D&D 5E [OCC] The Treasure Map: Resurrection

Ancalagon

Dusty Dragon
Hello. I *really* liked this game, and I have been able to find some material in the cache. Here are some characters info - it's a bit old - 17 august - but it's far better than nothing no?

[MENTION=11437]Insight[/MENTION] : it ultimately up to you if you want to resurrect this. But I thought having some material available might make a decision easier. Besides I needed somewhere to save this info before it vanished from the cache!

http://webcache.googleusercontent.c...276.3&ei=ECTjV6aKD4iZjwSik50o&emsg=NCSR&noj=1



XP Totals
Darwinimar Lupinmordin Thrice-Fallen, Of the Sarbani Clan: 2,950
Kini Leafniggle: 2,900
Shi’iveran (Shiver): 2,850
Kestrel: 2,950
Strange: 2,900

Group Loot Collected Thus Far
(none)

Individual Loot
Darwinimar Lupinmordin Thrice-Fallen, Of the Sarbani Clan: (none)
Kini Leafniggle: (none)
Shi’iveran (Shiver): (none)
Kestrel: (none)
Strange: (none)
 
Last edited:

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Ancalagon

Dusty Dragon
Darwinimar Lupinmordin Trice-Fallen, Of the Sarbani Clan
(Darwin for short)

Ranger (hunter)
Background: Outlander
Level: 4
XP: 2,950/6500
Race: Gnome, desert (re-skinned forest)
Alignment: Chaotic* good (*follows the "desert code" as well as he can, but doesn't feel bout by other laws)

Abilities:
STR 10
DEX 18 (race, level 4 ASI)
CON 14
INT 10 (race)
WIS 13
CHA 12

AC: 18 (+4 dex, small shield, studded leather)
Initiative: +4
Speed: 25
HP: 36 (10 + 6*3 + 2*4)
Hit Dice: 4d10
Proficiency Bonus: 2

OFFENSE:
Moon Sword (scimitar +1) + 7 to hit, 1d6+7 damage
Dagger: +6 to hit, 1d4+6 damage
short bow +6 to hit, 1d6+4 damage

SAVES
*Strength +2
*Dexterity: +6
Constitution: +2
Intelligence: 0
Wisdom: +1
Charisma: +1

SKILLS
Acrobatics: +4
*Animal Handling: +3
Arcana: 0
* Athletics: +2
Deception: +1
History: 0
Insight: +1
Intimidation: +1
Investigation: +0
Medicine: +1
Nature: +0
*Perception: +3
Performance: +1
Persuasion: +1
Religion: +0
Sleight of Hand: +4
*Stealth: +6
*Survival: 3

Passive Perception: 13

PROFICIENCIES AND LANGUAGES
Tools: Musical instrument (bone flute)
Language: Gnomish, common, gnoll, goblin, small animals
Weapons: simple, martial
Armor: light, medium, shield

FEATURES AND TRAITS:
Darkvision 60’
Size: small
Gnome Cunning (advantage saves int, wis, cha vs magic)
Natural illusionist
Speak with small beasts

Wanderer (background)

Ranger features:
Favored Enemy: Goblins and Gnolls
Favored terrain: desert (need to talk to gm)
Fighting style: Dueling
Primeval Awareness
Hunter's Prey: Colossus Slayer

FEATS:
None at this time


Age: 47
Height: 3'5"
Weight: 41 pounds
Eyes: dark brown, squinty and expressive
Skin: Heavily tanned
Hair: Sandy blond, crudely cut. Well trimmed, curly beard and long, oiled mustache

Description: Of solid height and built for a gnome, carries himself as if he is much bigger than he is. Very light footed - seems to avoid making noise as an ingrained habit, and frequently frowns as those who do not. Easy smile. Left ear is notched from a close call from a gnoll spear. Wears a dark brown turban and a lighter brown cloak. Underneath, sandy colored robes with well worn but solid light armor and equipment. Wide belt has several small notches. Sandy dust seems to have permeated his entire being. Wears a small shield (would barely be a buckler for a human) and a particularly curvy sword, the Moon Sword. (I cannot for the life of me find an image online, but if you the sequel to Crouching Tigger Hidden Dragon, it's similar to what was wielded by Turtle Ma).

History: A proud warrior and guide of the Sarbani clan, Darwin was taught the trade by his father and has numerous years guiding caravans through the gnomish homeland, and has also taken part in a number of raids vs goblin tribes trying to establish themselves again in the Red Hills. Two years ago he was involved in a series of ambushes and skirmishes to push out a group of Gnolls probing the area. The Gnollish armies concluded that the area, although strategically important, was not worth the effort conquering (controlling the passes leading to it would achieve the same). Darwin and several others are under the impression that they fully trounced the gnolls. After this action, Darwin was given the Moon Sword, a great honor, to salute his bravery and cunning in battle. Darwin's mother hoped that he would marry and settle down a bit, but Darwin sees his first century as the time to fight and strive for the clan. Being skilled and without a family of his own to raise, he was suggested as a volunteer by the clan elders when it was decided to investigate the events around Hagan's Pass as well as the wider world beyond. Darwin is therefore acting on behalf of the gnomes of the Red Hill as a whole... but as his mission was given rather vague terms, his efforts have not been very focused so far.

Personality Traits: Darwin has an easy smile, is generous, likes to laugh and tell jokes... but his hand is never far from the handle of his sword. He is fiercely protective of his clan and his friends. He views battle as a test of both courage and wit - there is no such thing as a "fair" fight.

Ideals: Greater good: All gnomes must strive and fight to help the clans survive and keep the goblins from regaining a foothold.

Bonds: Tribal honor code: Darwin follows fiercely the Red hill gnomish honor code, which includes hospitality, loyalty, bravery, revenge on foes and defense of the home. The Sarbani clan in particular will fiercely defend travelers who hire them as guides.

Flaws: Over-alertness. Darwin has spent so much time in the field that he can't turn it off anymore. Anyone, any place, any situation could lead to an ambush. He can be overconfident.


Spell Known:
Cantrips: Minor Illusion
Level 1: Hunter's mark, goodberry, fog cloud.

Spell slots (used/total)
LEVEL 1: 0/3

Spell Save DC: 11
Spell attack modifier: +3


The moon sword: (Scimitar +1)
Made by gnomes, this sword appears well made but with an unusually curved blade with a sharp point. The handle is made of wood decorated with strips of turquoise. The hilt is short and the pommel is L shaped, allowing the wielder to pull on the sword to create a "drawn cut" effect. Once the Sarbani clan was awarded the Sun Shield by a passing paladin, the members were struck by the pattern - they already had a star ring and the belt of a cloud giant, so this was profoundly significant. The mage of the clan at the time resolved to make a powerful sword, based on the moon, to help the clan fight goblins. Unfortunately, the mage was not especially skilled and the sword is a "mere" sword +1, although it does glow faintly if goblins are within 120 feet. Still, the effort was very well received by the clan and it is now considered part of the Clan regalia. The sword's long history of success in battle tends to make its wielder rather confident in their abilities.


Studded leather armor (upgraded from leather: )
1 shortsword
1 dagger
knife
shortbow, 20 arrows
Explorer's pack
Bone flute
walking stick
hunting trap
necklace of snow leopard claws
traveler's clothes (included turban with a turquoise capped pin)
pouch
Trinket: scrap of cloth from old banner
Component pouch
wetstone
hatchet
2 sacks
1 candle
1 piece chalk
2 extra water skins
signal whistle
2 potions of healing
small shovel
ball of yarn

MONEY: 334 gp, 4 sp
 

Ancalagon

Dusty Dragon
Name: Kini Leafniggle
Race: Lightfoot Halfling
Class: Wizard (Illusionist)
Background: Sage
Alignment: CN
Experience: 2700/6500

ABILITIES: Standard Array
Strength: 10 (+0)
Dexterity: 15 (+2)(13+2 racial)
Constitution: 14 (+2)
Intelligence: 16/19 (+3/+4)15+1 Linguist+Headband of Intellect)
Wisdom: 12 (+1)
Charisma: 9 (-1)(8+1 racial)

AC: 12 (15 Mage Armor)
Initiative: +2
Speed: 25
HP: 28
Hit Dice: 4d6
Proficiency Bonus: 2

OFFENSE:
Dagger: +4 1d4+2/P (20/60)
Spell Attack: +5/+6
Spell DC: 13/14

SAVES
Strength: -1
Dexterity: +2
Constitution: +2
*Intelligence: +5/+6
*Wisdom: +3
Charisma: +0

SKILLS
Acrobatics: +2
Animal Handling: +1
*Arcana: +5/+6
Athletics: +0
Deception: -1
*History: +5/+6
Insight: +1
Intimidation: -1
*Investigation: +5/+6
Medicine: +1
Nature: +3/+4
Perception: +1
Performance: -1
Persuasion: -1
*Religion: +5/+6
Sleight of Hand: +2
Stealth: +2
Survival: +1

Passive Perception: 11

*Proficiency

PROFICIENCIES AND LANGUAGES
Languages: Common, Halfling, Elvish, Draconic, Dwarvish, Celestial, Primordial
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None

FEATURES AND TRAITS:

Lucky: When you roll a 1 for an attack roll, ability check, or save, you can reroll the die and must use the new roll.

Brave: Advantage on saves vs. frightened.

Halfling Nimbleness: Can move through the space of any creature larger than you.

Naturally Stealthy: Attempt to hide even when only obscured by a creature 1 size larger.

Arcane Recovery (1/d): After short rest, recover spell slots (2 levels), L5 or lower.

Ritual Casting

Specialty: Scribe

Feature: Researcher

Illusion Savant: Illusion spells cost half as much to inscribe in spellbook.

Linguist: Ciphers DC 18/21

Familiar (Owl): Owlowiscious
AC: 11 HP: 1 Speed: Fly 60'
Str 3 (-4) Dex 13 (+1) Con 8 (-1) Int 2 (-4) Wis 12 (+1) Cha 7 (-2)
Perception +3 Stealth +3
Darkvision 120' Passive Perception 13
Flyby: Doesn't provoke OA when flies out of enemy reach
Keen Hearing and Sight: Adv on Perception that relies on hearing and sight
Familiars can't attack
Communicate telepathically (100')
As action, see and hear through familiar.
As action, temporarily dismiss and then recall it within 30'
Cast touch spells through it as your familiar's reaction (100')

EQUIPMENT
Money: 345 gp 6 sp
Dagger
Wand
Component Pouch
Scholar's pack (backpack, book of lore (unknown contents in a language Kini doesn’t know; wanted by the gnolls), bottle of ink, ink pen, 10 parchment, little bag of sand, small knife)
Spellbook
Bottle of black ink
Quill
Small knife
Letter from her dead mentor posing a question she has not yet been able to answer: "If illusion becomes infused with shadow to the point of becoming partially substantive, what are the metaphysical implications of such magic?"
Common clothes
Bedroll
Blanket
Scroll case
Healer's kit (10)
Mess kit
50' rope
Sealing wax
Waterskin
Trinket: A multicolored stone disk
2 Potions of Healing
Rations (10)
Book: Enchiridion of Whistabulus the Gnome: Illusion Magic: Substance and Metaphysics: A Festschrift

TREASURE:
Headband of Intellect (attuned)

SPELLS KNOWN:
Cantrips: 5 known
Firebolt
Light
Improved Minor Illusion
Prestidigitation
Shocking Grasp
1st (4 slots)
Color Spray
Disguise Self
Find Familiar (Ritual)
Illusory Script (Ritual)
Mage Armor
Magic Missile
Shield
Silent Image
2nd (3 slots)
Invisibility
Mirror Image
Phantasmal Force
Web

DESCRIPTION
Age: 24
Height: 3’1”
Weight: 41 lbs
Eyes: Green
Skin: Fair
Hair: Red
Description: Slight of frame and fair of skin from lack of sun. Freckles speckle her nose. Her fingers are usually ink-stained. She doesn't tend to care much for her appearance, so her clothes might be mismatched or stained with ink and her hair tied back in a messy tail to keep it out of the way.

Personality Traits: I'm convinced that people are always trying to steal my secrets.
I am horribly, horribly awkward in social situations.

Ideals: No limits. Nothing should fetter the infinite possibility inherent in all existence.

Bonds: I have an ancient text that holds terrible secrets that must not fall into the wrong hands.

Flaws: I am easily distracted by the promise of information.

BACKGROUND

Kini had always been shy and bookish. Slight of frame, while other halfling children were running around outside, she was curled up inside by the fire with any book she could get her hands on.

One day she got hold of a book of magic. She was fascinated by it, and soon managed to master invoking minor illusions. This caught the attention of the local wizard and he took her as his apprentice. Part of her duties was as his scribe, copying his letters and spells, and she proved adept at mastering illusion magic.

Then her life changed. Gnolls invaded the village. They seemed focused on the wizard's home. Her mentor quickly grabbed her pack and stuffed a large book into it. "Protect this at all costs!" he warned her. "Run, you fool!" He opened a small hidden panel to reveal a small hidden tunnel, too small for him but just her size. Frightened but obedient, Kini scrambled down the short tunnel to safety as her mentor fought off the gnolls.

Kini can't read what is in the book, but knows it must be something dangerous if her master sacrificed himself so that she could escape with it.
 

Ancalagon

Dusty Dragon
Name: Shi’iveran (Shiver)
Race: Half-Elf
Class & Level: Monk 1/Warlock 3
Background: Pirate
Alignment: True Neutral
XP: 2700/6500

(Point buy 27pts)
STR 8 (-1)
DEX 16 (+3)
CON 14 (+2)
INT 9 (-1)
WIS 13 (+1)
CHA 16 (+3)

AC: 14/16 with Armour of Shadows
Initiative: +3
Movement: 30’
HP: 31
Hit Dice: 4d8
Proficiency Bonus: +2
Passive Perception: 11

RACIAL FEATURES:
Darkvision 60’ (irrelevant)
Fey Ancestry (Adv v Charms; immune to magical sleep)

MONK FEATURES:
Martial Arts +5, 1d4+3
Unarmoured Defence AC 14

WARLOCK FEATURES:
Pact Magic: 2 slots, cast at 2nd level
- Cantrip - Prestidigitation 1A,vs,up to 1hr
- Cantrip - Eldritch Blast (+5, 1d10) 1A,vs,120'
- Spell - Unseen Servant (“Bosun”) 1A,vsm,1hr
- Spell - Hellish Rebuke (+5, 3d10) 1R,vs,60'
- Spell - Armour of Agathys (10hp, 10dmg) 1A,vsm,1hr
- Spell - Misty Step 1BA,v,30'
Dark One’s Blessing (+6hp)
Pact of the Blade
Eldritch Invocations:
- Devil’s Sight
- Armour of Shadows (AC16) 1A,vs,8hrs
Spell Save DC: 13
Spell Attack Bonus: +5

Dagger (+5, d4+3)
Hand axe (+5, d6+3)
Unarmed Strike (+5, d4+3)
Pact Weapon: counts as magical for resistances
Usually a Shortsword flavoured as a cutlass (+5, d6+3) or a Spear (+5, d6/d8+3) for choice

Strength -1
Dexterity +3
Constitution +2
Intelligence -1
*Wisdom +3
*Charisma +5

Racial:
- Advantage on Saves versus Charms
- Immune to magical Sleep
Environmental: all from Necklace of Adaptation
- Can breathe normally in any environment
- No ill effects from temperatures between -20F and 120F
- Advantage on Saves v harmful gases and vapours

SKILLS:
*Acrobatics: +5
Animal Handling: +1
Arcana: -1
*Athletics: +1
Deception:+3
History: -1
Insight: +1
*Intimidation: +5
*Investigation: +1
Medicine: +1
Nature: -1
*Perception: +3
Performance: +3
Persuasion: +3
Religion: -1
Sleight of Hand: +3
*Stealth: +5
Survival: +1

Background Feature: Bad Reputation

LANGUAGES & PROFICIENCIES:
Languages: Common, Elvish, Abyssal
Armour: Simple
Weapons: Simple, Light Crossbows, Monk Weapons
Tools: Navigators Tools
Vehicles: Water

PP:
GP: 195
EP:
SP: 5
CP:

EQUIPMENT:
Equipment Worn:
- Dagger
- Belaying Pin (Club) - acts as Spellcasting Focus
- Hand axe
- Necklace of Adaptation
- Signet ring
Clothing:
- Long coat
- Tall soft boots
- Travellers clothes
Belt Pouch 1:
- Potion of Healingx2
Belt Pouch 2:
- Money
Back Pack:
- Bedroll
- Mess kit
- Rations (days) x10
- Water skin
- Hemp rope 50’
- Silk rope 50'
- Spare Dagger
- Potion of Healingx2
- Grappling Hook
- Trinket: black pirate flag

MAGIC ITEMS:
Necklace of Adaptation
- Can breathe normally in any environment
- Adv on saves v harmful gases/vapours
- Temperate (no ill effects from -20F to 120F)
- Unbreakable
- Fiend-made (Celestials find distasteful; carved black iron)
- Metamorphic (changes form randomly - carvings appear to move)

Riding Horse “Shipmate”
- Movement 60’
- Carry capacity 480lbs
- AC 10
- HP 13
- Passive perception 10
- Hooves: +2, 2d4+3
- STR 16+3
- DEX 10+0
- CON 12+1
- INT 2 -4
- WIS 11+0
- CHA 7 -2
Riding saddle
Bit and Bridle
Saddlebags x2
- Horse feed (days) x 4

Shi’iveran, or Shiver, is a slender male half-elf, with the brown skin of his human mother and the ears, blue eyes, and fine features of his elven father. His hair is black and worn in dreadlocks tied back in a high ponytail, and he sports a natty, dapper moustache and goatee.
He has a large tattoo of a bronze dragon on his back.
His Necklace of Adaptation is a gift from his Patron, and resembles an oxidised iron slave collar.
Height: 5'10
Weight: 112lbs

TRAITS: Unswervingly loyal to his crewmates; foul language
IDEAL: Mastery - I'm a predator
BOND: Vengeance
FLAW: When courage questioned, never backs down

Long version in the Recruitment thread but here's the TL;DR with a correction on his surname:
Ex-crew of Sedgwick the Brazen's pirate ship, The Brass Dragon.
Father: Sha'arvi (Harvey) Dandalost (Elf)
Mother: Veranta Dandalost (Human)
Warlock Patron: Shabanoth

Shananoth granted him his powers and gave him his necklace of adaptation upon saving him from drowning after the captains of Golgash killed the rest of the crew. He then was able to walk back to shore along the seabed eventually emerging on dry land, to the shock (and truncated lives) of a group of goblins camped on the beach.

He wants to head to Teague to start killing his sworn enemies and has used the money he has gained thus far in his travels to purchase a steed and a signet ring (his piratical love of bling hasn't gone away). He also found that the Brass Dragon's flag, the "Brazen Bones" was wrapped around him as he fell from the crow's nest into the sea, and he vows to have it fly again.

His Pact Weapon is usually a Shortsword or a spear but whatever he summons it is always, while mechanically sound, covered in barnacles, tinged with green, and smelling of the salt seas, having been summoned from the depths of the seas where his Patron lies.

Shiver also is slightly "odd" following his time adrift at sea watching his crew mate get eaten by sharks, and refers to his Unseen Servant as "Bosun", and often talks to him even when he isn't there.

Kill List:
Gangash the One-Eyed (gnoll General) who ultimately ordered the sinking of The Brass Dragon
Kolkag, huge male gnoll with shark's jaw headpiece
Female gnoll with white fur
Male gnoll with distinctive arrowhead markings
Male hobgoblin with a dagger blade where his left hand should be
Female dwarf or possibly Halfling Mage wearing grey robes
Human male possibly monk, dark-hued robes with distinctive symbol tattooed on forehead.
 

Ancalagon

Dusty Dragon
Kestrel
Neutral Human Monk 4
Background: Urchin (City secrets)

Kestrel was a lost child, like so many others. A hungry mouth born to those who couldn't feed themselves, she was perhaps lucky to have been given over to an orphanage instead of dropped into the sea, or left out for the rats. Perhaps. She learned the hard lessons that any child of that stature learns...and she kept going as much out of defiant stubbornness as anything else. A will to live born not from fear of death, but a spiteful decision not to give the world the pleasure of being rid of her so easily.

She didn't stay at the orphanage long though...she was too eager to find her own way, to free herself of dependence on others. And while she was good at keeping her head down and avoiding the appearance of troublemaking, under her apparent compliance was a keen mind waiting for the opportunity to make good an escape. Once on her own many things in her life became harder, but she would never have called them worse.

Kestrel, or the girl she'd been, had few friends...but the ones she had were true. Street vermin like herself, of similar mind and motivation...or so she'd thought. One of them, an older beggar who feigned blindness and went by the name of Old Squint took a particular interest in her. She was a quick one, after all, and cunning in her own way. Where some saw a pernicious thief, he saw a deeper potential.

Squint would sometimes offer her copper for bringing him a few things from the market square. Food mostly. Innocent enough. He tested her more though, as time went on...offering more for more. Finally he offered more than money. He admitted he knew a lot, had seen a lot, and could teach her a lot. Warily Kestrel agreed, and was startled to see how right he was. Tricks he had, of how to be unseen and unheard, how to move fast like flowing water over and around obstacles...and how to fight, oh yes. She'd never thought of herself as a fighter before, but Old Squint knew where you could put fingers and palms on a man and make him hurt like knife blades were puncturing him. All it took was a good eye and quick reflexes, and Kestrel had those to spare.

Finally he had another offer for her. There was more to learn, but not from him, he said. She could learn to twine shadows between her fingers and spin it out like spider's silk. To jump between drops of falling rain and not get wet. To see without even a flicker of light to glint in one's eyes.

Did she want to learn more?

So Old Squint sent her to see a man he knew, who sent her to wait where the old shipyard had burned into the harbor and never been rebuilt. As she waited there, hands from a man she'd never heard draped black cloth around her head and cinched it tight. As she kicked and twisted, trying to get away, Kestrel passed out from being unable to breathe.

She woke up in a cell in the Silent Tabernacle, and her training as one of the Veiled commenced.

The training was hard, grueling, and the punishments for failure severe enough to keep everyone on edge constantly. The ones who survived did so by learning to accept it into themselves; by convincing themselves that it was all worth it. That this is what they'd wanted. For a while Kestrel did that too. Wasn't this what Squint had told her? Well, no...he hadn't said it would be like this...but she WAS learning things. Fantastic, eerie, somehow horrible things. To take shadow in, you had to push something out. That was what they learned.

Like so many things in the Tabernacle though, it wasn't quite true. Kestrel didn't surrender herself, didn't push herself out. Like she had in the orphanage, she pulled in. The shadow cloaked her, congealed around her, pressing her into herself. It felt cloying and odd and sometimes so tight she couldn't breathe...but while the other successful students became less human, she held on to something vital. Or maybe, she'd reflect later, those parts of her had been missing long before she'd arrived at the Tabernacle, and she'd simply learned to do without.

For whatever reason, after her 'apprenticeship' was over, the missions began. Very quickly she realized that she was not, could never be, one of the Veiled. The hierarchy too strict, too all-encompassing... She would be forever under someone else's thumb, until and unless she managed to take control of the entire thing. And even then, it seemed sometimes as if something else was there. Something dark and quiet and endlessly hungry, issuing the commands that the One-Eyed Man passed down to the Preceptors to the Inspired to the rank and file.

There was no freedom to be found here. To be a Veiled was to accept forever that your destiny was in the control of others.

So as she had before, Kestrel watched, and waited...and set out to make her way. She was aware it wouldn't be easy...but when was anything?


Str 12
Dex 18 (+1 racial + 2 lvl 4)
Con 13
Int 10
Wis 15 (+1 racial)
Cha 8

HP 27
AC 17 (10 +4 dex + 2 Wis + 1 cloak)
Save Bonuses Str +3 Dex +6 Con +1 Int +0 Wis +2 Cha -1
Prof Bonus +2
Init +4
Speed: 50'
Exp: 0

Race
-------
Human
- +1 to 2 attributes (Dex, Wis)
- Bonus Skill Proficiency
- Bonus feat

Class
-------
Monk
- Unarmored Defense: AC is 10 + dex mod + wis mod when not wearing armor.
- Martial Arts: Use Dex with unarmed or monk weapons, unarmed or monk can do 1d4 damage, bonus unarmed atk
- Unarmored Movement +10
- Ki 4
- Slow Fall (20 points)
- Deflect Missiles (1d10+3+4)
- Monastic Tradition: Way of Shadow
** Cast Darkness, Darkvision, Pass Without Trace or Silence for 2 ki
** Gain Minor Illusion cantrip

Proficiencies
--------------
Weapons: Simple, Shortsword
Armor: None
Tools: Thief tools, Disguise kit, Flute
Saves: Strength, Dexterity

Feats
------
Mobility (+10 speed, ignore diff terrain on Dash, enemy she attacks cannot OA her due to movement)

Skills
-------
Acrobatics +6
Athletics +3
Insight +4
Perception +4
Sleight of Hand +6
Stealth +6

Languages
----------
Common

Equipment
-------------
Cash: 136gp 5sp

Weapons
--------
Unarmed, +6, 1d4+4
Darts (10), +6, 1d4+4, 2.5lbs, thrown 20/60
Shortsword (monk), +6, 1d6+4, 2lbs

Armor
------
Common Clothes

Magic
------
Cloak of Protection

Gear
-----
Backpack, 2gp, 5lbs
- Blanket, 5sp, 3lbs
- Hooded Lantern, 5gp, 2lbs
- Oil (3 pints), 3sp, 3lbs
- 50' silk rope, 10gp, 5lbs
- Grappling hook, 2gp, 4lbs
- Antioxin, 50gp
- Alchemist's Fire, 50gp
- Healing Potion, 50gp
- Holy water, 25gp
- Flute, 2gp, 1lb

Belt Pouch, 1lb
- Small knife, 1lb
- Caltrops, 1gp, 2lbs
- Memento (trinket)
- Antioxin, 50gp
- Alchemist's Fire, 50gp
- Healing Potion, 50gp
- Thief's Tools, 25gp
 

Ancalagon

Dusty Dragon
Strange, Cleric 4 (Trickery) - Urchin
Medium Humanoid (Feral Tiefling), Chaotic Neutral

Armor Class 18
Hit Points 35
Initiative +2

Ability Scores (Ability Modifier)
STR 8 (-1)
DEX 14 (+2)
CON 16 (+3)
INT 12 (+1)
WIS 16 (+3)
CHA 10 (+0)

Saving Throws
STR -1
DEX +2
CON +3
INT +1
WIS +5 (prof)
CHA +2 (prof)

Attacks
Dagger +4, 1d4+2
Attack Spells (Wis) +5, damage see spells

Skills
Insight +5
Persuasion +2
Sleight of Hand +4 (+9 with Gloves)
Stealth +4

Senses: Passive Perception 13, Darkvision 60ft
Languages: Common, Infernal

Spellcasting:
4 level 1 slots, 3 level 2 slots
Spell save DC: 13

Spells Known/Prepared:
Thaumaturgy
Sacred Flame
Minor Illusion
Mending
Charm Person
Disguise Self
Inflict Wounds
Bane
Healing Word
Guiding Bolt
Mirror Image
Pass without Trace
Hold Person
Spiritual Weapon
Silence

Resistances: Fire
Speed: 30ft
Size: Medium
Can cast Hellish Rebuke once a day as 2nd-level spell (save DC 10)

Tools: Disguise Kit, Thieves' Tools
God: Loki

Trickery Domain Features
Blessing of the Trickster:
Use your action to touch a willing creature to give it advantage
on DEX (Stealth) checks for 1 hour or until you use this feature again

Domain Spells (also in the spell list)
1st (Charm Person, Disguise Self)
2nd (Mirror Image, Pass without Trace)

Channel Divinity (1 use between short/long rest)
Turn Undead: Action: Undead within 30ft must make WIS saving throw. On fail, turned for 1 minute or until it takes damage.
Invoke Duplicity (Domain Feature): Action: Create perfect illusion of yourself for 1 minute within 30ft (concentration).
As bonus action can move illusion 30ft, but must remain within 120ft. Can cast as if in illusion's space.
Advantage on attack rolls if both are within 5ft of a creature.

Items:
Breast Plate, Shield
Holy Symbol
Dagger
Backpack
Blanket and bedroll
10 candles
Tinderbox (also useful to look for potential mates)
Alms box
2 blocks of incense
Censer
Vestments
Traveller clothes
Common clothes
10 days of rations
Waterskin
10 sheets of parchment
Writing tools
Journal
Component Pouch
Holy Water
Magnifying Glass
Spyglass
2 glass bottles
Soap
Signal whistle

20 gp, 45 sp, 50 cp


Magic Item:
Gloves of Thievery



I managed to get every character back :D :D :D
 

Ancalagon

Dusty Dragon
I wasn't able to get the character images but the individual players should have that. The maps we created, so again we should have that. I will now try to find the background notes.

... I don't have the right thread at the moment, but I'll post important stuff I find.

http://webcache.googleusercontent.c...9.3&ei=_injV_XrMuGMjwTtypKoCA&emsg=NCSR&noj=1

LOOT
8/31/2016 - Fight with Gnolls in Hagan's Pass - The (Magical Whip; unidentified), a Small Gold Bracelet worth 25gp, 90gp, and 28sp

EXPERIENCE
8/31/2016 - Fight with Gnolls in Hagan's Pass - Group earns 4,050


Introducing the Viridian Kingdoms
The region known as the Viridian Kingdoms is comprised of five sovereign lands, each under the rule of a king or queen. The Viridian Kingdoms region is bordered on the north by the Greyfang Mountains, on the west and east by the Sea of Ventain and the Sea of Sorot (respectively), and on the south by the Wildlands, a region of lawlessness and chaos.

There are five Viridian Kingdoms - Eregost, the Headlands, Seaward, Turnaine, and Zanarr. Each of these kingdoms is under human rule, although non-humans occupy areas within these kingdoms (and those unsettled lands neighboring the Viridian Kingdoms). Of these, Turnaine is the northernmost, with the Headlands located adjacent, to the east. Eregost is the central of the five kingdoms. Southwest of Eregost is Seaward, while Zanarr is the southeastern kingdom.xp. Each player earns 810xp.

The Viridian Kingdoms
Eregost
Eregost is located centrally within the Viridian Kingdoms. It is south of Turnaine and the Headlands and north of Seaward and Zanarr. Eregost is a traditional monarchy, with King Frederick at its head. Frederick’s family, House Theron, has ruled Eregost for three generations. House Theron also controls the powerful Viridian Merchants’ Guild, which operates throughout the region..

The Headlands
The Headlands is located in the northern Viridian Kingdoms. It is east of Turnaine and northeast of Eregost. The Headlands was once a loose confederacy of independent city-states, but was recently united under a powerful warlord, Thunderhorn. This warlord’s son, Thunderson, now rules the Headlands as a simple monarch. King Thunderson answers to a number of feudal lords, who are more in control of the Headlands than the king.

Seaward
Seaward is located in the western Viridian Kingdoms. It is west of Eregost and south of Turnaine. Seaward is separated into two distinct land areas; the Sulanic Peninsula, where the independent port city of Sulaine is located, and the Seaward Reaches, the larger of the two land areas. Seaward’s administration is also unusual in that it has a king and a queen, who are siblings, and each rules one of the landmasses. Queen Eirhana rules the Sulanic Peninsula while King Eiric rules the Seaward Reaches. They rule Seaward in tandem and cannot overrule the other. Seaward is known for its powerful navy and overseas trade. They often come into conflict with the Viridian Merchants’ Guild over price controls and taxation.

Turnaine
Turnaine is located in the northern Viridian Kingdoms. It is north of Eregost and west of the Headlands. Turnaine is a traditional monarchy, although its king is quite unusual. King Raithaine is of half-elven descent. When he rose to the Turnanic throne, the last, bastard son of King Rolance, it caused quite a stir in both the human and elven communities. King Raithaine has proven to be an apt king, although border disputes with Eregost have intensified under his watch. Turnaine controls a number of important mines in the Greyfang Mountains and also the gateway to the Red Hills through Hagan’s Pass.

Zanarr
Zanarr is in the southeastern Viridian Kingdoms. It is southeast of Eregost. Zanarr is a theocracy, with the Priest-King Zorus ruling the kingdom. The Temple of the Elemental Gods is also the head of the political state. There has been quite a lot of civil strife within Zanarr, with citizens resisting theocratic rule. The Temple has been able to maintain some order, but civil war may be on the horizon.


The following are major organizations within the Viridian Kingdoms.

Noble Houses of the Viridian Kingdoms
This “organization” is a collection of the various noble houses within the Viridian Kingdoms. These noble houses are the sources of political power within the kingdoms. It is important to note that not all of these “houses” respect or even recognize each other. House Theron rules Eregost and has for three generations. House Rolance rules Turnaine, though this reign is tenuous because the current king is a bastard. House Eir’s two monarchs rule Seaward. Other lesser houses also exist in the Viridian Kingdoms.

Temple of the Elemental Gods
This religious organization, based in Zanarr, represents the worship of the Elemental Gods, the eldest of human religions in the region. The Temple of the Elemental Gods rules Zanarr through the theocracy and is represented in other kingdoms, such as Eregost, Seaward, and Turnaine.

Viridian Merchants’ Guild
This mercantile organization represents many smaller guilds operating in the Viridian Kingdoms. It receives some political power through its sponsorship by the Eregostian nobility. The Merchants’ Guild represents many different types of merchants - craftsmen, middlemen, traveling merchants, and specialists. They do not represent sailors on the Sea of Ventain, hunters in the Headlands, and miners in the Greyfang Mountains, all of whom have their own independent guilds.

Ventain Sailors’ Guild
Sailors on the Sea of Ventain belong to this guild, which was organized to protect the sailors’ interests and regulate docking fees, sailors’ pay, and foreign exchange rates (although this is also subject to the rules of the Viridian Merchants’ Guild). The Sailors’ Guild is most concerned with piracy at the moment and is working with the rulers of Seaward in this matter.

Headlands Hunters’ Guild
The people of the Headlands are rustic and self-sufficient and have been hunters for dozens of generations. As the Viridian Merchants’ Guild started to move into the Headlands, the Hunters’ Guild was organized to protect the interests of the Headlands native people.

Greyfang Mining Guild
One of the oldest guilds in the Viridian Kingdoms is the Greyfang Mining Guild. Organized along with the dwarves in the Greyfang Mountains, this guild represents not only the miners, but also mine operators and those who trade in raw ore, refined ore, and gemstones.


Religion in the Viridian Kingdoms
The Viridian Kingdoms features a religious system comprised of three distinct pantheons and a set of “small” or “local” deities. The original pantheon is known as the Elemental Gods. There is also a pantheon known as the Scions of Undarr, which was borrowed from the dwarves. Another, borrowed from the elves, is the Winds of Arcadia. While the religious system presented here is done from the human point of view, it should be mentioned that the dwarves and elves also revere some of these deities and are generally respectful of all of these deities.

The Elemental Gods
Amathir: God of Air. Patron of Elves, Growth, and Weather.
Hashir: God of Fire. Patron of Dwarves, Metalsmithing, and Passion.
Ogorir: God of Earth. Patron of Humanity, Honor, and Traditions.
Walir: God of Water. Patron of the Merfolk, Sailors, and Travel.

The Scions of Undarr
These deities are “borrowed” from Dwarven mythology. The dwarves still revere these deities, albeit under different names.
Anderhoth: God of Trade and Avarice.
Katharin: God of Brewing and Festivals.
Misthander: God of Courage and Sacrifice in Battle.
Sothorin: God of Stonework and Defense.
Unamar: God of Competition and Hatred.

The Winds of Arcadia
These deities are “borrowed” from Elven mythology. The elves still revere these deities, albeit sometimes under different names.
The Faerie Court: This court is revered as an entity unto itself. It is either a Summer Court or Winter Court, depending on which fey are in power at the time.
The Northern Wind: God of Cold and Preservation.
The Eastern Wind: Goddess of Wisdom and Strategy.
The Western Wind: Goddess of Hearth and Safety.
The Southern Wind: Goddess of Humor and Sincerity.
The Unknown Wind: God of Mystery and Secrets.

Local or “Small” Deities
In addition to the above deities, each locality or region may have one or more “local” or “small” deities. These are, essentially, patron deities for that city, town, or village. There are dozens of these deities and most are only recognized or honored in their own region or locality.
 




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