D&D 5E Treasure Map [RG]

Insight

Adventurer
This is the Rogues' Gallery thread for the D&D 5th edition game, "The Treasure Map". Characters should be posted here and kept updated as much as possible. Where there is any discrepancy, these posts will be considered "official".

List of Characters
Darwin
Kestrel
Kini
Shiver
Strange
 
Last edited:

log in or register to remove this ad

Insight

Adventurer
XP
Hagan's Pass, Alley Combat Encounter: 4,050 group, 810 each (5 PCs).

LOOT
Hagan's Pass, Alley Combat Encounter: The Magical Whip, a Small Gold Bracelet worth 25gp, 90gp, and 28sp.
 
Last edited:

Ancalagon

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

Ranger (hunter)
Background: Outlander
Level: 4
XP: 3760/6500
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)

HeroForgeScreenshot.jpg

[sblock=character sheet]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 (language: gnoll)
Natural Explorer: (ignore diff terrain, adv initiative, adv first round vs creatures not yet acted, other "guide" stuff, in natural terrain)
Fighting style: Dueling
Spellcasting
Primeval Awareness: Communicate/friendly with beasts, sense favored enemy.
Hunter's Prey: Colossus Slayer
Ability Score Improvement: +2 cha

FEATS:
None at this time[/sblock]


[sblock=description]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. (see attached image it's similar to what was wielded by Turtle Ma in the Croutching Tiger Hidden Dragon sequel).

2016-07-07 (14).png

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.[/sblock]

[sblock= magic]
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[/sblock]

[sblock=equipment]
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
wet-stone
hatchet
2 sacks
1 candle
1 piece chalk
2 extra water skins
signal whistle
2 potions of healing
small shovel
ball of yarn

MONEY: 329 gp, 4 sp[/sblock]

NOTES:
1: I *know* I had a small trained bird (a desert shrike) but I can't find any details about it... :/
2: Has been updated for new UA ranger (changes not as major as expected)
3: XP total updated
 
Last edited:

KahlessNestor

Adventurer
Kini Leafniggle, Wizard (Illusion) 4

2wp81lg.jpg

Name: Kini Leafniggle
Race: Lightfoot Halfling
Class and Level: Wizard (Illusion) 4
Background: Sage
Alignment: Chaotic Neutral
Experience: 3510/6500
Proficiency Bonus: +3
Inspiration: 0

APPEARANCE
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.

ATTRIBUTES
Strength: 10 (+0)
Dexterity: 15 (+2 race)(+2)
Constitution: 14 (+2)
Intelligence: 16/19 (+3/+4)(Headband of Intellect)(Linguist +1)
Wisdom: 12 (+1)
Charisma: 9 (+1 race)(-1)

AC: 12/15/20 (Normal/Mage Armor/Shield)
Initiative: +2
Speed: 25
HP: 26
HD: 4d6

ATTACKS AND SPELLCASTING
Dagger +4 1d4+2/P 20/60
Spell Attack: +5/+6
Spell DC: 13/14

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

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

Passive Perception: 11

PROFICIENCIES AND LANGUAGES
Languages: Common, Halfling, Elvish, Draconic, Dwarvish, Celestial, Primordial
Armor: None
Weapon: Daggers, darts, slings, quartersaffs, 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/day after SR): Recover 2 levels of spell slots of 5th level or lower.

Ritual Casting

Arcane Tradition: Illusion

Specialty: Scribe

Feature: Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.

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: 345.6 gp
Dagger
Wand
Component Pouch
Scholar's pack (backpack, book of lore (unknown contents), 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 PREPARED
Total: 8
Cantrips: Firebolt, Light, Improved Minor Illusion, Prestidigitation, Shocking Grasp

1st: Color Spray, Mage Armor, Magic Missile, Shield, Silent Image

2nd: Invisibility, Phantasmal Force, Web

SPELLS KNOWN (SPELLBOOK)
Cantrips (5):
Fire Bolt (120’ VS) +8 2d10 fire
Light (T VM 1h) 20' bright light
Improved Minor Illusion (30' SM 1m) sound and image 5' cube
Prestidigitation (10’ VS 1h)
Shocking Grasp (T VS) Ad if target is in metal armor. 1d8 lightning & no reactions

1 (4/4):
Color Spray (15' cone VSM 1r) 6d10 hp affected; blinds
Disguise Self (VS 1h) 1' taller or shorter, other details; Int save
Find Familiar (Ri 1h 10' VSM 10gp) telepathy 100', touch spells
Illusory Script (Ri 1m T SM 10d)
Mage Armor (T VSM 8h) AC=13+Dex
Magic Missile (120' VS) 3 darts +1 dart/SL 1d4+1 force
Shield (Re VS 1r) +5 AC
Silent Image (60' VSM C 10m) 15' cube, action to move; Int save

2 (3/3):
Invisibility (T VSM C 1h) +1 creature/SL
Mirror Image (VS 1m) 3 dupes 3/6+, 2/8+, 1/11+ to redirect attack. AC 12
Phantasmal Force (60' VSM C 1m) Int save. 10' cube 1d6 psychic
Web (60' VSM C 1h 20' cube) Dex/restrained Str check to free. Flammable 5'/r 2d4 fire

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.

 
Last edited:

Ancalagon

Dusty Dragon
I hope that [MENTION=4936]Shayuri[/MENTION] [MENTION=6855592]Strangler[/MENTION] and [MENTION=6788652]The Grassy Gnoll[/MENTION] are joining us?
 

Strangler

First Post
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
 

Shayuri

First Post
Kestrel
Neutral Human Monk 4
Background: Urchin (City secrets)

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

HP 27
AC 16 (10 +4 dex + 2 Wis)
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: 500gp 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

Gear
-----
Backpack, 2gp, 5lbs
- Blanket, 5sp, 3lbs
- Hooded Lantern, 5gp, 2lbs
- Oil (3 pints), 3sp, 3lbs

Belt Pouch, 1lb
- Small knife, 1lb
- Caltrops, 1gp, 2lbs
- Memento (trinket) 22
 

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


ABILITY SCORES (point buy 27pts)
8 STRENGTH (-1)
16 DEXTERITY (+3)
14 CONSTITUTION (+2)
9 INTELLIGENCE (-1)
13 WISDOM (+1)
16 CHARISMA (+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


WEAPONS:
Dagger (+5, d4+3)
Hand axe (+5, d6+3)
Pact Weapon: counts as magical for resistances
Usually a Shortsword flavoured as a cutlass (+5, d6+3) or a Spear (+6, d6/d8+3) for choice


SAVES:
Strength -1
Dexterity +3
*Constitution +4
Intelligence -1
*Wisdom +3
Charisma +3


From Necklace of Adaptation:
Can breathe normally in any environment
Advantage on Saves v harmful gases/vapours
No ill effects from temperatures from -20F to 120F


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




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


FILTHY LUCRE:
PP:
GP: 196
EP:
SP: 5
CP:


EQUIPMENT:
Equipment Worn:
- Dagger (small of back)
- Hand Axe
- Belaying Pin (Club) - acts as Spellcasting Focus
- Necklace of Adaptation
Clothing:
- Long coat
- Tall soft boots
- Travellers clothes
- Signet ring
Belt Pouch:
- Empty
Belt Pouch:
- 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 at -20F to 120F
Unbreakable: cannot be broken by any normal means
Fiend-built: warm to the touch, carved with images of the Deep; Celestials find its presence distasteful
Metamorphic: carvings on it move from time to time


ANIMALS AND STUFF:
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


APPEARANCE:
Shi’iveran, or Shiver, is a slender male half-elf, with the brown skin of his human mother and the ears 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.
 

Remove ads

Top