Hey kids, do ya like Spelljamming? Join me and the other Astral Agents as jbear plots a course through Wildspace every other Thursday @ 7 pm EST streaming LIVE on YouTube.
Lofwyr as Loviatar fades she says, You are pretty, my sweet pretty. But not. Pretty. Enough. TRY TO BE PRETTIER. She slaps you, albeit halfheartedly, on the cheek. No damage. She has slapped you PRETTIER. Your kind of prettier, anyway. Your broad shoulders get a little broader. Your six pack becomes an eight pack. Your thick, wild hair gets thicker, wilder. The meemaws are gonna absolutely CRAP.
You celebrate with a DRINK! The wine is kinda sour and gross, but all wine is, in your opinion. You prefer raw liquor or a lot of beers. BUT HEY, any shot in a storm. You offer your dead friend a swish. Don't mind if I do, old sock, O.O replies, so you splash a little dollop down on his head and the old bones absorb it. He seems to appreciate it more than you. Off to the porch you go, to sniff around that ladder!
Jane you transfer a lot of very important information to the Baron, sending it up, east, north, howling and clicking. Stairs. Ladder. Justin. Bonking. etc. No one in the band so much as blinks as they investigate the ladder. The first rat, the gray one, seems to take her cue from Durza and politely ignores your howling spasm. The newer, dirtier, grosser one peers out of the braid-cave with a dropped jaw and wide eyes. Rude. This shirty little squirt is the rat you disdained for being NOT-Durza's; is it somehow Durza's after all, and now she has two rats and you have none rats? She also has one robe and you have NO robes except the seven or nine your stupid mother got you that are terrible. How is this fair?
Justin, you gather shrooms, and you get a wine buzz on. You are Elodrin, born and bred in the luxurious Feywild, so you know from wine. This. Shiz. Is. Amazing. It's ancient, and rich, and red as blood, with legs for days and a bold red fruit and cigar ash finish. It is birchy, but piquant. It is lugubrious, but saucy. You bet, here in Vallos, a collector would pay big fat golds for this. On the other hand, you are sober, and you like nice thinks. You drink more, right out of the bottle. You feel some of that Big Wine Energy settle in the Bro-Gun. It is losing its already scanty inhibitions. Now, with a nice buzzzzzz on, you think it might hit even BETTER and hurt even MORE.
You are wondering why VEREN would have you kidnapped, but tell the Bugbears not to kill you. But that they could kill your friends? Except not Jane? WHAT?
Durza and Spider, Justin and Lofwyr seem ready to go up. Jane seems done hooting and beeping. For now. The ladder is SOUTH of the apartment, but it leads UP to a pipe. Jane says the Baron is NORTH and EAST, but UP, soooo that's one. And it smells like a sewer. The Baron says TTT is in a sewer. Look, you have never been, like, the most intellectual group. But...you are sensing a possible convergence.
Baron, you hear a solid auditory brick of spaced words and dying monkey howls back from Jane. You may answer if you like.
Baron you guys get the drop on the cannibal-chanteuse;you invite her to sag to the floor into a gentle nappy-times. She declines and glares at you, eyes sparking with sudden fury. You are about to get hurt, her face says. But. You say some unsettling words (which Yondalla is appalled to report had to be redacted for content).
Hingalon, you have mother issues. You unleash Mom-Face-From-Hell, and Mordanda pauses. You are not sure what her home life was like, but you would guess? Not. Great.
Her eyes bug, she makes an EEK noise, and she goes leaping around the corner, to the south. She is out of sight. Piggs makes much the same noise, runs west and north, and jams himself up the pipe, hiding. Your spell did not hit him, Hingalon. He got terrified all on his own.
Piggs rolled a 14 to hide. (his mod is +10)
TTT I left you placed where you were as your movement was unclear to me and I missed Italian Hin window to get clarity. If you wanted to be placed elsewhere, show me on the map, and I will ret con.
Justin with a buzz on, the BRO-gun is a +3.
Lofwyr Lovi gave you +2 CHarisma for her heart. These stats are perma and yours to keep. One easy way to change these stats on DnDB for easy math is to add a Tome of Leadership and Influence to you inventory and equip it.
Name
Health
AC
Damage
Conditions
Concentrating
Hingalon
52/52
13
Baron
52/52
12
Piggs
10/10
10
Mordanda
__________________ New here? Come play a NEW PLAYER SOLO GAME
"Way to go, team!" Baron says with delight as he races across the bridge and past Iggy’s pipey-hidey space and up to the half-orc captive. He drags her as much as he can toward the pipe, tapping Hingalon’s raw, naked muscular power if the Hin is able.
"Iggy ... no goblin is free until they free others. Will you come out and liberate this captive ... and yourself?"
Free Action: messages Jane
Saving throws:
AoO:
Action: moves to HO, drags her to the rubble area (in red?), keeping straight angle with what seems to be Iggy’s line of vision from the pipe, and talks to Iggy
Reaction:
Bonus Action:
Moves: ending moves at southern edge of red rubble area
Concentrating:
Rolls: Iggy liberation, no advantage
Dice Roll:
1d20sch16
10
✘
Iggy liberation advantage roll if applicable
Dice Roll:
1d20sch16
17
✔
Baron de Boom | Goblin | Artificer Artillerist Level 4 / Bard School of Eloquence Level 3 Character sheet HP: 52/52 AC: 12 Spell stats: Modifier +3 / Spell Attack +6 / Save DC 14 Spells:
Cantrips: Light, Mending, Minor Illusion, Prestidigitation
Level 1: Catapult, Cure Wounds, Feather Fall, Purify Food and Drink, Shield, Sleep, Snare, Speak with Animals, Tasha's Hideous Laughter, Thunderwave
Level 2: Detect Thoughts, Invisibility, Zone of Truth
Always Prepared: Shield, Thunderwave
Others currently Available: Catapult, Cure Wounds, Feather Fall, Purify Food and Drink, Snare Skills Acrobatics +3 / Arcana +6 / Deception +4 / History +4 / Insight +2 / Intimidation +4 / Investigation +6 / Nature + 4 / Performance +9 / Persuasion +9 / Religion +4 / Slight of Hand +3 / Stealth +3 [/b] Special skills/traits: Bardic Inspiration 2/3 remaining, Create Cannon, Nimble escape, Unsettling words, Fury of the small, Infuse items, The right tool for the job Languages: Common, Goblin, Sylvan, Halfling (posh gibberish) Active Infusions: none Weapons: Idollina's crossbow, infused with Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.Repeating Shot Armor: Idollina's sandals (allow wearer to move without making any sound) Attuned: Carrying for Party: Possessions kept in dark unknown place: Almiraj-print underwear; thieves' tools
Successes = 9/10 or 10/10!!!
Jane! We ran into Mordanda. No, you get out! Really. She wants to eat us. Kinda honored. If you see her, get autograph then kill.
When Lofwyr opened the door and the cold heavy metal doll slapped him, he kind of liked it. First off, it didn't really hurt. He's more used to being punched or taking blows from bottles there. And it was surprisingly warm, coming from a stone-cold torture goddess. Not her hand so much as the sensation. It was warm on his cheek and tingly. The warm tinglies flowed across his face and down into his whole being. Like ginger beer and decent whiskey. Damn! He felt good! Lofwyr shook his mane and flexed his pecs a few times. Do these look bigger?
Anyway, they toasted their departure. At least Justin and Double Oh toasted with him. Justin was looking quite toasty, he must be feeling good too. Once they won the bard battle they could find some real drinks and do it up proper. This wine tasted a bit off, but then again it was buried in an old desecrated altar, and didn't all wine taste off? Jane's dad says it's something about the tannins. What the heck is a tannin anyway? Aren't you supposed to keep this stuff away from sunlight?
Their environment has made a pretty clear path for them. The only way out, it seemed, was up. That all checked out considering they were locked in a basement accessed through a floor hatch. So naturally, the skald climbed up the ladder and into the old sewer.
But first, he called out to his friends. C'mon! What're you waiting for? Let's go find the little dudes and go show Vallos how Slashers do it! WOOOooooo!!!!" Lofwyr is Pumped! from Loviarar's gentle caress.
Saving throws: Free action: siiiick mane shaking and flexing Move: up that ladder Action: Reaction: Bonus Action: Condition: Shroom Boon: May cast ANIMAL FRIENDSHIP once for free within 3 days Exhaustion: Concentrating:
|Fallen Aasimar Bardbarian(Valor-Berserker)|Level 7|Lofwyr Sheet HP: 53/53|AC:15 Passives: Perception:13| Investigation: 11| Insight: 13 Spells:
Level 1: [ ][ ][ ][ ]
Level 2: [ ][ ][ ]
Bardic Inspiration: 1d6 [ ][ ][ ]
Rage: [ ][ ][ ] Skills: Athletics +8, Insight +3, Intimidation +10, Nature +3, Perception +3, Deception/Performance/Persuasion +5 Abilities/Features:Bonus Action, Duration 1 minute(10 rounds)
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.Rage , While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.Unarmored Defense, When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack, You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.Danger Sense, Bous Action: While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.Frenzy, Jack of All Trades, If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.Song of Rest, A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.Combat Inspiration Boons of Celestial Blood: Darkvision, You have resistance to necrotic damage and radiant damage.Celestial Resistance, 1 Action
Once per long rest as an action, touch a creature and restore 7 hit points.Healinh Hands, You know the light cantripLight Bearer, 1 Action
Once per long rest as an action, you can transform, causing all within 10 ft. to make a CHA saving throw (DC 14) or be frightened of you until the end of your next turn. This lasts for 1 minute or until you end it as a bonus action. Once on your turn you can have one attack or spell deal 7 points of extra necrotic damage to one target.Necrotic Shroud Weapons: Dagger, Battleaxe Equipment: Iridescent insectoid shield Attuned: -- Spell Info: CHA|DC 15|Attack Bonus +7 Cantrips:[c]Casting Time: 1 action
Range/Area: Touch/20ft.
Components: V, M(a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.[/c]Light, [c]Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.[/c]Prestidigitation, [c]Casting Time: 1 action
Range/Area: 5ft.
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).[/c]Thunderclap, [c]Casting Time: 1 action
Range/Area: 30ft.
Components: S
Duration: Concentration, up to 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.[/c]True Strike 1st Level:[c]Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M(a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/c]Bane, [c]Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/c]Dissonant Whispers, [c]Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/c]Earth Tremor, [c]Casting Time: 1 action
Range/Area: Self/15ft.
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.[/c]Thunderwave 2nd Level:[c]Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.[/c]Crown of Madness, [c]Casting Time: 1 action
Range/Area: Touch
Components: V, S, M(fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.[/c]Enhance Ability, [c]Casting Time: 1 action
Range/Area: 60ft.
Components: V, S, M(a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.[/c]Heat Metal Carrying for the party: A snazzy pink bag containing Raph the dead turtle of dread darkness, the mortal remains of Owlberth Owlifer, two potions of greater healing, and also, the soul-crushingly dark existential dread of the relentless marching of time towards the meaningless and inevitable death of all things.
__________________
Hey kids, do ya like Spelljamming? Join me and the other Astral Agents as jbear plots a course through Wildspace every other Thursday @ 7 pm EST streaming LIVE on YouTube.
"Mmm." Justin's reflections and introspection about their current predicament were put on hold for the moment by the therapeutic activities of nipping huge mushrooms off the stems with his mirror knife, putting them away in his leather satchel, then taking a swig of the- "MMMMmmm dAaaaAAAAaaaang." Whoa. This wine! It's Fae! It's Wild! It was "rich... saucy... piquant... some fruity, ashy notes... and... sanguine?" Kind of a slightly metallic aftertaste there, but by Tiandra that tasted warm and fresh and blood-circulating.
"Oh, you like that, huh?" the eladrin asked his blowgun. Sure, he looked more insane right now than ever before, but was it any different from that org- I mean, platonic social gathering - at the Shadow Princess' Shindig? Durza practically had to drag his word-vomiting, vomit-vomiting body all the way back to HQ after one just chug of the punch bowl labelled, 'Limerick-Scented-Decoction'. It took a long rest and a cold shower to get Justin's speech back to normal from purely anapestic trimeter. "You gotta name, bruh? Or is it just Brogun? Mmmm-mmmm-MMM that wine though... What is this stuff made of?"
Somewhere in his head, Justin was still struggling with possibility of Veren being the perpetrator of this heinous crime against the world, but that part was effectively shamed and ostracized and booed into a dark corner and was currently crying while relieving itself.
Meanwhile, Justin was making his way up the ladder. After Lofwyr's preening, of course. "Lookin' fiiiiiine, aaaasimar!"
Free Action:
Bonus Action: Medicine check on dat wine:
Dice Roll:
1d20+1
(14)+1
Total = 15
(15)
Move:
Action:
More Movement:
Reaction: AoO
Condition:
Concentrating:
Carrying for Party:
Shalara's diary
Dagger +1
Shiftweave ruffly lacy shirt
Make-up kit
Flint set
4 blue crystal things
2 pregnant mushrooms: 1 clear, 1 cotton
7 big red mushrooms +2, +3 when buzzedBROgun and a packet of darts, 5 of which pack a Wallop
shrine wine
__________________
"The last enemy that shall be destroyed is death."
Even trapped in a dungeon and covered in rats Durza could see that a party was getting started. She slung an arm round Spyder's shoulders and held her other hand out in front of him. In the palm of her hand were two small mushrooms; one cottony-tufty like a little puff of mycelic candy floss, the other translucent, diaphanous, shiny like porcelain. "What's it gonna be then, Spyz? Yer know these don't keep."
After getting mushroomed-up, Durza turned her attention to the ladder. Durza forking loved climbing ladders. And it looked like this ladder led to a tunnel! All the best parties were held in tunnels. "Right, I'm mad fer this," she told Lofwyr and Justin. "THIS IS GONNA BE MINT!"
Initiative: Saving throws: Free Action: Move: Up the ladder Action:
Offer a mushroom to Spyder; if he takes one, she will take the other. If he declines, she will take one herself at random Reaction: Bonus Action: Condition: Concentrating:
Durza Dera | Half-orc Bard (College of Valor) | Level 7 | Character Sheet HP: 52/52 AC: 12 (15) Spells:
Level 1: 4/4
Level 2: 3/3
Level 3: 3/3
Level 4: 1/1 Features, traits, and feats:
Bardic Inspiration (1d8): 2/2
Relentless Endurance: 1/1
Lucky: 3/3 Skills:Acrobatics/Intimidation +5, Animal Handling +3, Medicine +6, Nature +2, Performance +8 Weapons: Cast iron frying pan (Mace, 1d6+2) Attuned: Spell Info: DC 13, Attack Bonus +5 Cantrips: Dancing Lights. Friends. Minor Illusion Level 1: Cure Wounds. Faerie Fire. Level 2: Calm Emotions. Enthrall. Level 3: Hypnotic Pattern. Leomund's Tiny Hut. Speak With Plants. Tongues. Level 4: Confusion. Freedom of Movement. Carrying for Party: Rita the Rat, one cottony tufty mushroom, one translucent mushroom
Lofwyr was always hot, but this level of hotness is honestly a little disturbing. This boy is so absolutely metal that Dagger Jane envisions knitted garments descending on him in swarms from the hands of the fluttery-hearted Meemaws. Jane will have to get a rake to bat away all the incoming cowls and ponchos.
Following Lofwyr and Justin to the ladder, she sees Durza and Spyder about to power up on shrooms, so she pulls out her own mushrooms and clinks sorry, i got served diaphanous, i had to try to return the volley, i know this bonks on the net lolpilei with Durza and Spyder before cranking her head back, hinging open her jaw, and dropping in the translucent one whole.
Once the mushroom has really gotten its Real Mushroom Terminologygills into her, she says "Hey Durza, I think I'm going to Message your brother." She makes her hands into a collar and mimes choking her throat. Whether she's referencing his suit-and-tie persona or whether she's indicating murderous intent, the subtleties are lost in a mushroom burp.
Hey Dera, she messages out loud (and I do mean loud). We have some contract work we need done. Come through for Durza and I'll do your Two Scythes in Happenstance Alley alright?
She looks at Durza and shrugs, waggles her eyebrows, makes scissor fingers, stamps fiercely like a bull, mimes being compressed between two walls, and then stampedes away and up the ladder.
"Let's go get the Baron and Hingalon! I smell poop!"
OOC: She doesn't have Sending. But she does have mushrooms in her system now, and optimism in her system always. Found: Initiative: Saving throws: Move: Action: Bonus Action: Reaction: Free Action: Condition: Concentrating: Spider Climb
Dagger Jane | Eladrin Aberrant Mind Sorcerer / Lore Bard | Level 4/3 | Character Sheet HP: 47/47 (with Mantle from Justin) AC: 14 Hit Dice: Bard 3/3, Sorcerer 4/4 Inspiration: Yes, from Durza! Spells: Level 1: 4/4 | Level 2: 4/4 | Level 3: 3/3 | Level 4: 1/1 Sorcery Points: 4/4 | Bardic/Magical Inspiration: 1/4
Metamagic: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.Quickened Spell or When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.Extended Spell Skills: Sleight of Hand +8 | Intim/Perform/Persuade +7 | Arcana/Decep/Hist/Inv +5
Passive Perception: 13 (+3) | Passive Investigation: 15 (+5) | Passive Insight 13 (+3) Abilities: Song of Rest, As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.Cutting Words, As a bonus action, choose one creature you can see within 30 ft. of you. You and the chosen creature can speak telepathically with each other while you are within 4 miles of each other). The telepathic connection lasts for 4 minutes.Telepathic Speech, Once per short rest as a bonus action, you can magically teleport up to 30 ft. to an unoccupied space you can see. [3rd] Your Fey Step gains an additional effect based on your current season (DC 15 if the effect requires a saving throw).Fey Step 1/SR Fey Baby: Darkvision, Advantage on saving throws against charms, cannot be put to sleep by magic. Weapons: +2 Shortsword, +7 to hit, 1d6+4 piercing damage Attuned: Spell Info: Save DC 15, Attack Bonus +7 Cantrips: Dancing Lights, Mage Hand, Message, Prestidigitation You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.Mind Sliver (Int DC 15), A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.Ray of Frost (+7), You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.Sword Burst (Dex DC 15), You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.Vicious Mockery (Wis DC 15) Level 1: Arms of Hadar, Disguise Self, Dissonant Whispers, Unseen Servant, Witch Bolt Level 2: Calm Emotions, Detect Thoughts, Locate Object, Invisibility, Magic Mouth, Mirror Image, See Invisibility, Snowball Swarm, Spider Climb, Suggestion Carrying: +2 Short Sword from mirror, White floofy backpack and blanket, Leather skirt w/manacle belt, a couple random books, some piano keys and a bit more wire, a handful of bed slats, the twirly screw thing on the piano stool, and any buttons she can find in the couch, 1 cottony mushroom
"Hey Iggy, you know what? You're one of us, now. Honorary bard, Dungeon delver emeritus and all-around Cool Dude. You know what you need? A battle hymn. I was composing one for our bro-tank Lofwyr, but a scary warrior with a battle hymn? Boooring."
"On the other hand, get a load of this."
With a flourish Hingalon conjured a blade in his right hand and a buckler over his left elbow. They were both dark purple, shining and pulsating with an inner power. He started beating solemnly with the former on the latter, chanting slowly:
Iggy the Goblin, Lord of War, went forth to do battle,
His thoughts were red thoughts and his teeth were white.
His enemies called for peace, but he brought them death.
Iggy the Beautiful.
"But now's not the time to dally! Our friend, the big-breasted superstar could come back any moment. Let's move! I'll help the Baron drag the half-orc towards the kitchen, you look for a suitable knife, cleaver or cutting implement and free her."
OOC: Saving throws: Free Action: Move: Action: Helps Iggy's emancipation (it deserved a full post!), Dashes to the Baron and helps him drag the half-orc. Healing, investigation etc. will wait for next round. Reaction: Bonus Action: Condition: Concentrating:
|Halfling Warlock 4/Bard 3| Level 7 | Character Sheet HP: 52/52 AC: 13 or 16 (w/Mage armor) Spells:
Level 1: 4/4 slots
Level 2: 4/4 slots
Bardic Inspiration (bonus action, 1d6): 4/4 Skills: Acrobatics +4, Deception +5, Intimidation +10, Investigation +6, Perception +3, Performance +7, Persuasion +5, Sleight/Stealth +4[/I] Senses (passive): Perception 13, investigation 16, Insight 11 Weapons: - Attuned: - Spell Info: Ability: CHA, DC 15, Attack Bonus +7 Cantrips: Blade Ward, Create Bonfire, Mage Hand, Toll the Dead, Vicious Mockery Level 1: Cause Fear, Cure Wounds, Detect Magic, Dissonant Whispers, Identify, Mage Armor Level 2: Earthbind, Heat Metal, Knock, Lesser Restoration, Mirror Image, Misty Step, Shatter Carrying for Party: A slightly soiled loincloth? It's for the whole party. He had also 5 torches, now lost somewhere in the basement.
The only way was up! Spyder followed behind Lofwyr and Justin, preparing to climb the ladder when Durza offered him a choice of 'shrooms. These ones both looked interesting, reminding him of some of the more exotic varieties from back home. Suddenly he had a wave of home-sickness as he realised that he would be once again escaping from an underground captivity.
"Thanks Durz!" he said, picking the cottony-looking one and immediately popping it into his mouth. He chewed thoughtfully, enjoying the flavour.