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


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Neurotic

I plan on living forever. Or die trying.
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).
 


EarlyBird

Explorer
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
 



EarlyBird

Explorer
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.
 

EarlyBird

Explorer
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]
 
Last edited:

EarlyBird

Explorer
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.
 

River Song

Explorer
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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