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wdhsquad · 6 years
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Episode 2: Waterdeep Questionables
The party heads south into an alley and sees what looks like a ruined bar. Front-facing windows are smashed, one building has a ship's anchor lodged in the roof. The party comes to this building and can see through the windows what appears to be a few customers and a bartender. They enter silently. The patrons pause their chatting as the party enters. Spade walks up to the bartender "Aaayyy! One drink for me and..." He turns to the party that follows meekly. Aychem looks like he's already looking to fight some drunk in the corner. Roland is scanning the place. Korth sits businesslike next to Spade. Rake walks over to the nearest patron and says "Hi. Have you seen a red-head guy in here? He was supposedly in here like two days ago. Real rich looking?" Charisma check 16 DC13 SUCCESS. The man shifts in his chair "Yeah, he was here with his buddy. Or two of them. Yeah one left and another came to meet him. There was this gang of guys who followed them out when they left. They hang out over by Candle Lane. Your friend is probably over there." Rake responds "Oh we're not...well...Thank you very much." and tosses him a gold piece. As he walks away the man pockets the coin and says "Look for the snake symbol on the door." The party walks out while Spade chugs his tankard. He slams the glass down, slams a silver down, and runs his tiny legs after the group. *CLANG-CLANG-CLANG-CLANG* "Good ale!" he says as he reaches the party outside. They head out of the alley, heading eastward to avoid Useless Knicknacks, and then turn northward on The Way of the Dragon. A short way finds them hanging a left at Candle Lane. Gloom envelops the narrow alley as dark as a dungeon - and it smells bad too. The only light that pierces the shadows is a faint flickering from down the lane. The characters come to this streetlamp and see the snake symbol on a door to a warehouse. Aelar says "That's the Zhentarim logo." Spade looks up at Aelar then back at the door "...that's the snake..." Rake turns around and says "Alright guys, lets take this nice and slow, quiet as we can. If we find our guy, we get him out silently if we can, and if we can't, report to the authorities. Deal?" All the other party members nod except Aychem, who begins cracking his knuckles. "A fight?" He cocks an eyebrow. Rake gulps. "Do we want to fight?" He asks the group. Aelar responds "I'd prefer a short rest, but -" Korth interjects "Me too." Aychem turns to them "CAN you fight?" Aelar is silent. Korth grins, flashing a snout full of pointed teeth "Ya." Aychem looks to Rake. Rake looks to Roland and Spade, who both draw their weapons. "Alright," Rake says determinedly. "We go in quiet, we take a winnable fight, we save the guy." The group walks into the concrete yard in front of the entrance. They approach the front door and realize it's locked. Aychem moves to the front and attempts to pick the lock 16 SUCCESS The door swings open and the party quietly enters. Tables and chairs have been tossed across the floor. The corpses of a dozen men lie along the walls, their rapiers and daggers lying nearby. On the north side of the area, stairs rise to an open level above. Four short, avian creatures with long beaks and black feathers look over in surprise from where they stand in the middle of the warehouse. Each wears a hooded cloak and wields a shortsword.
(https://www.youtube.com/watch?v=xWFjcKzPmtY)
Initiative Rake 13 Spade 21 Aelar 13 Roland 23 Korth 4 Aychem 9 Kenku 11 Roland fires a longbow(17/20) shot at the nearest Kenku 7HIT 10DMG/16HP Spade runs up to the group and attacks the one Roland hit with his hammer 8+4WHIFF Rake follows behind Spade and attacks the 1st Kenku 8+3+3HIT 9DMGKO then moves up to the next Kenku in the group and spinkicks 6+3+2WHIFF but the Kenku ducks! & Aelar casts firebolt at the Kenku that ducked Rakes' kick 3+11+1HIT 7DMG/16HP Kenku2 attacks spade 17CLANK Kenku3 attacks Rake 19HIT 6DMG/9HP Kenku4 attacks Rake 18HIT 6DMGKO! (https://www.youtube.com/watch?v=skFugVOqBM4) Rake falls to the floor prone Aychem runs to where Rake stood, leaps over his body and lands on Kenku2 swords-first "AAAAGHH" sword1 3BLOCKED sword2 14HIT 2DMG 9DMG/16HP sneakattack wth Spade adjacent 6DMG 15DMG/16HP Korth sees that Rake has fallen, repositions so as to be behind one of the boxes of what appear to be weapons and armor, and fires off a witch bolt at Kenku4 with tides of chaos advantage.  19HIT 6DMG/12HP Lightning erupts from Korth's staff and arcs between it and the kenku when *BOOM* a fireball explodes centered on Korth 34dmg, half on successful dex save DC 12 Kenku2 10FAIL 34DMGKO Kenku3 9FAIL 34DMGKO Kenku4 12SUCCESS 17DMGKO Rake autofail 34DMGINSTAKO Spade 1FAIL 34DMGINSTAKO Aelar 19SUCCESS 17DMGKO Roland 17SUCCESS 17DMGKO Korth 10-1FAIL 34DMGINSTAKO Aychem 8+3+4 15SUCCESS17DMGKO
(https://www.youtube.com/watch?v=2yDSoYOsTmI) (https://www.youtube.com/watch?v=iU41fEry3Fk)
The warehouse lights on fire and begins burning as 4 ash'd kenkus, 1 ash'd Rake, 1 ash'd Spade, 1 ash'd Korth, 1 unconscious and badly burned Aelar, 1 unconcious and badly burned Roland, and 1 unconscious and badly burned Aychem fall to the ground.
Aelar death saves fail success fail success success! Roland death saves success success success Aychem death saves fail success fail fail Aelar wakes up 1 hour later and surveys the damage, excited at the ash but surprised that wild magic was fortunate enough to generate a fireball. He forgets about this afair and heads back to the temple of Seldarine. Roland wakes up 2 hours later, sees that his companions have become ash, and debates whether he should continue to help Volo or not. While thinking, he notices what can only be a ghostly duplicate of Rake rise from one of the piles of ash. Warbled and nearly silent sounds ghastily echo through the warehouse as the ghostly Rake gestures in frustration "What!? No!! Fireball!? What!? How?? NO!" The ghost drops to it's knees, hands gripping his head as he pulls it into his chest "no..." Time appears to freeze. Roland feels himself pulled to the ground and sucked back into an unconscious state. when he wakes up, he's fired his arrow into the 1st kenku and is turning to see lightning erupting from Korths staff... It's as if they've travelled back in time... when *FWOOSH* a fog cloud centered on Korth manifests, effectively blinding everyone in the fight. (https://youtu.be/UBVwtashteQ) Round 2 initiatives Rake 13 Spade 4 Aelar 21 Roland 23 Korth 15 Aychem 11 Kenku2-4 10 Roland steels himself against what he just saw and instinctively fires a longbow (16/20) shot at Kenku2 14HIT 13DMGKO Aelar points and shoots a firebolt at kenku3 16HIT 4DMG/8HP Korth uses his existing arc of Witch bolt to bonus action zap kenku4 12DMGKO Rake feels exhausted suddenly and crouches looking straight down at the ground. He catches himself with his hand and mutters "what..." Roland sees this. Suddenly Rake stands and swings at Kenku3 with his quarterstaff 3WHIFF then aerial cartwheel kicks downward at Kenku3 4WHIFF but the Kenku ducks and blocks the assault Aychem moves forward and slashes at Kenku3 3WHIFF sword2 20CRIT 4DMGKO (https://youtu.be/qfikqmUPf64)
"Alright." Rake says, dusting off his hands "A winnable fight eh?" he turns to Aychem. Aychem is ducking to the robes of the Kenku and rummaging for loot. Rake turns to the rest of the party and says "Let's loot these, hit a perimiter, see if we can find a redhead." From one of the pockets of the Kenku, Aychem pulls a sack of 17cp and stowes it. The party loosely disbands and explores the warehouse, checking out the dead bodies and the boxes of supplies. As they're exploring, Rake has an idea. "Guys," he turns, excited "everybody find a black suit that fits." And begins digging into the box to his right. As he looks he says "That way, if we ever need them, we can blend in. Eh?" He looks to spade, who is pulling himself over the edge of a box and falling in facefirst. His feet kick in the air "I like it!" The party grabs black garb and continues searching the warehouse. They find a room beneath the stairs. They can hear what seems to be a man struggling, gagged. They look between themselves and Aychem steps up to slam through the door. Next time: Rescue
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wdhsquad · 6 years
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Episode 1: Waterdeep Wonders
"swap out one villain for another at any time" Villain: Manshoon "feel free to embellish and change what you will" "given how strictly laws are enforced in waterdeep, it's possible that the adventure could end with one or more of the characters being exiled, sentenced to several years of hard labor, imprisoned, or put to death. If that's how their adventure ends, so be it. Hopefully, your next group will fare better." Friends: Rake is friends with Jalester Silvermane Spade is friends with Meloon Wardragon Aelar is not friends with anybody. Roland is friends with threestrings Korthkepesk is friends with bonnie Aychem Houre is friends with Yagra Stonefist
The party of 6 are drinking and playing bone dice in The Big Hole. They sit around a sturdy wooden table lit by a brightly burning candle and littered with plates cleared of food and half-drained tankards. The sounds of gamblers yelling and drunken adventurers singing bawdy songs nearly drown out the off-key strumming of a young bard three tables over. Then all the noise is eclipsed by a shout: "Ya pig! Like killin' me mates, does ya?" Then a seven-foot-tall half-orc is hit by a wild, swinging punch from a male human whose shaved head is covered with eye-shaped tattoos. Four other humans stand behind him, ready to jump into the fray. The half-orc cracks her knuckles, roars, and leaps at the tattooed figure - but before any blood is drawn, a crowd of spectators clusters around the brawl. Rake turns to the group "Any o' you know them?" while Aychem practically overturns the table with a shove from his massive arm as he starts towards the fight, grimacing. Korth glances between Rake, Roland, Spade, and Aelar, who looks amused at Aychem's apparent anger, and shakes his snout slowly. Spade shrugs and watches Aychem nearly flip another table, sending two chairs flying with his legs as he reaches the back of the crowd. Roland does a visual scan of the perimeter then watches Aychem roar "OUT OF THE WAY!" (intimidation check 1+4CRITFAIL) at the exact same time, two of the four men jump in on the fray while roaring themselves. The crowd is deaf to Aychem’s bellow. Aychem begins shoving the crowd out of the way and reaches the fight.
initiatives Aychem 21 XanatharBandits 7 Krentz 2 Yagra 17 aychem sees that Yagra has Krentz pinned and attacks one of the other two bandits who are trying to pull her off him. 16+7HIT 1+5 6DMG/11HP yagra ignores the two trying to pull her off and beats on krentz 15+2HIT 3dmgKO xanatharbandits see that their leader has been knocked out and flee krentz lies unconscious
Yagra stands and dusts herself off "Thanks Aychem, but you know I had that." Aychem chuckles "I know." Yagra grins "You just can't resist a fight, can you." Aychem replies "You're welcome." And turns to head back to the group. Durnan clears the crowd away and picks up Krentz' unconscious body then looks towards the door. Waiting is the last quiverying, fearful Xanathar bandit. Durnan heads towards the door so his bar can be rid of this scum when shouts of alarm suddenly ring out. A hulking creature climbs up out of the big hole in the ground  - a monster with green warty skin, a tangled mess of wiry black hair, a long, carrot-shaped nose, and bloodshot eyes. As it bares yellow teeth and roar-howls, you see a half dozen bat-like creatures fly up behind it in pursuit. Everyone in the tavern moves away from the monster except the barkeep, who drops Krentz and runs towards the bar while watching the beast and shouting "TROOOLL!!' The party is stunned as the 9-foot tall troll before them roars away the crowd, leaving their table the closest. 3 of the batlike stirges flitter over to Aychem and Spade and attack. Initiative stirges 8 troll 13 durnan 20 rake 7 spade 17 aelar 8 roland 24 aychem 7 korth 16 Roland fires his longbow at the approaching stirges 15+6HIT 2+5 7DMG KO Durnan jets forward from behind the bar, now weilding a massive, shining greatsword and slashes at the troll 12+8HIT 11DMG 51DMG/84HP 5+8WHIFF 1+8WHIFF 2+8WHIFF Spade swings at a stirge with his hammer 6+2WHIFF Korth casts firebolt at a stirge with chaostide advantage 11+2WHIFF Troll +10hp 41DMG/84HP attacks durnan claw 4+7WHIFF claw 5+7WHIFF bite 7+7WHIFF Aelar casts magic missile at the remaining 2 stirges and the troll 3dmg/3hpKO 2dmg/2hpKO 5dmg 46DMG/84HP & stirges on the troll fly back down the big hole in the ground aychem rushes up to the troll and slashes with shortsword1 13+9HIT 4+5 9DMG 57DMG/84HP sneakattack 2DMG 57DMG/84HP and also with shortsword2 19HIT 3DMG 60DMG/84HP & rake runs up to the troll brandishing quarterstaff and attacks 5+5WHIFF and bonus action kick 5WHIFF
ROUND 2 troll 11 durnan 5 rake 6 spade 9 aelar 3 roland 12 aychem 14 korth 10 aychem swings away sword1 13HIT 3+5 8DMG 63DMG/84HP sneakattack 6DMG 69DMG/84HP sword2 19HIT 6DMG 75DMG/84HP Roland fires a longbow(18/20) at the troll 14HIT 8+5DMG KO Troll regenerates 10hp, stands up, claws durnan 8+7WHIFF claws durnan 5+7WHIFF and bites durnan 4WHIFF Korth looks worried and shouts out "did we not just kill it?" as he grips the 6 foot wooden staff with a spirat at the end and points it at the troll. Magic particle effects surge out through his arms into the staff and burst forth as he casts Chaos Bolt 8+5WHIFF wild magic surge as tides of chaos restores but *POOF* Korthkepesk turns into a potted plant. Spade looks bewildered at where Korth once stood "Wha-?" turns to the troll "Uhh." Looks back to the potted plant as he runs towards the troll and swings his hammer 14HIT 1+2 3DMG 77DMG/84HP Rake attacks with quarterstaff 16HIT 7+3 10DMG KO Durnan runs over to the nearest lantern, grabs it, runs halfway back and chucks it at the unconscious troll lying on the ground. The oil splashes across its torso. "Burn it! It's gonna come back unless we burn it!" Aelar grins "gladly" and casts burning hands downwards at the corpse. His eyes light up as the flames cackle and consume the troll, fueled by the oil.
Durnan turns to the group as Korth *POOF* becomes a silver lizardfolk sorcerer again "you fought well." Rake grins "Thanks!"
A figure approaches the party against the tide of people keeping their distance from the danger and stands before the party. He strokes his mustache, adjusts his floopy hat, and tightens his scarf. "Volothamp Geddarm, chronicler, wizard, and celebrity, at your service. I trust you've noticed the violence in our fair city these past tendays. I haven't seen so much bloodshed since my last visit to Baldur's Gate! But now I fear i have misplaced a friend amid this odious malevolence. "My friend's name is Floon Blagmaar. He's got more beauty than brains, and I worry he took a bad way home a couple nights ago and was kidnapped - or worse. If you agree to track him down with all due haste, I can offer you ten dragons apiece now, and I can give you each ten times that when you find floon. May i prevail upon you in my hour of need?" He holds out small pouches of gold. Rake answers "Sure!" glancing at the rest of the party eagerly. Aychem answers "Yeah, we'll take your gold." Spade says "We'll find your friend." "Gladly." Roland says. Aelar and Korth accept their pouches silently. Rake continues "So, got any clues as to his whereabouts? Where he was last seen or anything like that?" Volo answers "He's a handsome human male in his early thirties with wavy red-blonde hair. He was dressed in princely garb when I last saw him. Two nights ago we were drinking at the Skewered Dragon in the Dock Ward. I recommend you start there." Roland scans the perimeter for a man that matches this description. Spade pipes up "A trip! To the dock ward! Ayy!" as he begins walking merrily towards the door. Rake nods to Volo and Durnan and the party exits into the streets. They turn left out of The Big Hole and zig-zag their way southbound on Snail Street. Along the way, one of the side-streets is cordoned off by the City Watch. Lying on cobblestones are a half-dozen corpses, seemingly the victims of some terrible skirmish. Watch officers have disarmed and arrested three bloodied humans and are in the midst of questioning witnesses. One of the officers is ushering passers by "Go on, nothing to see here." The party passes quietly. As the party gets deeper into the dock ward, tall, densely packed tenements cast shadows over most of the ground. Most streetlamps are smashed. The smell of salt and poop alternate as the party walks past rows of run-down buildings. The characters turn left off Snail street and continue on fillet lane. Korth asks "It's one of these, right?" Roland answers "We're in the right general area." Aelar adds "Should be between Fillet lane and Net street, so it could be one of these or could be around the corner." The party scans the buildings, but most of them are dilapidated or utterly barren. One nearby building stands out from the others. It has a deep purple facade, and in its window hangs a stuffed beholder. Above the door hangs a sign whose elaborate letters spell out "Useless Knicknacks." The beholder catches the eye of Spade "Spooky." The party stops, intrigued by this apparently open store surrounded by a veritable sea of collapsing, abandoned architecture. They enter. A cloud of lavender-scented purple smoke trails out of the shops door as the party walks in. Every wall is painted purple, and every dusty item on the shelves is dyed violet. The hairless old gnome sitting cross-legged on the counter wears plum-colored robes. His cheeks are decorated with nine purple face-painted eyes. The gnome lowers a pipe and exhales a cloud of lavender smoke before raising his hand. "Hail and well met! Come browse the shelves of the most curious curiosity shop in the world!" "Curious indeed" mumbles Aelar. The characters begin to browse the shelves. Rake finds a petrified mouse "Gross." Spade finds a purple glove "Nice. How much for this?" The gnome responds "4 gold." Spade is taken aback. "What does it do?" The gnome pauses a moment and opens his mouth but stops himself, looks around and says "Keeps...the hands warm." Spade looks at the glove and at the shelf. "Do you have the other one?" The old gnome responds "...no." Spade looks down at the glove and then back to the shopkeep. "2 gold?" The gnome grins "2 gold." Spade purchases a purple glove and grins brightly as he dons it.  Aelar finds a purple mechanical canary inside of a lamp. He thinks to himself 'Burn it. Set it ablaze. That canary has no business being there.' He looks to his teammates, valuable meatshields, and continues walking the aisles. Roland finds a rank insignia and picks it up, admires it, and puts it back. Korth finds a tiny silver icon of a raven with purple eyes. He turns to the gnome "Does this do anything?" The gnome, getting peevish now begins "The items here are storied and decorative..." Korth puts it back, ignores the gnome, and begins heading towards the door. Aychem finds a silver skull the size of a coin. "Cool" he says, as he pockets it. Sleight of hand check 6+5 11 on DC12 SUCCESSWITHATWIST. The party leaves with the gnome yelling angrily "AND DON'T COME BACK!". Aelar mumbles "Agreed." Next Time: The Skewered Dragon
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wdhsquad · 6 years
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Characters
rake human lvl 1 monk sage NG 17 15 11 16 12 16 goal: learn all the magic hp 9 ac 16 hd:1d8 str 13 dex 17 con 12 int 18 wis 17 cha 16 backstory: sage. escaped monastery, is currently employed by scriveners', scribes', and clerks' guild lanugages: common, celestial, abyssal, primordial proficiencies: acrobatics, arcana, investigation, stealth, int saves, dex saves,  simple weapons, shortswords, artisan tool? equipment: ink bottle, quill, small knife, letter from dead colleague, 10gp, common clothes, quarterstaff, explorer's pack, 10 darts feature: researcher - when you attempt to recall lore and don't know, you do know where to find it and who to contact, usually a library, scriptorium, university, or other sage. abilities: unarmored defense - no armor, no shield, AC = 10+dex+wis martial arts - dex instead of str for attack and damage, d4 unarmed strike, unarmed strike as bonus action when using attack action
spade halfling lvl 1 fighter guild artisan NG 14 11 14 11 8 16 goal: find, obtain, and reproduce the best armor hp 13 ac 19 hd 1d10 str 14 dex 13 con 17 int 8 wis 11 cha 14 backstory: lifelong member of Most Careful Order of Skilled Smiths and Metalforgers, sick of being made fun of for his height proficiencies: insight, persuasion, athletics, perception smith's tools, all weapons, all shields, all armor, str saves, con saves, abilities: fighting style defense - +1 ac while wearing armor second wind - bonus action 1d10 + fighter level hp, finish short or long rest to use again lucky: can reroll a 1 on attack, ability check, or saving throw and uses new roll advantage on saving throws against being frightened, poisons, have resistance to poison damage can move through other larger ally space languages: common, halfling, dwarvish equipment: smith's tools, letter of introduction from guild, travellers' clothes, belt pouch w/ 15gp, chain mail, hammer and shield, two handaxes, dungeoneer's pack feature: guild membership - guild members provide food and lodging if necessary, guildhall may offer central meeting place to find other metalworkers, potential patrons, allies, or hirelings. Guild supports you if you are accused of a crime. Can meet powerful political figures via the guild. owe 5gp per month to the guild.
aelar high elf lvl 1 wizard acolyte CE 14 18 16 9 13 10 goal: destroy existence using fire hp 9 ac 12 hd 1d6 str 10 dex 15 con 16 int 33 wis 14 cha 9 backstory: raised from birth as receiver of Tome of Clear Thought, and has read it 7 times, once each century of his life. DM-level knowledge has made him nihilistic, seeking to become the (irritatingly absent) elvish god of fire and turn all of existence to flames and ash. background: acolyte. member of Temple of Seldarine darkvision; 60 feet as if dim light in darkness, bright light in dim light proficiencies: perception, insight, religion, arcana, investigation  longsword, shortsword, longbow, shortbow, daggers, darts, slings, quarterstaffs, light crossbows, int saves, wis saves advantage on saves against charm, can't be magically asleep rest from 4 hours of trance languages: common, elvish, giant, deepspeech, infernal equipment: holy symbol, spellbook, 5 sticks of incense, vestments, common clothes, 15gp, dagger, arcane focus - flame orb, scholar's pack cantrips: firebolt, create bonfire, prestidigitation, mage hand lvl 1(2): burning hands, chromatic orb, magic missile, find familiar, shield, mage armor arcane recovery - recover up to half wizard level rounded up spell slots after short rest feature: shelter of the faithful - command respect of those who share faith, can perform religious ceremonies to seldarine, party can receive free healing and care at temple, residence at temple, can call upon priestly assistance while nearby.
roland lvl 1 ranger outlander NG 12 17 19 11 12 14 goal: find and tame a t-rex hp 12 ac 16 hd 1d10 str 13 dex 20 con 15 int 12 wis 18 cha 13 backstory: raised by giant spiders, hunts with a group using his trap while he lies in wait with his longbow. languages: common, elvish, sylvan proficiencies: athletics, survival, animal handling, nature, perception light armor, medium armor, shields, simple weapons, martial weapons, str saves, dex saves equipment: quarterstaff, hunting trap, griphon foot, travellers clothes, 10gp, leather armor, two quarterstaffs, an explorers' pack, a longbow and 20 arrows abilities: favored enemy beasts - advantage on survival to track and int checks to recall related information natural explorer forest - int or wis checks related to forests, proficiency bonus is doubled if using skill proficient with. also, difficult terrian doesn't slow, group can't become lost, alert to danger while doing travel activity, when travelling solo can move at normal pace while stealthed, twice as much food from foraging, while tracking creatures learn exact number, size, time since last in the area feature: wanderer - excellent memory for maps and geography, can always recall general layout of terrain, settlements, and features around you. Can find food and fresh water for self and up to 5 others each day provided the land offers berries, small game, water, etc.
korthkepesk lvl 1 sorcerer N 12 12 14 13 9 12 OR 15 14 13 12 10 8 goal: survive, reproduce hp 8 ac 12 1d6 str 14 dex 8 con 15 int 12 wis 11 cha 15 backstory: lived in a black lizardfolk-infested swamp until one day he consumed what appeared to be a small creature but was actually a silver dragon observing their culture. Ever since then, he's been turning silver and learning magic spontaneously. He mutually separated from the tribe, no longer a black lizardfolk. Abilities: bite as unarmed strike, 1d6 + str short rest can craft javelin, shield, darts, or club from slain small or larger beast, construct, monstrosity, dragon, or plant. can hold breath for 15 minutes scaly: AC = 13+dex consume flesh: bonus action unarmed strike bite, gain hp equal to con mod languages: common, draconic, gnomish background: fartraveler proficiencies: arcana, insight, perception, persuasion, stealth, survival, daggers, darts, slings, quarterstaffs, light crossbows, con saves, cha saves, tools: bonecarving tools or bone dice? equipment: travelers' clothes, musical instrument or gaming set of proficiency, poorly wrought maps from homeland that show location in faerun, 10gp jewel from homeland, pouch of 5gp, bone javelin, arcane focus staff, explorer's pack, two daggers cantrips: firebolt, light, mending, prestidigitation 1st level: chaos bolt, witch bolt wild magic surge - after casting a 1st level or higher spell, roll a d20. On a 1, the wild magic surge table creates a random magical effect tides of chaos - May gain advantage on attack roll, ability check, or saving throw. must finish long rest or cast a 1st level or higher spell then roll on the wild magic surge table to regain use of this feature. feature: all eyes on you - noble lords, scholars, merchant princes, other people might be interested in hearing about distant homeland and people
aychem houre lvl 1 rogue criminal enforcer CE 16 17 11 14 20 9 goal: become excessively wealthy hp 12 ac 14 str 21 dex 16 con 18 int 9 wis 11 cha 14 backstory: "the muscle" for a small group of theives whom he turned on when they shorted him his due. None of them survived, and he was arrested afterwards, gaining no coin. abilities: darkvision: 60 feet dim light as if bright light, darkness as if dim light fey ancestry: advantage against charm, can't be put to sleep by magic proficiencies: 2skills(any), athletics, deception, intimidation, medicine, perception, performance, sleight of hand, stealth, gaming set(dice?), thieves' tools, light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, dex saves, int saves, languages: common, elvish, goblin equipment; a crowbar, hooded dark common clothes, 15gp, 2 shortswords, burglar's pack, leather armor, two daggers, thieves' tools abilities: expertise - intimidation, athletics proficiency bonuses are doubled sneak attack - extra 1d6 per turn to creature hit with adv attack using finesse or ranged weapon. OR no disadv and active ally within 5 feet thieves' cant - can convey secret messages laced with normal speech 4 times longer than the message conveyed. Can understand signs and symbols that convey dangerous area, thieves' guild territory, nearby loot, nearby easy marks, or nearby safe fugitive housing. feature: criminal contact - knows a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, and you know local messengers, caravan masters, seedy sailors who can deliver messages for you.
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