to Krynn!

   The world has ended, and it’s ending again.

   Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the peoples of Krynn survived, but the world isn’t what it was. Those nations that remain linger in the shadows of their ancestors’ wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.

   Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.

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  1. What's new in this game
  2. Coltan Bluetemper AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 (+Cloak) Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 (+Cloak) Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 1/1 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 3/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 8. Silence VS Concentration, Ritual; 0/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 9. Spirit Guardians VSM Concentration 0/2 Languages: Speak, read, and write Common and Dwarvish With a good night's rest to recover his humility in the Battle of the Wheelwatch Outpost, Coltan gets to work transforming the dragonelle scales into shield at the outpost's forge. He feels that he is inspired by Reorx to create the shield and admires its completion. He signs it in metal near the handle. Without any fanfare, the Apprentice still in his smith's apron presents the completed shield to Modri. "Use it well in the name of Reorx." In the meantime during rests and meals, he introduces himself to the former prisoners, even the kender. This broad-shouldered dwarf of average height wears a holy amulet of Reorx. His shoulder length dirty blonde hair and full beard are relatively unkempt compared to most dwarves you might meet. He has a nasty scar down the right side of his face and eyes that sparkle gold. When not smithing, splint armor peeks out from layers of well-mended but stained leather and wool traveling gear. On his weapons' belt hangs a bluish steel warhammer, a handaxe, and a dagger. He shoulders a backpack and a dragonarmy shield. In addition, this is what you get: Hill dwarf. He was born in 300 AC at the home of his maternal grandparents in Hillhome, a Neidar village located west of Thorbardin on the Passroad. Traveling smith. For almost 50 years, Coltan has traveled the continent smithing at locations without a local smith, with his parents who seem to be friends with everyone. Reorx. A few weeks ago, he actually met Reorx, the divine power of creation and patron to smiths and crafters. Reorx gifted him a holy flaming warhammer of bluish metal and named him his Apprentice. Hero of Vogler. He is one of the Heroes of Vogler. OOC Bonus Action: — Movement: Action: Use Artisan's Blessing to duplicate the lieutenant's insignia for his splint armor sacrificing 10 gp Reaction: — Concentration: Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute. Cure Wounds (V,S). A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
  3. Date On This Linaras–Kirinor, the 27th Day of Brookgreen–2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 8th–12th Days of the Campaign★ Solinari: Waning Gibbous Lunitari: Waning Crescent Nuitari: Waxing Crescent Wheelwatch Outpost (Everyone) "Arlo Thistleknott, highly irregular member of the Kalaman Militia reporting for duty, sir!" “Oh! Mr. Thistleknott,” Lt. Raven Vogler OOC: I mistakenly called her Lt. Raven, but Raven is her first name, not her last: Raven uth Vogler, former mayor of the town of Vogler addresses Arlo, “Er . . . um . . .” awkwardly she returns your salute—clearly she’s not been in this military position for long—“I think I remember hearing about a unit sent to retake the fort, earlier but never hearing back from them. Were you part of that unit?” In fact, Arlo, Vigdan, and Fairla were part of the unit, along with Lanal Brint—the only survivors of the unit! Brint can back you up. Your unit was put together much like the current group that liberated the fort—a ‘special forces’ unit that reports directly to Marshal Vendri. Either way, Lt. Vogler is happy to sing your praises in the letter she sent back to Kalaman with your party. “Well, it was nice knowin’ yas!” Elgo says as she hefts her backpack up on her back and then loops her hoopak through some loops. “I’m headed southwest to the Dargaard mountains! I heard there’s some interesting ghoolies and ghosts I can see—maybe pick up a story or two to share with you the next time we meet!” With that, the kender skirmisher is off on her own travels. In addition to the 8th day of the campaign being spent sleeping and healing up after the battle is finally won, it takes you another full three days in Wheelwatch to finish sorting everything, interrogating prisoners, harvesting the dragonelle, and resting up. A smithy in the fort for fixing up weapons and armor can be lit up and let Coltan do what he does best: smith weapons and armor. Combining Reorx’s blessings with his own expertise, he’s able to make that +1 Red Dragonelle Scale Shield+1 Red Dragonelle Scale Shield Armor (shield), rare (requires attunement) Major tier 6 lb. AC +3 While holding this shield, you have a +3 bonus to AC (the shield’s normal bonus to AC + 1). You also have resistance to fire damage. This shield, finely crafted by Coltan, is expertly covered with a layer of red draonelle scales and is carried in one hand. Wielding a +1 shield increases your Armor Class by 3. You can benefit from only one shield at a time., as well as the arrows. The daggers and javelins need little more crafting than wrapping leather around a spot for a hand-grip. Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous You set off bright and early in the morning on the 12th day of the campaign (2nd day of Yurthgreen)—about an hour after sunrise. The walk back to Kalaman is 24 miles—eight hours at a normal pace, getting you back to Kalaman around 3 hours after noon. OOC — Statblocks —
  4. Arlo Thistleknott Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Kenderspeak, and Thieves' Cant In the immediate aftermath of the fight, Arlo looks at the giant, screaming, spectral Coltan. He's never seen anything like this before. He'd heard rumors that the dragon meanies did things when you killed them, but he hadn't expected the things they did to be so amazing. "How do you think the silver dragon thing did that?" he asks Fairla. "Do you think that I could have a Mage of High Sorcery make something like that happen at my funeral? I think my friends and relations would be very impressed by it. I'd pay well. I'd even give them my button collection, and I have at least seventy-two buttons." When Mayor-cum-Lieutenant Raven arrives on the scene, Arlo gives him a surprisingly smart salute. "Arlo Thistleknott, highly irregular member of the Kalaman Militia reporting for duty, sir!" It probably isn't even a lie, Arlo is certain. Although his offer to enlist had been repeatedly refused, now that he'd liberated a fort, Arlo was sure that he had to be a member of the militia. Arlo then wanders off before he can see Raven's reaction to a Kender soldier. Along with Vigdan, he finds a lot of supplies, which makes everyone happy. No one even notices when some of the items make their way into his pouches. When the party heads back toward Kalaman, Arlo spends a great deal of time with Hunni. After all, she's the closest to his size, and she knows how to make magical music. "Will you teach me that song?" he asks her. "It's very catchy!" At some point on the journey, Arlo notice that Hunni has dropped a set of pan pipes. They, too, make it into one of his pouches, because he's certain that she will want them later. When she mentions her test, Arlo's eyes widen. "Do you need help studying? Can you put in a good word for me? Par-Salian said that Kender weren't allowed to take the Test, but maybe you could convince him that I should be an exception? What do you think the Test is like? Do you think you have to write an essay?" The stream of questions continues endlessly. When the others talk about needing to rescue a knight, Arlo figures that he'll just tag along. After all, they're all his new friends, and he's sure that they'll need his help. Most people do. OOC Action: Move: Bonus Action: Taunt: 3/3 Spell Slots: 3/3 1st Level
  5. Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 75/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 3/3 | Magic Awareness: 2/2 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . As before, the group together makes short work of their officers. Well, them and these newcomers... Modri helps out around as best he can, first with the rest of the fighting, and then with collecting anything, helping Coltan harvest the dragonnel, whatever people need. If their last mission had humbled Modri, shown him his limits, this one helped buoy his confidence, show him just how much he, and the others, can accomplish. He knows they can take on the full army. Maybe, just maybe, they can really carve a big piece out of it though. He's quick to be friendly with Arlo, Fairla, and Vigdan. He happily returns the handshake of the latter. The three can surmise very quickly that the tattooed Dwarf has a deep respect for those with the ability and willingness to fight. - As they return Modri is deeply disappointed by the news, and frustrated. He simmers. "Had errands to run. Will have to wait then." Perhaps for the three new adventurers it doesn't sound out of place, but for those who journeyed with him, this is the first time he'd mentioned anything about doing any sort of errands. "It's about time we settled this Bakaris matter. I respect your position as a knight, Artanis. I'm not, and I swear our spank both those brats like the children they are, until they're to embarrassed to give us any more trouble." It's difficult to tell how literal he's being, but it's clear that though Modri doesn't intend to kill either Bakaris, he fully plans to stop holding back either. OOC Movement: Move around the enemy Captain to X18 Bonus Action: - Action: Attack the Captain, reckless Reaction: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect *Modri started with extra temporary hit points. After halving the non-fire damage, he's down to 65. EDIT: With the retcon of how much Modri was hit, he's actually back to 70
  6. Any objections to Arlo taking a potion of healing? He can dash 80' as a bonus action, so he's the most mobile party member to get a potion to a downed PC.
  7. Hunni takes a set of Red Dragon Army Scale Mail, and a Red Dragon Army Shield.
  8. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven After the battle, Hunni glares and spits at the giant Coltan image that continues screaming, before turning away to look for more opponents to kill. As none are in the immediate area, she does her best to help the others in working the keys, mostly by staying out of the way and watching. When the soldiers come in, she cheers them on, safely, from the sidelines, and pokes at the dead bodies of the soldiers they killed earlier. Mostly, she doesn't do much. At the sight of the treasure, Hunni seems mostly disinterested, although the new (clean) uniforms do interest her, and she changes out her old, battered armor and shield for some new, shiny Dragon Army equipment. Except for the weapons. She already has weapons, and doesn't need or want anything new in that department. Jezebel might get jealous. Back in Kalaman, as they approach the gates, she seems to remember something. "Oh! Right! The song!" she proclaims, and makes a few gestures with her hands and whip. Music seems to spring from the area around her, and she sings, rather poorly. "♪ ♫ Oh, Bakaris, the legend in his name, His honor shines, his deeds forever sung, His sacrifice, his valor, all the same, A hero’s anthem, from his heart was wrung!♫ ♪" Somehow, she remembers those words; and several more verses, from the bard's performance, which she sings and hums merrily as they move through the town. After their briefing, she comments to Artanis, "You're probably right. Wish we could just leave him to fail on his own, but the cost to let him learn that lesson would be too great. Well, I'll go check in with Wyhan, see if she's got my test all arranged yet, if I don't have anything else to do, I could go with you." OOC Action: Casting Prestidigitation to make the background music. Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  9. Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | Speed: 30 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . . Vigdan stands in the courtyard of the freed Wheelwatch keep and enjoys a small break from the chaos of the last few days. He had never lost hope that they would get away somehow, but it had been close. He was lucky that he had been captured with Fairla and Arlo...and Lanal. Even Elgo. The annoying kender had probably done more to keep their minds off of their impending death than anyone. The troopers from Vogel had captured the keep and were now going about the task of securing it. Vigdan took time to introduce himself to all of the others that had helped secure the keep. He was not really surprised to find that it was the same group that had organized the resistance in Vogler. He hadn't really gotten a good look at any of them in the chaos of Vogler. He bowed stiffly to the Knight Sir Artanis, shook hands with the dwarf Modri, nodded respectfully to the dwarven priest Coltan (even though his visage would probably haunt his nightmares for years to come), and offered his respects to the Sea elf Merituuli and to the dwarven woman Hunni. He checked to make sure Arlo, Fairla and Elgo were all well. Then the looting began in earnest. When some of the other began to dress the dragonelle for parts, Vigdan jumped in and began to work on the corpse himself. He focused on the teeth once Coltan had said they could be turned into arrows. An then they were on their way back to Kalaman. He was angry to find out that Lord Bakaris had taken the force that was supposed to be protecting Kalaman out of the city. Leave it to Bakaris to try to seize some glory instead of doing his job. This smelled like a classic distraction ploy to him as well. OOC Action: Bonus Action: Movement: Reaction: Arrows: 17/20 OOC: Extracted 20 dragonelle teeth, 32# of dragonelle meat.
  10. Vigdan picked up the case of Alchemist's fire and a pouch with 200gp, as well
  11. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (0 THP) | HD: 5/5 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis sheaths his longsword, breathing heavily. He looks down on the broken body of the Red Dragon Captain at the base of the wall. The man had demonstrated none of the qualities of a true knight - no empathy, no leadership, no honour. It was a fitting end. Still, there is no time to rest despite the hard fought battle. If his allies' counts were true many more soldiers lie still within the fort, and they would have to move quickly to maintain the element of surprise. He nods towards Modri and their new companion of circumstance - the lady in white - before leading the way down the stairs. With both keys secured by the freed prisoners, Artanis grunts as he sets his weight against the wheel of the gate, though any sound is disconcertingly suppressed once again by Coltan's divine powers. Despite his growing exhaustion, he musters enough drive to fight alongside the regular troops that Mayor Raven leads to take the fort, doing his best o bolster their resolve against the monsters and stepping in to save more than one that had hesitated in horror. He remembered all to clearly how he felt the first time he saw these draconians. He's thankful that the Mayor is here to oversee the interrogations, and avoid any more unpleasant instances... Whilst the fort is secured and Coltan works on harvesting the dragonelle, Artanis introduces himself to the mage who had - surprisingly given her slight build - sent the Captain tumbling to his death. He makes sure to renew his stash of Red Dragon javelins before leaving, eager to return them to the enemy again, and leaves behind his regulars for the army's benefit. He's thrilled to see Tiergan back as well, the warhorse uninjured but clearly a little upset to be left out of the battle. "Don't worry, I'll make sure you're there for the next mission," Artanis promises him, laughing. "I'll not be trading you in for one of those dragons any time. That creature didn't have half your heart." He's more than happy to be joined on the journey back to Kalaman by the other two prisoners as well; though he's clearly embarrassed by Vigdan recognising them as the 'Heroes of High Hill', he can't help hide a smile as well. Back in Kalaman, word of Lord Barakis leading an assault causes Artanis to raise a mailed palm to his face and groan. For the benefit of Mage Fairla and Arlo, who may not have had the pleasure of meeting the infamous Barakis before, he shares his impression of the man as a blusterous lout full of hot air, and he is in no way surprised by Ser Darrett's concern. "Coltan is right, I'm sure Ser Barrett is doing his best, but we need to get there as soon as possible to minimise his influence. Preferably without meeting him till after, otherwise I'll be in the same position as Ser Darrett. We might have to strike a bit of a balance actually, if we're too successful we'll just embolden Lord Barakis and the Council to launch more operations spearheaded by him - at least till Marshall Vendri returns." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [0]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 3/3 (Long Rest) Leadership Dice (d6). 5/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).
  12. Coltan Bluetemper AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 (+Cloak) Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 (+Cloak) Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 1/1 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 3/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 8. Silence VS Concentration, Ritual; 0/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 9. Spirit Guardians VSM Concentration 0/2 Languages: Speak, read, and write Common and Dwarvish Coltan crawls out of the Greased area beneath the large, spectral image of himself. He could not determine what was worse for his ego. Introspectively, he believed Reorx taught him a painful lesson in humility. Fortunately, the swirling, translucent spirits of dwarves and gnomes are stoic on the subjects of his humility, instead they celebrated the opportunity to wreak havoc on the behalf of Reorx. While personally not very silent in his dragonarmy splint armor, Reorx can create bubbles of Silence after sending home his heavenly host from the battlefield. With two more blessings, his companions are able to open the gates quietly without alerting the rest of the outpost before reinforcements arrive. Having completed their mission, Coltan illuminates arrows in emerald green, the signal to go as planned. He watches contentedly as the plan comes together when the Mayor-cum-Lieutenant Raven’s platoon of Voglerites pours in with their personally serving of revenge ~~~ After the battle for the Wheelwatch Outpost expending the last of his healing magics and ensuring there are no Volgerite casualties, the Apprentice examines the officer's splint armor. He never thought to keep Michelle's insignia to potentially pose as an officer in the dragonarmy, but this mission confirmed that they may have to repeat sneaking into a dragonarmy camp. And since he is far from stealthy, the only obvious way would be dressed in a dragonarmy uniform. He plans to pray to Reorx for duplicate captain insignias that he could install on his own splint armor when he needed. When his companions' attention falls on to the harvesting of the dragonelle, he confirms what a good smith can do with the claws and scales. With a deft hand for field dressing, the Apprentice takes the lead to harvest the useful bits of the dragonelle. He pulls out 20 teeth for arrowheads, and 3 fangs to tip javelins. He is able to recover all 16 claws which can be made into daggers. He saves enough scales for one suit of scale mail armor with extra for repairs, and 96 pounds of meat for the celebration feast. ~~~ When they return to Kalaman, Coltan supports catching up with the army. He share that he believes Bakaris is incompetent at best and ready to surrender at worst. They need prevent another disaster like Vogler. Before they go, the Apprentice assembles Kalaman and Voglerite crafters to distribute the teeth, fangs, claws, and scales. Need to make weapons and armor for the war effort as soon as possible. OOC Bonus Action: — Movement: Action: Use Artisan's Blessing to duplicate the lieutenant's insignia for his splint armor sacrificing 10 gp Reaction: — Concentration: Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute. Cure Wounds (V,S). A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
  13. From the Wheelwatch Outpost Combining the coins, art pieces, and gemstones totals 6,985 gold, split eight ways is 873 gold, 1 silver, 2 coppers each Still remaining are: All the Dragon Army armor and weapons, figure everyone can get at least on set just in case, rest can always go to NPCs Potion of Growth, 2x Potions of Healing, Potion of Greater Healing Spell Scrolls for Protection from Evil and Good, Sleep, and Rope Trick Harvesting parts
  14. Date On This Linaras, the 27th Day of Brookgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 8th Day of the Campaign - About 4:50 AM–5:00 AM★ Solinari: Waning Gibbous Lunitari: Waning Crescent Nuitari: Waxing Crescent Wheelwatch Outpost (Everyone) IC Round 9 (Concluded) Atanis kills Ixenkuhri, putting it out of its misery, really. He then deals Captain Vanse a devastating blow. Coltan grits his teeth and maintains his concentration on his /spirit guardians spell. He then casts a fairly high-powered sacred flame spell at the captain and manages to crawl into position such that the captain suffers the effects of his /spirit guardians. Modri wallops the captain hard. Where Fairla fails to shove the captain, her telekinetic push succeeds, sending the badly slashed and battered captain to his ignoble death, landing on his head and breaking his neck. His body lies limp and dead at the base of the wall, his dragonelle’s blood dripping down the wall above him. Absolutely ensuring that the captain is dead, Arlo spears his hoopak into the captain’s corpse and casts the booming blade spell. Merituuli shoots a crossbow bolt into the body and then casts the ensnaring strike spell on it after Kalasääski harries it. Hunni casts the dissonant whispers spell that disturbs the corpse’s unhearing ears. Vigdan shoots the corps very, very well. Combat has ended; you are no longer in initiative! It takes you no time at all to fish the one-and-a-half-foot-long, gigantic brass key out of the pile of ashes that was the sivak draconian. After all the fighting, it’s eerily silent, but you’re not sure how much time you have left before another patrol comes out the west towers. Inserting the keys, they turn easily and you can hear them engaging a set of gears. Remembering that the last time they tested out the wheels that operate the gate controls, they gave an unholy squeal and the gates looks heavy enough that they might be very very loud, perhaps he chooses to cast the silence spell upon the area of the gate and gate controls. Assuming you silence the area, lest you wake up Kalaman, 20-some-odd miles away, with the noise of opening the gate, you find that the wheel is significantly harder to turn than its free spinning earlier, without the mechanism engaged. It takes a full minute—by which time Fairla’s grease and the spectral Coltan have disappeared. With the gates fully open, Coltan gives the signal and Mayor-cum-Lieutenant Raven’s platoon of Voglerites pours in. It doesn’t take them long at all to subdue and kill most of the rest of the dragon army soldiers. They take two prisoner for interrogation in the jail that some of you had finally gotten free of. Fortunately, no one is killed, but a few learn the hard way what being too close to a freshly killed draconian means when they enter the northeast tower and find couple of them! Vigdan, Arlo, and anyone else who wants to investigate the storage room discovers that it is filled with at least 3 months worth of provisions for the fort, but they also discover treasure! You find: 4,310 gp in coinage: 130 pp 2,100 gp 9,000 sp 1,000 cp 11 × 100 gp gemstones (worth 1,100 gp total): 2 × Spinel (transparent red, red-brown, or deep green) 2 × Tourmaline (transparent pale green, blue, brown, or red) 2 × Coral (opaque crimson) 1 × Pearl (opaque lustrous white, yellow, or pink) 2 × Jade (translucent light green, deep green, or white) 1 × Amethyst (transparent deep purple) 1 × Chrysoberyl (transparent yellow-green to pale green) Magic Items (Table B) 1 × Potion of Growth 6 × 250 gp art objects (worth 1,500 gp total): 1 × Gold bird cage with electrum filigree 1 × Large gold bracelet 1 × Gold ring set with bloodstones 1 × Silk robe with gold embroidery 3 × 25 gp art objects (worth 75 gp total): 1 × Carved bone statuette 1 × Black velvet mask stitched with silver thread 1 × Small mirror set in a painted wooden frame 6 × Magic Items (Table A) 1 × Potion of Healing 1 × Spell Scroll (1st Level): Protection from Evil and Good 1 × Spell Scroll (1st Level): Sleep 1 × Potion of Healing 1 × Spell Scroll (2nd Level): Rope Trick 1 × Potion of Greater Healing 15 × Red Dragon Army Scale Mail (proper uniform style and color scheme, i.e., these aren’t just sets of armor, they’re actual uniforms you can use to perfidiously trick the enemy into believing you’re part of the Red Dragon Army if you wear them. Just to be clear, if you attempt to use a disguise kit to do the same for your own armor, not only will you have disadvantage on the roll to set the DC, but RDAS/Officers will have Advantage to see through the disguise. Uniforms are uniforms and have their little peculiarities that someone sufficiently familiar with them will spot if they’re out of place or not there—sorry to be a hardass about this in particular, but this might come up later hint-hint, and last-ditch appeals to disguising your own armor will not work. That’s not to say that you /must commit perfidy—Artanis might be steadfastly against it—but it is to say that this is how you can go about it.) 15 × Red Dragon Army Shields (see note above) 75 × Vicious Javelins (Hit: 3 (1d6) piercing damage plus 2 (1d4) fire damage.) 15 × Vicious Longswords (Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 2 (1d4) fire damage.) 1 × Vicious Lance (reach 10 ft., one target. Hit: 5 (1d10) piercing damage plus 2 (1d4) fire damage.) 1 × Vicious Crossbow (range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 5 (1d10) fire damage.) 1 × Dragon Army Officer (Captain’s) Splint Mail (see note above) 1 × Dragon Army Officer (Captain’s) Shield (see note above) 1 × Dragonelle Brestplate barding Harvesting Parts. A dragonelle is a wild, lesser cousin of the storied dragons that disappeared from Krynn. Thus, its body parts can be harvested for items! These parts are easily harvested, any experienced adventurer can do it with a well sharpened dagger, unless stated otherwise. A Survival (Wisdom) check for each activity allows the following items harvested. Anyone with proficiency can provide the help action on these checks. There is no DC on the check, per se, but instead, treat a natural 20 as 100% of the harvestable amount. Your modifier is just extra +5%s you add after the roll. Whatever you roll + your modifier, you cannot go above 100% of the harvestable amount. For example, you can harvest up to 40 teeth, so if you roll a 3 with a +5 modifier, that 8 × 5% = 40%, and 40% of 40 is 16, so you’d harvest 16 teeth. However, if you roll a 19 and add 5 to it, that’s 120%, and you cannot magically harvest 48 teeth from a 40-tooth dragonelle; you’d just harvest the 40 teeth. Obviously, round down. For example, if you rolled a 1 to harvest the claws, and add 5 from your modifier, that’s 30% of 16, or 4.8 claws. Well, you can’t use 0.8 claws, so you can only get 4 claws from that roll. For the meat, round to the nearest pound. Teeth (2 teeth per 1 on your check, up to 40 teeth). The teeth of a dragonelle have been the end of many a hapless adventurer. A master fletcher can craft a special set of arrows from them turning the tables on this old feud betweenman and dragon. No matter the size of the dragon, each teeth can be made into an arrow +1 using a woodcarver’s tools, or a master fletcher (you can find one in Castle Kalaman) can make a bundle (20) of them for 10 gp. The dragonelle has approximately 40 harvestable teeth in its mouth. Each is worth 2 gp. Just remember, these arrows are lost forever at the same rate that normal arrows are lost. NOTE: For those of you who just joined the game, I have you keep track of arrows (and crossbow bolts) the Angry™ way: when you fire an arrow, you mark it off as used (unrecoverable) if you (A) miss or (B) hit with a natural 20 on the die. This represents (A) the arrow or bolt flying off and being unfindable or (B) the arrow being obliterated when it does critical damage to the enemy. Arrows (or bolts) that hit normally, can just be yanked out of the enemy and reused. I very much dislike cheese, so no, you may not walk around with 4 quivers full of arrows or whatever stupid number beyond 1. You may have ONE quiver-full of arrows, and ONE backup stored in a backpack, which takes your full turn (no movement, no action, no bonus action, and you sacrifice your reaction) to take the arrows out of your backpack and put them into your quiver. That is it. Fangs (0.2 fangs per 1 of your check, up to 4 fangs, rounded down to the nearest 1 fang). The teeth devour you, but the fangs kill you before that, long and sharp they are among some of the most deadly weapons in the natural world. Any dragon (including dragonelles) has four fangs that can be used to make javelins, these javelins are unbreakable, and are small and light enough that you can fit six in a quiver of four javelins. Dragonelle fangs can be made into +1 javelins. Claws (0.8 claws per 1 of your check, up to 16 claws, rounded downto the nearest 1 claw). Sharp enough to scratch and cut through the flesh of another dragon, one can only imagine the sharpness of the blade made from them. Sadly they are only big enough for daggers, like a throwing dagger or a normal one. Excluding wyrmlings, any dragon (including dragonelles) has sixteen claws that can be used to make such daggers, these daggers are unbreakable. Each dragonelle claw can be made into a +1 dagger. Dragon Meat (6.4 lbs. per 1 of your check, up to 128 lbs. rounded down to the nearest 1 lb.). A common misconception that people usually make, is that dragon flesh does not contain any magical benefit. It does however contain many culinary benefits. The exact flavor differs depending on the type of dragon it was taken from, but anybody that has eaten a dragon steak claims that it puts even the most exquisite aged beef to shame. There are many royal cooks that would pay a high sum for just a pound of this delicacy. You can harvest up to 128 lbs. of edible meat from the dragonelle. Scales (0.1 usable sets per 1 of your check, up to 2 usable sets, rounded down to the nearest 1 set). The incredibly hard scales of a dragon are the reason many a blade fail to slay the beast. You can harvest enough of them to have an armor smith, such as Coltan, put them together into up to two sets of Red Dragonelle Scale Mail (not to be confused with Red Dragon Scale Mail!). Red Dragonelle Scale Mail Medium armor, rare (requires attunement) Major tier 45 lb. AC 14 + 1 = 15 + Dex (max 2) While wearing this armor, you gain a +1 bonus to AC and you have resistance to fire damage. The wearer has disadvantage on Dexterity (Stealth) checks. “Thank you all so very much!” Lt. Raven gushes. “It looks like you did the lion’s share of the work here, but you’ve left enough for my men and women to get bloodied, so to speak, without truly endangering our lives. I really can’t thank you enough!” Lt. Raven uses the desk in the jail to draft a note with the results of your re-taking the fort, filling half the page with abundant praise for your great success, as well as the interrogation of the prisoners. She affixes her seal after going over it with you: She reports that the prisoners said: Futile Victory. The Dragon Army is certain to retake Wheelwatch at any time. Kalaman’s defenders should surrender now. Gathering Threat. The Red Dragon Army’s leader, Dragon Highmaster Kansaldi Fire-Eyes, is still preparing her forces. Her troops will subdue the region before turning to greater conquests. Messenger. The dragonnel stationed here was a mere messenger. When war truly comes to the region, red wings will darken the skies. OOC — Map — Statblocks — The trip from Wheelwatch back to Kalaman is uneventful. On your return to Castle Kalaman, Merituuli notices that the castle is unusually quiet. When you all report to Marshal Vendri’s office, an aide informs you that the marshal is away from Kalaman and shares the following facts: After the characters left Kalaman, the city council got word that a contingent of Dragon Army troops had broken away from the larger force. Tired of measured steps, members of Kalaman’s leadership—spurred by Lord Bakaris—demanded Kalaman’s military ride out to seize a victory. With Marshal Vendri away leading troops further west, Governor Miat approved the strike. Lord Bakaris and his son are leading the attack. Darrett is serving under them. They plan to ambush the Red Dragon Army near a crossing of the Inkwater called Steel Springs, thirty miles west of Kalaman. The aide knows nothing more, but before the characters leave, the aide discreetly slips them a sealed note signed by Darrett that reads as follows: Note from Darrett Come at once. Bakaris is leading us to ruin at Steel Springs. He’s the commander of this mission, and I can’t disobey. I’ll do what I can, but I need your help. -Darrett If you all seek out Governor Miat, he’s busy conducting other business with the city’s guild leaders and won’t be available for hours. Even if you do end up finding him, he isn’t a military leader; he doesn’t understand your concern, and can do little now that the troops have already been sent.
  15. Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | Speed: 30 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . . Watching the dragonelle fly away, Vigdan steps out of the doorway and watches it land on the wall. His gaze shifts to the screaming image of the dwarf, and it unlocks some sort of primal fear inside of him. He breaks out in a cold sweat and backpedals away from it, not wanting to get any closer to that...thing. He moves until he's standing next to the blue skinned elf and nods at him wordlessly. He turns back towards the fight, trying to ignore the shrieking image and watches Fairla shove the dragon knight off the wall. He reaches for an arrow, his hand shaking slightly. The elf next to him fires a crossbow bolt that seems to encircle the knight in twisted vines. Vigdan raises his bow, takes a deep breath to quiet the fear inside of him and looses. The arrow flies true and slams into the knight's shoulder deeply. OOC Action: Sneak Attack on Cpt. Vanse. Advantage of Ensnared and Disadvantage of Frightened cancel out. Sharpshooter feat negates 1/2-3/4 cover. 19pts damage. Bonus Action: Nothing Movement: W22 -> Y21 Reaction: Uncanny Dodge on any melee attacks. Arrows: 17/20 OOC:
  16. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Muttering inaudibly to herself, Hunni moves around, trying to get out of the Silence spell so she can do something to the remaining foe. If it means she moves away from the giant Coltan, that's just a bonus. She shakes her whip occasionally as she runs, and when she can hear herself, she turns to look back at the battle. So far away... Calling on her arcane knowledge again, shakily, with the giant Coltan in view, she whispers at the Captain, who seems to hear her in his mind. OOC Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee. Concentrating on Hex. Action: Casting Dissonant whispers, at 1st level, since she is using the bonus casting from her Feat. Failed save does 3d6 psychic damage, and requires him to move away from her, although I don't think he can. Save means half damage. Saved, so 7 damage I think. Bonus Action: Shifting Hex to Captain Ardlic Vanse. It doesn't do anything this turn, since she isn't using an attack. Movement: Moving to AA 27, I think; just out of the Silence bubble, so she can cast. Reaction: — Must remember Wisdom save this turn. Eh, failed. Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  17. Kalasääski Level 5 Beast of the Sky AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks At Merituuli's order, Kalasääski flies in and harasses Captain Vanse with a bevy of wingbeats before flying out of reach and up to the wall, giving the sea elf a more visible target! The osprey ends up perching by the revitalized Elgo, poking at the pouch holding her sling bullets with their beak. OOC Action: Help action to assist Merituuli in attacking Captain Vanse. Bonus Action: — Movement: 5 ft. to Z19, then up to V18. Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
  18. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Merituuli watches as his allies make short work of the dragonnel and leave the captain in a vulnerable position - pushed off the wall and prone on the ground. Before taking aim with his heavy crossbow, he commands Kalasääski to harry Captain Vanse, causing the officer to sit up slightly to swat the osprey away and giving the sea elf an easier target. Merituuli takes aim and fires the bolt at the perfect moment, weaving through his allies and piercing Captain Vanse's armor. Suddenly, the bolt explodes into a tangle of razor-sharp seaweed that wraps around the Red Dragon Army officer, leaving him restrained and writhing on the ground! OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Ensnaring Strike Bonus Action: Command Kalasääski to Take Action, using the Help action. Action: Crossbow bolt vs. Captain Vanse. Kalasääski's Help action negates the disadvantage from Prone. Ensnaring Strike triggers on hit and restrains Captain Vanse! While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. Movement: None. Reaction: Cast Absorb Elements if needed. Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 2/3 Favored Foe Marks 3/4 1st Level Spells 1/2 2nd Level Spells
  19. Arlo Thistleknott Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Kenderspeak, and Thieves' Cant Arlo nods as the knight tells him to look for a key. He likes keys, so it makes sense for him to look for one. As he's about to do that, Fairla shoves the big Red Dragon Meanie off the wall and he lands on the ground right in front of Arlo. Arlo hadn't realized that Fairla was that strong, and he makes a mental note to assume that Fairla can and will do anything she wants to. "I'll look for the key in a minute!" Arlo shouts. "I have one thing I have to do first!" He lifts up his hoopak and slams the pointy end into Captain Vanse, casting his thunder spell again as he does so. The attack barely misses the meanie, and Arlo takes the opportunity to skip back to the other side of the grease. He looks for any signs of a key as he passes through the grease. OOC Action: Cast booming blade on Captain Vanse. Move: Z20 to Z23. Bonus Action: Arlo is just using his Passive Perception score to look for a key. Let me know if I need to spend an action to make a Perception or Investigation check next round Taunt: 1/3 Spell Slots: 2/3 1st Level
  20. Fairla Sunnybank AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. : 14/14 HP “My words,” | ‘My thoughts,’ | My actions... Fairla hears Artanis's call to Modri and sees the now Dragonell-less Captain Vanse ahead of them. 'How can I slow him down?' she wonders. She considers casting Hold Person again, but notices that he's standing of the ledge of a 20 foot wall. 'That'd do it,' Fairla thinks as she runs over to him. When she gets past Captain Vanse, she readies herself and rams her shoulder into his side, augmenting her shove with telekinetic force. It feels like crashing into a brick wall, but with the added boost of her psychic powers, she sends Captain Vanse tumbling over the edge and falling on his face down near Lanal and Arlo. OOC Action: Attempt to shove Captain Vanse towards Z19 --> Failed Bonus Action: Telekinetic push --> Success! Vanse moves to Z19, takes 9 falling damage, and falls prone. Movement: From AA18, up the stairs, and down the wall to X17 Reaction: Casting Shield, if attacked, (AC would be 20) Object Interaction: — Continuing Effects: Grease on 10 foot square centered on Y-Z21-22 (difficult terrain and DC 15 Dex save when enter else fall prone) Mage Armor (current AC is 15) Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 2/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 1/3 Spell Slots (p) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] (p) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 2 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 52 Sp: 4 Cp: 4 Equipped Bag of Holding Clothes, Common Healer's Kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball Bearings (bag of 1000) Bedroll Bell Blanket Block and Tackle Book Bottle, Glass Bucket Candle Case, Map or Scroll Clothes, Fine Clothes, Traveler's Crowbar Fishing Tackle Flask Grappling Hook Hammer Hammer, Sledge Healer's Kit Ink Pen Ink, Black Ink, Blue Lantern, Hooded Little Bag of Sand Manacles Mess Kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, Miner's Piton Pouch Rations (1 day) Rope, Hempen (50 ft.) Rope, Silk (50 ft.) Sack Scale, Merchant's Sealing Wax Shovel Signal Whistle Small Knife Soap Spikes, Iron String (10 ft.) Tent, Two-Person Tinderbox Vial Waterskin Wine, Common (pitcher) + pitcher Wine, Fine (bottle) Riding Horse Bit and Bridle Riding Saddle Saddlebags Feed (10 days)
  21. Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 70/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 1/3 | Magic Awareness: 2/2 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . "As you command! Aharharhar!" Modri charges the enemy Captain, but doesn't strike at first, instead pushing past and around the now dead or dying beast to block the enemy from moving further north along the wall. "Feel free to surrender the fort. Or not." Modri throws himself at the Captain, getting past his shield and delivering two hefty blows. Internally he doesn't see the same grit, the same determination, the same will to endure that he saw Michele had, but he's not such a hypocrite as to not let the man have the option to surrender as well. He's just less nice about it. OOC Movement: Move around the enemy Captain to X18 Bonus Action: - Action: Attack the Captain, reckless Reaction: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect *Modri started with extra temporary hit points. After halving the non-fire damage, he's down to 65. EDIT: With the retcon of how much Modri was hit, he's actually back to 70
  22. Coltan Bluetemper AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 (+Cloak) Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 (+Cloak) Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 1/1 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 3/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 8. Silence VS Concentration, Ritual; 1/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 9. Spirit Guardians VSM Concentration 1/2 Languages: Speak, read, and write Common and Dwarvish Coltan exhales when he's able to accept how handsome his large self-image, but sharply inhales when the captain's crossbow bolt finds a chink in his armor. He grits his teeth and tries not to say, 'message for you, sir.' The Apprentice follows Artanis toward the captain bringing his army of translucent angelic gnomes and dwarves, and even a gully dwarf. As soon as he sets his boot inside the large, spectral image of himself, his boot loses traction causing him to go down hard. "What the ***?" The rhetorical question includes and is followed by a large list of dwarven curse words. He tries to crawl five more feet to bring his spiritual army to attack the dragonarmy captain, which could tear at him relentlessly with brilliant effects. From his back, he screams at the enemy officer trying to soothe his dignity, "Your end is near! So, you will soon experience the hell of your Mistress for eternity!" With that, he flings another blue sacred flame from his blazing warhammer at the captain, which catches him in the chink of his armor to return the favor. OOC Round 9 Damage 51 -12 -3 +2 = 38 Bonus Action: — Movement: to Y21, prone maybe in Y22 Action: Cast Sacred Flame at the captain. Captain takes 9 +2 = 11 radiant damage Reaction: — Concentration: Spirit Guardians. Captain takes 10 radiant damage, despite typoed DCs Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute. Cure Wounds (V,S). A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
  23. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 4/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis watches the "Knight" ignore his challenge, and instead fly straight over his head to perch atop the wall, shooting at Coltan whilst the beast tries to strike the lady in white. He turns to the little Kender next to him, and mutters quickly "There should be a key on that monsters body in the middle of the grease there, we need it to open the gate." Kender were good at finding things, and the little chap had proven himself keen to escape the fort. Then he yells out to Modri, knowing the dwarf was quicker than he looked after their battle with the goblins. "The coward keeps trying to run away, go get him whilst you can! " Artanis then rushes up the stairs himself, striking at the perching dragon with his longsword! Up close, it's easy to see how wounded the beast really is, much of the blood having been difficult to spot against the red scales, and he plunges his longsword past the damaged armour where Merituuli's arrow had struck. It pierces the monster's heart and the creature quivers before slumping forward. He steps forward over the now limp corpse's tail, forcing the knight face him and making sure the leave space for Modri next to him. The soldier had refused his challenge and shown no honour, he would fight him as any common soldier. Artanis lashes out with the silvered blade, catching the man off guard as he's forced to jump down from the dragon. His shining form contrasted against the red armour of Takhisis cuts an inspiring figure. OOC Action: Longsword vs Dragonnel; Hit, 10 damage and DEAD! Precise Heroic Strike vs Vanse; 17 Slashing Damage & the next time damage is rolled against that target by an allied creature before the start of your next turn, the ally rolls an extra 1d6 damage and regains the same amount of HP Bonus Action: — Movement: Y19>AA17 (25'), AA17>Z17 (5') Reaction: — Object Interaction: Draw Longsword Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [7]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 2/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 0/3 (Long Rest) Leadership Dice (d6). 2/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).
  24. Date On This Linaras, the 27th Day of Brookgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 8th Day of the Campaign - About 4:50 AM–5:00 AM★ Solinari: Waning Gibbous Lunitari: Waning Crescent Nuitari: Waxing Crescent Wheelwatch Outpost (Everyone) IC Round 8 (Concluded) Elgo’s eyes fly open with her gasp of breath. Reorx’s power entering her and healing her lethal wounds. Seeing her precarious position next to RDAS 6, she disengages from RDAS 6 using her kender elusiveness and runs back 30 feet. Spinning in place, she flings a stone bullet from her hoopak at the nearly dead RDAS. It finishes him off, piercing his skull, right between the eyes. Not wanting to take any more of those swirling spirits of Cotan’s, Vanse flies his dragonelle over to land on the wall next to Fairla. He aims his crossbow at Coltan and fires! The bolt meets its mark, dealing 12 piercing damage and 3 fire damage. Coltan must make a DC 10 concentration check to maintain concentration on his spirit guardians spell. Ixenkuhri attacks Fairla with its two rend attacks! It’s claws completely miss her at first, but the second swipe slash her. As a reaction, Fairla casts the shield spell, making her AC 20 and causing the claws that would do 9 slashing damage and 1 fire damage to miss, instead! Round 9, START! OOC Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor. Windows. The windows in these walls are 6-inch-wide arrow slits. Light. Torches provide bright light throughout the fort. Ixenkuhri. Anyone who understands draconicknows that “Ixenkuhri” means “Fire River”. Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check. It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4. Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you. You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last? Map Statblocks Red Dragon Army Soldier Medium Humanoid, typically Lawful Evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) Name Coordinates HP Max HP % Health Notes RDAS4 (human) Z24 0 20 0% DEAD! RDAS5 (wood elf) Y24 0 27 0% DEAD! RDAS6 (dwarf) AC18 0 25 0% DEAD! RDAS7 (human) AC19 0 25 0% DEAD! Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Athletics +4, Perception +2 Senses passive Perception 12 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls. Actions Multiattack. The soldier makes two Longsword or Javelin attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage. Spectral, shrieking image of the Coltan 9/10 Rounds left. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Captain Ardlic Vanse (Dragon Army Officer) Medium Humanoid, typically Lawful Evil Armor Class 19 (splint, shield) Hit Points 62/73 (10d8 + 20) 85% Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Saving Throws Dex +4, Wis +4 Skills Athletics +5, Perception +4 Senses passive Perception 14 Languages Common, Draconic Challenge 3 (700 XP) Proficiency Bonus +2 Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls. Actions Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available. Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage. Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack. Source: DSotDQ, page 200 Ixenkuhri (Dragon Army Dragonnel) Large Dragon, typically Lawful Evil Armor Class 16 (breastplate barding) Hit Points 4/67 (9d10 + 9) 6% Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0) Skills Perception +3 Damage Resistances fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13 Languages understands Common and Draconic but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Multiattack. The dragonnel makes two Rend attacks. Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage. Source: DSotDQ, page 201
  25. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 4/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis ducks as the knight and dragon fly over him, cursing even as he avoids both the lance and claw. "Come down here and fight me like a true knight, coward!" he challenges the retreating form, before hearing Modri's cry for aid. He's about to step forward when he sees the little kender slip on the ground - getting a cracking shot off with his sling none the less. Instead he backs up and takes a flying leap over the slippery ground, landing at the bottom of the stairs below Modri. He drops his sword and draws a javelin, loosing it at the remaining soldier still cheering his 'heroic' victory over the other little kender. The first javelin goes long as he misjudges Modri's relative position up the stairs, but the second strikes the soldier straight in his chest with enough weight to send the javelin clean through, trailing flames in its wake! OOC Action: Precise Heroic Strike (Javelin) vs RDAS7 (Miss! Precise Strike not expended). Precise Heroic Strike (Javelin) vs RDAS7 (Crit! 1d6+1d4 Javelin base, 1d8 Precise Strike, 1d6 Heroic Strike all doubled) ; 30 Piercing and 7 Fire damage Bonus Action: — Movement: X23>Y24>Y23 (10ft) ; Long Jump up to Str Score Y23>Y20 (15ft) ; Y20>Y19 (5ft) Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [7]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 2/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 1/3 (Long Rest) Leadership Dice (d6). 3/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).
  26. Kalasääski Level 5 Beast of the Sky AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks With no order given, Kalasääski maintains position by Arlo, flying only a few feet off the ground and eyeing the dragonnel carefully, ready to dodge at a moment's notice. OOC Action: Dodge! Bonus Action: — Movement: None. Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
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