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lemonstyx

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  1. I had forgotten about this. I was having issues reposting what I had done for Ser Vindiculus and Thunder, so I just took a screenshot of the post on the OG site. Hopefully we're close to being done!
  2. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham held his nose and entered the latrine area. When he breathed in the sulphuric air, however, he quickly shut his mouth as well. After a moment, his face started to turn red, then purple. He ran over to the door that Everan was listening at, ready to burst through when he opened it.
  3. Vithka | Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Conc on PWT (1 hr) | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 1/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items: Vithka didn't even look up as she replied to Roscoe, "Not yet. After we search bodies, we can go as group. My guess is it go to outpost we snuck by earlier." Once her search of the bodies was complete, she stood up and walked over to the paladin with a nod.
  4. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham is delighted by Felvora's interest in Knowledge and has the weasel scurry back up his sleeve and poke its head out. "Adorable, isn't he?" he says as he gives the little creature some scritches with his other hand. When it comes time to go down the rope to join the others, Lotham looks a little hesitant. He lets others go before him as he works on getting up the resolve to climb down. Eventually he sighs and awkwardly makes his way down to join the others. He finds the close quarters and steam quite uncomfortable, so he stands off to one side and shifts his weight from one foot to the other, a clear indication of his discomfort.
  5. Nice - thanks for creating that thread! And thanks for the suggestion - it was a useful thread over on the OG site.
  6. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham looked up distractedly at Katrina when she asked about his familiar. "Oh, yes," he said, holding up his arm. Suddenly, a rodent face peeked out of the sleeve of his robe. Before he could do anything, though, one of the newcomers sent his owl down the hole, and he realized he was meant to be a backup. "Probably just as well, Knowledge," he whispered to his weasel and it slipped back in his robes. Lotham stood by to listen to what the newcomer (Brool? or something like that?) reported, and then decided perhaps he should be cautious. He quickly cast a spell and a protective magical force briefly shimmered around him. A thought then occurred to him. "If it's too much for the familiar, I could summon an Arcane Eye to scout within," he offered. OOC Casting Mage Armor, and activating Lotham's Arcane Ward.
  7. Vithka | Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Conc on PWT (1 hr) | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 1/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items: Vithka walked over to the duergar and retrieved any arrows that looked reusable. "Is passageway to east," she said as she bent over to grab her ammunition. An idea then struck her and she said, "Guards sometimes have keys." She then began to search the body nearest her for keys, gold, or anything of value. Mechanics Perception EDIT: Oops, so used to adding a z to the roll!
  8. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham looked quite unsettled at the suggestion that mind flayers might still be there. "No, I'm afraid I don't recall anything about that," he said nervously. "But they wouldn't still be there, would they? It was centuries ago. They couldn't be there, surely." His last words seemed more about reassuring himself than anything else.
  9. I hope everything's okay, ! It's good to have you back.
  10. Vithka | Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Conc on PWT (1 hr) | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 1/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items: Vithka grinned wickedly when she saw one of the duergar light up with a spell she knew well. She guessed that had been Johnny and suppressed a cackle. Grabbing a couple of arrows, she took aim and let loose. Mechanics Movement: None Action: I'm not sure if Vithka is in the range of Darvin's daylight spell and so visible now. If she isn't, and so is still invisible, she will attack Garmus. If she's visible now, she will attack Urthhild (unless Urthhild is dead already, obviously)
  11. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. "A powerful wand, you say?" said Lotham, clearly intrigued. When the older man appeared, and it seemed that Everan knew him, Lotham narrowed his eyes, starting to become a bit suspicious. "This is quite the coincidence," he muttered, but decided he wouldn't dwell on it, especially after the old man mentioned that perhaps he wasn't so old after all. "Advanced aging?" he asked. "The Shadowfell did this?"
  12. Welcome ! It makes me tempted to swap Lotham out for Irafis so it could be even more of a reunion. (As tempting as it is, I'll stick with Lotham, though.)
  13. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham listened to the stranger's account of the Shadowfell eagerly. It took several moments before he recognized the admonishment that had been included in it. Blushing, he stammered, "Oh, er, yes, right. I, uh, my name is Lotham. Lotham Pendricky. And you are?" It took a second, but Lotham did eventually realize that the stranger had already introduced himself. "Oh, um, yes, right. You've already said. Everan, you said. Everan Meliamne." He smiled sheepishly and added, "I was paying attention, you see, just rather, er, intrigued by your experiences in the Shadowfell. So, um, I don't suppose you know anything about Zorzula's Rest. You said something about a resting place for a certain artefact?"
  14. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham immediately perked up at the mention of the Shadowfell. "Shadowfell?" he blurted out as he popped out from behind Mercedes. "I have heard stories, but am not sure what to believe. Is it true that one is overcome with a sense of despair while there? And that the Raven Queen has spies everywhere? And that there are giant spiders with wings that drop webs like nets and snatch people up to feed their kids in nests like birds?"
  15. Welcome back, PK - I hope it was a good vacay!
  16. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham eyed the stranger with unbridled fear suspicion. He took a step back so as to be somewhat behind Mercedes and offered timidly, "Um, I suppose we should be asking who you are." He looked around around at the others for support and added, "We do outnumber you, you know." He then ducked behind Mercedes so as to be completely hidden and shook nervously, wondering what had overcome him to speak so boldly.
  17. Has she done anything lately? Whatever happened to her?
  18. Lotham Pendricky | Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham had been interested in exploring the outpost until Mercedes pointed out that it might be dangerous. "Oh, er, um, yes, well we definitely wouldn't want to split the party," he stammered. He looked over at Mercedes. "There's probably nothing there, do you think? I mean, some goblins probably raided it, but they wouldn't hang around, would they?" He bounced uncomfortably from foot to foot, clearly hoping somebody would tell him that it would just be a boring scientific expedition.
  19. Vithka will open the door to remove any issue of meta-gaming. Poor weasel. It would have been more interesting if it had been a dire wolf. But it was a fun opportunity to use the psionic nature of Vithka's mage hand and to try to cause some havoc!
  20. Vithka | Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Conc on PWT (1 hr) | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 1/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items: Vithka resisted the urge to sigh as the weasel was snuffed out of existence just as quickly as it came into it. She ran as far as she could away from the duergar and used her mage hand to open the door as she did. Mechanics Initiative Movement: 30ft due E (she should still be invisible so no opportunity attack) Action: Use mage hand to open the door Free Object Interaction: Get bow ready
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