Game Thread #2 Chapter One: A Friend in Need - Page 6 - RPG Crossing
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  #76  
Old Apr 3rd, 2023, 02:39 PM
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Callie Tealeaf
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Callie arched a brow and shrugged, returning Vera's grin, though hers was, by nature, a little less toothy. The grin dissolved into a gigglefit as Growler brought up linked sausages, though Callie had to divide her attention between laughing and pounding her tiny fist on Vera's back to help clear mead from the airway.

Once Vera could breathe again and offered her own coded theories, Callie returned to her seat and gave a slight snort. "Knew a chef once who was ambidextrous," she added, leaning back and making spatula-flipping motions with both hands. "Maybe Volo's playing both sides?Is yer chef ambidexter, too? Or maybe he's connected with the Zhentarim?Birds of a feather, y'know?" Glancing at Growler, she asked, "What kinda eggs were they, anyway? Gull eggs? This area is full of gullible people, maybe the friend was suckered.Gull eggs are pretty common around here. Maybe that's what he was making."

Apparently changing the subject, Callie shook her head at Vera's description of the ships. "Not a fan of ships, myself. I get seasick, and Might've been betrayal.the boat might lurch around too much." With a shrug, she added, "I'll still take his money.I'm ready for anything, though." Are we all agreed?She leaned back, folding her fingers and nodding at the others.

Taking a moment in case anyone added to the wandering story, Callie leaned over, Assuming nobody objects or adds anything.catching Volo's attention and waving him over.

ACTIONS & STATSCallie Tealeaf<------ Character Sheet
Move:
Action:
Bonus Action:
Reaction:
Conditions:
Concentrating:
OOC info:

AC: 15 || HP: 15/15|| Saves: St -2, Dx+5, Cn+1, In+2, Ws+2, Ch+2

Left Hand: +5 to hit, 1d6 dmgShort sword || Right Hand: +5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch

Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7

Special Abilities:
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky
You have advantage on saving throws against being frightened.Brave
You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.Sneak Attack
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action
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Oh, after all the folderol and hauling over coals stops, what did I learn?

Last edited by The Rat Queen; Nov 22nd, 2023 at 11:10 PM.
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  #77  
Old Apr 3rd, 2023, 05:09 PM
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Tonwen
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With Volo gone and her family leaning in conspiratorially, Tonny listened and watched, intent on the sub-conversation until her dear sister Vera nearly choked herself to an early grave. Then she had it, she knew the course of action to be had for sure. Adjusting her seating to a comfortable cross legged pose in the centre of the table, surrounded by her Vera and Growler's culinary remains, she settled her lyre in her lap and started a quiet, but lively shanti:


I think he's sweating nowSizzling in the pan, oh so hot
Sausages cooking, I think he must have had Zhent dealings in therea tasty plot
Golden brown and juicy too
But I am in with you allReady to be eaten by me and you

Sausages, oh sausages
A I have one more request of himdelicious treat, we can't resist
On our plates, they bring us peace
A yummy way, for our hunger to cease

Grilled or fried, they're always nice
Looking at Vera We share the rights to tell his taleA perfect addition, to any meal or spice
Topped with sauce, a medieval brew
A comfort food, that we always pursue

Sausages, oh sausages
A delicious treat, We need to be on our guardwe can't resist
On our plates, they bring us peace
A yummy way, for our hunger to cease

No matter the flavour, we adore them all
From beef to pork, or even We go before the cockeral's callpoultry's call
Sausages, they bring us cheer
A tasty way, to end our fear

Sausages, oh sausages
A culinary delight, that we'll always cherish
Thank you for bringing us joy
A little piece of shanti, that we'll always employ.



 
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  #78  
Old Apr 3rd, 2023, 06:16 PM
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Dragon Heist1492 DR, the Year of Three Ships Sailing
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Volo returns to the table and says, "I really would like for you to do this for me, especially with the way you handled those thugs, that Troll and those Stirges. But, if you'd rather hold out for something more....?

LINK TO GAME MAP


 


 
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  #79  
Old Apr 3rd, 2023, 07:27 PM
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Callie Tealeaf
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Callie smiled at Volo as he returned. "We've discussed the matter, Mr. Volo, and have decided to accept your offer. We're familiar with the Skewered Dragon and can begin right away!"

Holding out her hand, she adds with a polite cough, "Not to be too mercenary about the matter, but we'll need that ten gold each up front. I wasn't actually lying about the need for bribes and such, plus we may need some supplies once we get a little more information."

She kept a close eye to make sure everyone got their gold, then waited to see if there were any follow up questions for Volo, though truth be told, she was anxious to begin once they had decided to take the case. It felt like forever since the group had gotten into mischief together and she was practically beside herself with giddiness. She was so happy to be on an adventure with her family, she would've almost taken the job for free!

Well...almost.

ACTIONS & STATSCallie Tealeaf<------ Character Sheet
Move:
Action:
Bonus Action:
Reaction:
Conditions:
Concentrating:
OOC info:

AC: 15 || HP: 15/15|| Saves: St -2, Dx+5, Cn+1, In+2, Ws+2, Ch+2

Left Hand: +5 to hit, 1d6 dmgShort sword || Right Hand: +5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch

Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7

Special Abilities:
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky
You have advantage on saving throws against being frightened.Brave
You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.Sneak Attack
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action
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Oh, after all the folderol and hauling over coals stops, what did I learn?

Last edited by The Rat Queen; Nov 22nd, 2023 at 11:10 PM.
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  #80  
Old Apr 4th, 2023, 03:22 AM
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Ben CassarBen scratched the back of his head thoughtfully at the conversation going back and forth. He didn't have much to add, being more interested in helping out and protecting his family than in wringing more money out of Volo. Still, he'd not object to a bit of advance pay. Money's money after all.

In the end Ben just shrugged. “As I said, where my brothers and sisters go, I go.” And despite the potentially dangerous situation they might be walking into, he’d give them all a grin. “And there’s no chasing me off this time.”

Last edited by Citizen Sam; Apr 4th, 2023 at 01:35 PM.
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  #81  
Old Apr 5th, 2023, 05:32 PM
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Ghereshk "Growler" Daylight
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Growler glances at the rest of his family, making sure they're all on the same page, then gives Volo a grin and a shrug.

"I already said I'd do it," he says.

 
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Old Apr 5th, 2023, 06:41 PM
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Tonwen
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Tonwen gazed up at Volo as he rejoined the table. Her cheeks were plump and rosy, and her eyes were big and guileless. When her siblings pledged their backing for his expedition, she flashed him her most delightful and endearing smile; This adventure will be our pleasure to undertake, we have but
Dice Persuasion +4:
1d20+4 (9)+4 Total = 13
one additional condition, all rights to this story belong to us.
She spreads her arms in an encompassing gesture, clearly indicating her family around her.

 
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  #83  
Old Apr 6th, 2023, 12:19 PM
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Deal with the Devil?
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Barakas nodded in agreement with his brother and sisters. He would go to protect them. The money wouldnt hurt either.

"It is agreed we will all go. Sounds like you got a crew. Need that partial payment up front of course as the others explained the need get things rolling."


 

Last edited by Clawsome; Apr 8th, 2023 at 09:48 AM.
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  #84  
Old Apr 10th, 2023, 11:41 AM
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Dragon Heist1492 DR, the Year of Three Ships Sailing
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Volo hands over the promised payment of 10 gold to each of you and says, "I am glad to hear it. I have been sleepless and unable to work since Floon has disappeared. Oh, yes, by all means Tonwen. Your story in all this is certainly your own."
Though he is in agreement, he Made a higher opposing roll vs Tonwen's persuasion rolldoesn't seem overly persuaded by Tonwen's words.

LINK TO GAME MAP


 


 
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  #85  
Old Apr 10th, 2023, 06:55 PM
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Callie Tealeaf
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Callie took her gold with a mock-curtsey and tucked the money away without bothering to count it. She doubted Volo would be foolish enough to cheat so obviously before they had performed their task. And even if he did...well, how hard could it possibly be to find him?

"You've got yourself a search and rescue team, Mr. Volo!" she chirped happily. "Your bard friend is as good as rescued!"

Turning toward the others, she grinned and asked, albeit in a more subdued volume, "Shall we make plans? Let's start by discussing what we know of The Skewered Dragon and the Zhentarim in particular?"

ACTIONS & STATSCallie Tealeaf<------ Character Sheet
Move:
Action:
Bonus Action:
Reaction:
Conditions:
Concentrating:
OOC info:

AC: 15 || HP: 15/15|| Saves: St -2, Dx+5, Cn+1, In+2, Ws+2, Ch+2

Left Hand: +5 to hit, 1d6 dmgShort sword || Right Hand: +5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch

Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7

Special Abilities:
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky
You have advantage on saving throws against being frightened.Brave
You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.Sneak Attack
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action
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Oh, after all the folderol and hauling over coals stops, what did I learn?

Last edited by The Rat Queen; Nov 22nd, 2023 at 11:10 PM.
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  #86  
Old Apr 11th, 2023, 09:39 AM
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Now what
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Volo hands out an initial payment. Barakas slips his payment into his pocket without much thought.

Turning toward the others, she grinned and asked, albeit in a more subdued volume, "Shall we make plans? Let's start by discussing what we know of The Skewered Dragon and the Zhentarim in particular?"

"I afraid that I know only rumors and nothing more."

Rumors were everywhere. Some were seeped in truth but most of them were vast exaggerations or complete malarky.


 
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Old Apr 11th, 2023, 12:13 PM
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"Thank you!" Growler says, accepting the down payment. "We'll have Floon back in one piece before you know it! Two at most."

Ten gold and free meals? Growler thinks to himself. I've been back with my family for an hour and we've already saved a life, slain monsters, and made ourselves a great deal! Why did we wait a year to meet up again?

"Now I just need the food to get here, and this'll be the best day I've had in a long time," Growler tells the others with a beaming smile. "Oh, what the hells, it already is! Now, let's see..."

He strokes his chin with a clawed hand. "I don't think I know anything about the Zhentarim that you all wouldn't know already. The Skewered Dragon, though...I know I've heard my bosses say something about that place..."

Growler narrows his eyes, Growler is going to add his proficiency bonus with cook's utensils to an intelligence check, under the assumption that the Skewered Dragon serves food as well as booze. This may be a stretch, but it seems in line with a lot of the expanded tool use rules in Xanathar's Guide to Everything.
Dice Intelligence (use Cook's Utensils) check:
1d20+1 (17)+1 Total = 18
trying to remember anything he can about the Skewered Dragon.

 
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Old Apr 14th, 2023, 08:43 AM
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Tonwen
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Tonny holds out her open palm for the payment, her mind lost in the thought of new stories and adventure, when a familiar sound pierces through the haze of her thoughts - the distinct chime of coins landing in her palm. It's a sound that instantly transports Tonwen to a different time and place.

She's taken back to the first time she went busking, playing her lyre on a busy street corner. She remembers the excitement and nervousness she felt as she strummed the chords, hoping to catch the attention of passersby. The sound of coins dropping into her hat was like a reward for her performance, a validation of her talent and effort.

She can vividly recall the clinking of different coins - the high-pitched ring of nibs, the dull thud of shards, and the satisfying clunk of dragons. Each coin had a distinct sound, and she could almost feel the weight of them in her hand, as if the memory was playing out in real-time.

The memory of the coins landing in her palm triggers a flood of other sensory recollections. Tonny remembers the warmth of the sun on her face, the hum of the city around her, and the smiles and nods of passersby who appreciated her music. She recalls the thrill of counting her earnings at the end of the day, feeling a sense of accomplishment and pride in her craft.

Growler's deep voice snaps Tonwen back to the present, but the memory lingers, bringing a smile to her face. Huh... what... Oh the Skewered Dragon... ummm. Tonny looks up in an effort to
Dice Intelligence + Performance +2:
1d20+2 (4)+2 Total = 6
dislodge any memory of perhaps playing in the Dragon. Isn't that the one at the end of Waterdeep Way, below the Griffon. I have played there before, very basic, but I didn't know it was a Zhentarim hold out.

 
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Last edited by Batty; Apr 14th, 2023 at 06:41 PM.
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  #89  
Old Apr 14th, 2023, 04:10 PM
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Vera AraboltVera vigorously snatched the coins from Volos hand, nearly scratching his palm with her clawed fingers. The rumbling click in her throat was fast and high as she inspected the coins. She quickly deposited them in her coin pouch and was about to join her family in planning before noticing Volo was still standing there. She waved him off while making a motion that they needed to plan now.

"I may be familiar with the place, but I've only actually been there the one time. All I know is the Zhents are there, and me and Callisto think their ale tastes like the rear end of a cow." She paused to take a drink from a nearby mug, she didn't care if it was hers or not.
Dice History Check:
1D20-1 (1)-1 Total = 0
She tried to recall any other details, "After that brawl though, I might actually be banned" She chuckled to herself.



 


 
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  #90  
Old Apr 14th, 2023, 06:06 PM
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The Rat Queen The Rat Queen is offline
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Callie Tealeaf
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Callie wasn't thrilled about the lack of collective knowledge, but it was a start, at least. "I could go ask Yagra," she mused, looking for the half-orc they'd backed up earlier. "She might know something."

Hopping down, she threaded her way through the crowd like a minnow through coral, seeking her friend out. Once Callie found her, she waited until the half-orc wasn't busy before moving in to chat.

"Hey, you doing okay?" she asked, partly by way of greeting, and partly because she was a bit worried about lingering bloodlust. She'd given that thug a near-fatal beating and didn't want to set her off again. "Lemme ask you something. Do you know anything about The Skewered Dragon? Or the Zhentarim?" she asked, pitching her voice to keep the conversation between them. The last thing they needed were prying ears.

ACTIONS & STATSCallie Tealeaf<------ Character Sheet
Move:
Action:
Bonus Action:
Reaction:
Conditions:
Concentrating:
OOC info:

AC: 15 || HP: 15/15|| Saves: St -2, Dx+5, Cn+1, In+2, Ws+2, Ch+2

Left Hand: +5 to hit, 1d6 dmgShort sword || Right Hand: +5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch

Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7

Special Abilities:
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky
You have advantage on saving throws against being frightened.Brave
You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.Sneak Attack
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action
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Oh, after all the folderol and hauling over coals stops, what did I learn?

Last edited by The Rat Queen; Nov 22nd, 2023 at 11:10 PM.
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