D&D 5E Return to The Temple of Elemental Evil - (full, at the moment)


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XP - I goofed thinking you need to get to 600 xp not that you needed to get 600 more xp to reach lvl 3 - That should be fixed once I reward XP for the month of NOV so nothing has changed you all were just leveling up because I knew you would be level 3 when we set out for the moathouse.

I got 780XP, does that sound correct? On my sheet there is advancement spoiler - if I missed something, you'll see it there (or not, as the case may be).
 


I got 780XP, does that sound correct? On my sheet there is advancement spoiler - if I missed something, you'll see it there (or not, as the case may be).

Check with post #2 of the INN to see what you are missing - looks like gnoll fight and skill challenge, XP for everyone should be 905
 



I have an ideal of some of the things you ran into. I was going to post your evening as on huge story you could add to your character sheet for reference as to what happened.
 

Strategy session sounds good to me, I would like to know if anyone wants to scout around the building. Checking for other entrances/exits, etc.

Also here are these for those that don't have them.

[sblock=Aridha]
AC: 15 (leather, dex, shield)
HP: 25/25 HD: 3/3 (1d8+2)
Speed: 30' INIT: +2
Saves: STR -1, DEX +2, CON +4, INT +2, WIS +5, CHA +1
Special Defenses: none
Passive Perception: 15
Features: wild shape 2/2
Inspiration: 1/1

Combat:
scimitar +4, 1d6+2 slashing, finesse, light
dagger +4, 1d4+2 piercing, finesse, light, thrown (range 20/60)
produce flame +5, 1d8 fire, range 30'
thorn whip +1, 1d6 piercing, if target is Large size or smaller pulls the creature 10' closer to caster, range 30'

Spells: cure wounds, faerie fire, entangle, thunderwave, charm person, flaming sphere
1st: 4/4
2nd: 2/2

Consumables:
Rations (10)
Torches (10)[/sblock]
[sblock=Zanword]
AC: 17 (studded leather, dex, shield)
HP: 24/24 HD: 3/3 (1d10+2)
Speed: 30' INIT: +3
Saves: STR +0, DEX +3, CON +2, INT -1, WIS +3, CHA +5
Special Defenses: immune to magical sleep and disease, advantage on saves vs charms
Passive Perception: 13
Features: divine sense 4/4, lay on hands 15/15, channel divinity 1/1, fighting style(protection)
Inspiration: 0/1

Combat:
cutlass +5, 1d6+3 slashing, finesse, light
belayin pin +2, 1d4+0 bludgeoning, light
harpoon(melee) +2, 1d6+0 piercing
harpoon(range) +5, 1d6+3 piercing, thrown (range 30/120)

Spells: ensnaring strike, speak with animals, bless, cure wounds, heroism, wrathful smite
1st: 2/2

Consumables:
Rations (10)
Torches (10)[/sblock]
[sblock=Gwylla]
AC: 12 (dex)
HP: 19/19 HD: 3/3 (1d6+2)
Arcane Ward: 0/9
Speed: 30' INIT: +2
Saves: STR +0, DEX +2, CON +2, INT +5, WIS +3, CHA +0
Special Defenses: immune to magical sleep, advantage on saves vs charms
Features: arcane recovery 1/1,
Inspiration: 0/1

Combat:
staff +2, 1d6+0 bludgeoning, versatile(1d8)
acid splash DEX save DC 13, 1d6 acid, (range 60'), single target or two targets within 5' of each other
ray of frost +5, 1d8 cold, (range 60'), if hit targets speed reduced by 10' til casters next turn

Spells: burning hands, detect magic, mage armor, magic missile, shield, melf's acid arrow
1st: 4/4
2nd: 2/2

Consumables:
parchment (10)[/sblock]
[sblock=Rana]
AC: 13 (lady's favor, i.e. mage armor)
HP: 7/7 HD: 3/3 (1d8-1)
Speed: 30' INIT: +0
Saves: STR +1, DEX +0, CON -1, INT +2, WIS +4, CHA +5
Special Defenses: none
Features: mireing mud 1/1, fey presence 1/1
Inspiration: 1/1

Combat:
cane +3, 1d4+1 bludgeoning, light
knife(melee) +3, 1d4+1 slashing, finesse, light
knife(range) +2, 1d4+0 slashing, thrown (range 20/60)
eldritch blast(one beam) +5, 1d10 force, (range 120')
sleep 7d8 hp, (range 90'), all creatures in 20' of chosen point
witch bolt +5, 2d12 lightning, (range 30'), concentration/1 minute
spider bite +4, 1 piercing, DC 9 CON save or take 1d4 poison

Spells: unseen servant, sleep, witch bolt, spider climb
Spell Slots: 2/2 (lvl 2)

Consumables:
parchment (10)[/sblock]
[sblock=Rebekah]
AC: 14 (leather, dex)
HP: 16/16 HD: 3/3 (1d8+2)
Speed: 30' INIT: +2
Saves: STR -1, DEX +5, CON +2, INT +0, WIS +1, CHA +5
Special Defenses: immune to magical sleep, advantage on saves vs charms
Passive Perception: 12
Features: bardic inspiration/cutting words 3/3, song of rest(d6)
Inspiration: 1/1

Combat:
rapier +5, 1d8+3 piercing, finesse
dagger +5, 1d4+3 piercing, finesse, light, thrown (range 20/60)
dart +5, 1d4+3 piercing, light, thrown (range 20/60)
visious mockery WIS save DC 13, 1d4 pyschic, (range 60'), target has disadvantage on next attack roll before the end of its next turn on a failed save
earth tremor
dissonant whispers WIS save DC 13/half damage, 3d6 psychic (+1d6/spell lvl above 1st), (range 60'), on failed save uses reaction to move as far from caster as possible, deafen creature auto succeed on save

Spells: charm person, faerie fire, earth tremor, dissonant whispers, healing word, phantasmal force
1st: 4/4
2nd: 2/2

Consumables:
Rations (10)
Torches (10)[/sblock]
[sblock=Templeton]
AC: 14 (leather, dex)
HP: 23/23 HD: 3/3 (1d8+2)
Speed: 30' INIT: +3
Saves: STR +0, DEX +5, CON +2, INT +4, WIS +1, CHA -1
Special Defenses: advantage on saves vs traps, resistance to trap damage
Passive Perception: 13 (18 for secret doors)
Features: sneak attack(2d6), cunning action
Inspiration: 1/1

Combat:
rapier +5, 1d8+3 piercing, finesse
dagger +5, 1d4+3 piercing, finesse, light, thrown (range 20/60)
short bow +5, 1d6+3 piercing, amunition, two-handed, (range 80/320)

Consumables:
arrows (20)
pitons (10)
torches (10)
rations (10)[/sblock]
 
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Oh and while I was doing up those combat blocks I found that darts are labeled as finesse, which is odd for a range only weapon. I haven't found any errata so I'm going to change lose the finesse on them and change them to light, this way you can throw two a round if you wish.
 

Oh and while I was doing up those combat blocks I found that darts are labeled as finesse, which is odd for a range only weapon. I haven't found any errata so I'm going to change lose the finesse on them and change them to light, this way you can throw two a round if you wish.

I think it is because as a ranged weapon you use your DEX stat, by being finesse it allows you to use either Str or Dex attribute.
 

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