Welcome! As voted during the sign-up thread, we will be playing the Mines of Madness adventure:
From the Playtest Packet wrote:
The Mines of Madness is a fictional adventure location (aren’t they all?) first introduced in the web comic PvP, as a loving tribute to the classic D&D “dungeon crawls” of old. This adventure brings the adventure location to life, allowing D&D fans at PAX East 2013 to experience the Mines of Madness for themselves.
Let us begin by saying: This is not a fair test of the players’ abilities. The dungeon is tragically stacked in the DM’s favor and built to frustrate, maim, humble, and ultimately kill adventurers. But if the players band together and use their brains, with a little luck their characters might survive to tell the tale of how they descended into the Mines of Madness in search of the Forever Stone and prevailed.
We are using the free Oct 14, 2013 playtest packet (101413_DnD_Next_Public_Playtest)
Skill Training (Add your Proficiency Bonus to checks made with trained skills)
Animal Handler|Athletics|Nature|Survival| | | | Class Features Wild Shape, Druid Circle (Circle of the Moon), Battle Wild Shape, proficiency with Herbalism Kit, Wis Saving throw +2 Race Features Fey Ancestry (Advantage on charm, immune to sleep), Trance, Mask of Wild (hide in light brush/weather), Keen Senses (Advantage on perception), Elf Weapon Training Feats and Other Features - Equipment|Cost|Weight Leather Armor|10gp|8lbs Adventurer's Kit|9gp|39lbs Ashen Rod|10gp|2lbs Quarterstaff|2sp| 4lbs Wooden Shield|5gp|4lbs Longbow|50gp|2lbs 60 Arrows|3gp|9lbs Short Sword|10gp|2lbs Spell Level|Spells per Day|Spells Used|Spell Level|Spells per Day|Spells Used|Spell Level|Spells per Day|Spells Used Level 1|4|0|Level 2|2|0|Level 3|0|0 Spell Name|Base Level Druidcraft|0 Fireseeds|0 Cure Wounds|1 Healing Word|1 Barkskin|2 Protection from Psn|2 Notes Languages: Druidic, Elvish, Common Treasure - Background Guide, Wanderer: Good memory for maps terrain and geography. Can procure food/water for a group of 6 daily. Form|AC|HP|Speed(Fly)|Attack|To Hit|Damage|Type|Skills Panther|13|25|10|Bite|+4|1d6+2|Piercing|Dextrous Climber ||||Claw|+4|1d4+2|Slashing|Stalker Wolf|12|29|10|Bite|+3|1d6+3|Piercing|Keen Hearing and Smell, Pack Tactics Deer|11|7|10|Antlers|+1|1d4|Piercing|Running Jump Dog|10|5|10|Bite|-1|1d4-2|Piercing|Keen Hearing and Smell Cat|12|3|8|Claws|-3|1|Slashing|Dextrous Climber, Feline Grace Horse|10|10|12|Hooves|+3|1d4+2|Bludgeoning| Owl|13|3|1(8)|Talons|-2|1|Slashing|Keen Sight Hawk|13|3|1(12)|Talons|-2|1|Slashing|Keen Sight Snake|11|2|4|Bite|-2|1|Piercing|Keen Smell, Quick Strike Raven|12|3|1(10)|Beak|-2|1|Piercing|Mimicry Bat|12|1|1(8)|||||Echolocation, Keen Hearing Fish|12|1|10|||||Aquatic, Water Bound, Water Breathing Toad|10|1|2|||||Amphibious, Aquatic, Jump
Galthir Aramath
{colsp=8}Galthir Aramath Class|Ranger|Level|3|Race|Half-Elf|Size|Medium Alignment|CG|Deity|None|Experience|950 XP|To Next Level|2250 XP Gender|Male|Hair|Dark Brown|Eyes|Blue|Age|43 Height| 5'10"|Weight|215|Carrying|106|Currency|186 gp ————————————|————————————|————————————|————————————|————————————|————————————|————————————|———————————— Speed|30 ft|Vision|Low-Light|Hit Dice|3d10|Used|0d10 Initiative|+1|Max Hit Points|28|Current Hit Points|28|Temp Hit Points|0 ————————————|————————————|————————————|————————————|————————————|————————————|————————————|———————————— Proficiency Bonus|+2|Armor Class|14|Flat-Footed|13|Touch AC|11 {colsp=4}
Basic Abilities
|{colsp=4}
Quick Attack Workspace
Strength|17|Mod|+3|Quick Attack #1|Hand Axe|To Hit|+5 vs AC Dexterity|13|Mod|+1|Damage|1d6|Type|Slashing Constitution|16|Mod|+3|Quick Attack #2|Longsword|To Hit|+5 vs AC Intelligence|13|Mod|+1|Damage|1d8/1d10|Type|Slashing Wisdom|9|Mod|-1|Quick Attack #3|Longbow|To Hit|+3 vs AC Charisma|11|Mod|0|Damage|1d8|Type|Piercing {colsp=8}
Skill Training (Add your Proficiency Bonus to checks made with trained skills)
Athletics|Survival|Stealth|Arcana|History|Search|| Class Features Tracking Favored Enemy: Horde Breaker Hordeslayer ability Fighting Style: Two Weapon Fighting Race Features Keen Senses Fey Ancestry Feats and Other Features Two feets, two hands, several ears & assorted other facial features
Equipment|Count/Uses Left|Weight Studded Leather Armor|1|13 lbs 6 daggers|1|6 lbs 2 Handaxes|1|6 lbs Longsword|1|4 lbs Longbow|1|2 lbs Arrows|40|6 lbs Shield|1|8 lbs Adventurer's Kit|1|39 lbs Traveler's Clothes|1|4 lbs Cloak|1|4 lbs Tome (Arcana & Journal)|1|5 lbs Net|2|6 lbs Component Pouch|1|2 lbs Hunting Trap|1|15 lbs Ink & Pen|1|0 lbs Parchment|10|0 lbs Candles|10|1 lb Climber's Kit|1|25 lbs Horse|1|- Spell Level|Spells per Day|Spells Used|Spell Level|Spells per Day|Spells Used|Spell Level|Spells per Day|Spells Used Level 1|3|0|Level 2|0|0|Level 3|0|0 Spell Name|Base Level|Level Prepared|Number Prepared Fog Cloud|1|1|1 Hunter's Mark|1|0|0 Detect Magic|1|0|0 Detect Poison and Disease|1|0|0 Speak with Animals|1|0|0 Notes Common, Elvish, Dwarven, Orcish, Giant, Sylvan Treasure None to speak of. Background Sage - gain 3 languages, know where to look stuff up.
Lorna "Sunshine" Derrow
Image
Outfit:
Sunshine had purchased enough fleece to line her cloak, cut it up into small pieces and sewn each piece with a couple light loops through each piece so she can grab it off quickly to cast spells such as Minor Illusion and Phantasmal Force.
{colsp=8}Lorna (Sunshine) Derrow Class|Mage|Level|3|Race|Human|Size|Medium Alignment|CG|Deity|-----|Experience|950 XP|To Next Level|2,250 XP (total) Gender|Female|Hair|Silver|Eyes|Light Gray|Age|22 Height|5'10"|Weight|133 lbs|Carrying|49.5 lbs|Currency|40 gp, 21 sp, 10 cp ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Speed|30 ft|Vision|normal|Hit Dice|3d6|Used|0 Initiative|+1|Max Hit Points|14|Current Hit Points|14|Temp Hit Points|0 ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Proficiency Bonus|+2|Armor Class|11|Flat-Footed|11|Touch AC|10 {colsp=4}
Arcana|History|Religion|Search|--------|--------|--------|-------- Proficiency Armor: None Weapons: Daggers, darts, slings, quarterstaffs, and light crossbows Tools: None Class Features Saving Throws: Intelligence, Wisdom Saving Throw DC: The DC to resist one of your spells equals 8 + your Intelligence modifier. Spellcasting Bonus: If you are holding a magic focus—a component pouch, orb, rod, staff, wand, or your spellbook—when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC. Arcane Recovery: Once per day during a short rest, you can regain some of your magical energy by studying your spellbook. You choose expended spell slots to recover. The spell slots can have a combined level that is less than or equal to half your mage level (round up), and none of the slots can be 6th level or higher. For example, when you are a 4th-‐level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-‐level spell slot or two 1st-‐level spell slots. Arcane Tradition: Illusion Improved Minor Illusion You learn the minor illusion cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice. When you cast minor illusion, you can use both the Ghost Sound and the Silent Image effects with a single casting of the spell. Race Features Ability Score Adjustment: Your ability scores each increase by 1. Size: Medium. Speed: 30 feet. Languages: You can speak, read, and write Common and one extra language of your choice. Feats and Other Features None
Equipment|Count|Weight|Special|Damage|Cost|Location Component Pouch|1|2 lb|Functions as magical foci|---|25 gp|On Robe Spellbook|1|3 lb|Functions as magical foci|---|75 gp|Backpack Dagger|10|1 lb each|Finesse, light, thrown (range 20/60)|1d4 piercing|2 gp each|Strapped on Body Quarterstaff|1|4 lbs|Versatile (1d8)|1d6 bludgeoning|2 sp|Held Robe|2|4 lbs each|---|---|1 gp each|Worn / Backpack Rations|10|1 lb|---|---|1 sp each|Backpack Backpack|1|2 lbs|Holds about 30 lbs|---|2 gp|Worn Sack|1|1/2 lb|Holds coins|---|1 cp|On Robe Bedroll|1|5 lbs|---|---|1 gp|On Backpack Waterskin|1|4 lbs|4 lbs when full|---|2 sp|On Backpack Ink|1|-- lbs|1 ounce bottle|---|10 gp|Backpack Ink Quill|1|-- lbs|---|---|2 cp|Backpack Silk Rope|1|5 lbs|50 ft long|---|10 gp|On Backpack Torch|10|1 lbs each|1 hour, 20 ft bright/40 ft dim|---|1 cp each|Backpack Clear Crystal|1|---|Read Magic Component|---|5 gp|In coin pouch Whetstone|1|1 lb|---|---|1 cp|Backpack Healer's Kit|1|1 lb|10 Uses - Stabilize a creature|---|5 gp|Backpack Mess Kit|1|1 lb|Cup, cutlery, pan, bowl|---|1 sp|Backpack Tinderbox|1|1 lb|Flint, firesteel, tinder|---|5 sp|Backpack Brass Braizer|1|xxx lbs|Used for familiar rituals|---|---|Backpack Component Pouch: A large chunk of phosphorescent moss, a vial of red, yellow and blue sand, ten small pieces of fleece, and several pieces of cured leather.
Spell Level|Spells per Day|Spells Used Level 1|Up to 4|0 Level 2|Up to 2|0
Light Evocation cantrip Casting Time: 1 action Range: Touch Duration: 1 hour You touch an object. Until the spell ends, the object emits bright light in a 20-‐foot radius and dim light for an additional 20 feet. The spell ends early if you dismiss it (no action required) or cast it again. The light can be colored as you like and can be covered by an opaque object. Material Components: A firefly or a piece of phosphorescent moss.
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 25 feet Duration: 1 minute You create a ghost sound or a silent image within range that lasts for the duration or until you dismiss it (no action required) or cast this spell again. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a Wisdom (Perception) check against your spell save DC. Ghost Sound: You create a sound that originates from a point of your choice within range. The sound’s volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Silent Image: You create the image of an object, a creature, or some other visible phenomenon at a spot within range. The illusion does not create sound or any other effect aside from its image. The image must fit within a 10-‐foot cube. Any physical interaction with the image reveals it to be an illusion, because objects pass through it. You can use your action to cause the image to move to any spot within 25 feet of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking as you move it. Material Components: A bit of fleece.
Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Duration: Up to 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. If you cast this spell multiple times, up to three of its non-‐instantaneous effects can be active at a time. • You create an instantaneous sensory effect that is harmless, 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 item no larger than a cubic foot. • You chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • You make a color, small mark, or symbol appear on an object or a surface for up to 1 hour. • You produce out of nothingness a small, nonmagical trinket or an illusory image that lasts until the end of your next turn. • You make a small handheld item invisible until the end of your next turn.
Read Magic Divination cantrip Casting Time: 1 action Range: 10 feet Duration: 10 minutes Choose an object within range. For the duration, you can decipher magical writing on that object that would otherwise be unintelligible, including a spell from someone else’s spellbook, a spell on a scroll, mystical runes on a magic item, or a magic glyph. Deciphering this writing neither activates its magic nor identifies any magical properties it might possess. Once a particular magical inscription is deciphered with this spell, the inscription continues to be intelligible to you after the spell’s duration. Material Components: A clear crystal or a mineral prism worth at least 5 gp, which is not consumed when you cast the spell.
Level 1 Spells
Color Spray 1st-‐level illusion Casting Time: 1 action Range: Self Duration: 1 round A dazzling array of flashing, colored light springs from your hand. Each creature in a 15-‐foot cone must make a Wisdom saving throw, provided the creature can see. For every creature that fails its saving throw, roll a d6 to determine the spell’s effect on that creature. (1–2) Until the end of the creature’s next turn, the creature’s speed is halved, and it has disadvantage on attack rolls and ability checks. (3–4) The only action the creature can take on its next turn is an attack against a randomly determined target within range. (5–6) Until the end of the creature’s next turn, the creature is frightened by you and must move as far away from you as possible before taking any action. Material Components: A pinch each of powder or sand that is colored red, yellow, and blue.
Detect Magic 1st-‐level divination (ritual) Casting Time: 1 action Range: Self Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 25 feet of you. If you sense magic, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Find Familiar 1st-‐level conjuration (ritual) Casting Time: 1 day Range: Self Duration: Permanent You gain the service of a familiar, a spirit that takes an animal form you choose. The familiar has the following statistics.
Familiar Tiny Celestial, Fey, or Fiend Armor Class 12 Hit Points 10 + 2 hp for each of your levels beyond 3rd Speed 20 ft. Str 2 (–4)| Dex 12 (+1)|Con 6 (–2) Int 2 (–4)|Wis 10 (+0)|Cha 2(–4)
TRAITS ----------------------------------------------------------- Familiar: When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. The familiar cannot reappear until you recall it by performing a minor ritual during a short rest.
TRAITS BY TYPE ----------------------------------------------------------- Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet. Cat: Gains a +5 bonus to Dexterity (Stealth) checks; subtracts 20 feet from any fall when determining falling damage against it. Hawk: Has a speed of 5 feet and a fly speed of 30 feet. Owl: Has darkvision with a range of 40 feet; has a speed of 5 feet and a fly speed of 25 feet. Rat: Gains a +5 bonus to all Strength checks to climb and a +5 bonus to Dexterity (Stealth) checks. Raven: Has a speed of 5 feet and a fly speed of 25 feet; can mimic simple sounds (such as a person whispering, a baby crying, or a small animal chittering). Snake: Gains a +5 bonus to Dexterity (Stealth) checks, and a +5 bonus when rolling its initiative. Toad: Can jump up to 10 feet. Weasel: Gains a +5 bonus to all Strength checks to climb and a +5 bonus to Dexterity (Stealth) checks.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot make attacks. While you are within 100 feet of your familiar, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Finally, while within 100 feet of your familiar, you can have it deliver a spell on your turn that requires touching a creature. The familiar touches the creature on your behalf, provided nothing is preventing it from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll. You can release the familiar at any time. Doing so ends the effect. You cannot have more than one familiar at a time. Material Components: A brass brazier, charcoal, and incense and herbs worth 100 gp. The brazier is not consumed when you cast the spell.
Mage Armor 1st-‐level abjuration Casting Time: 1 action Range: Touch Duration: 8 hours Touch a willing creature that is not wearing armor. Until the spell ends, a magical force surrounds the target’s body, shielding the creature from harm. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends early if the target dons armor or if you dismiss the spell as an action. Material Components: A piece of cured leather.
Shield 1st-‐level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Duration: 1 round An invisible barrier of magical force, like a physical shield, appears to protect you. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Thunderwave 1st-‐level evocation Casting Time: 1 action Range: 15 feet Duration: Instantaneous With a loud crack, 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 one, it takes half as much damage and is not 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 within 300 feet of you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8.
Level 2 Spells
Mirror Image 2nd-‐level illusion Casting Time: 1 action Range: Self Duration: 1 minute Two illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack or a harmful spell while a duplicate remains, that creature randomly determines whether it targets you or one of the duplicates. If you have two duplicates, the creature targets a duplicate if it rolls 1–4 on a d6. If you have one duplicate, the creature targets a duplicate if it rolls 1–3 on a d6. A duplicate’s AC equals 10 + your Dexterity modifier, and it uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals hit point damage, the duplicate disappears. A creature is unaffected by this spell if it can’t see or if it relies on senses other than sight, such as blindsight or tremorsense.
Phantasmal Force 2nd-‐level illusion Casting Time: 1 action Range: 50 feet Duration: Concentration, up to 10 minutes You reach into the mind of a creature within range that you can see, and craft an illusion that takes root in the creature’s thoughts. The target must make a Wisdom saving throw. On a failed save, you create an illusory object, creature, or other visible phenomenon of your choice that is visible only to the target for the duration. This spell has no effect upon undead or constructs. The illusion includes sound, temperature, and other stimuli, also evident only to the creature. The illusion can appear to occupy up to 500 cubic feet, or a cube about 8 feet on a side—about the size of a typical Large creature. A target affected by this spell can use its action to try to disbelieve the illusion. When it does so, it makes a Wisdom check against the spell’s saving throw DC. On a successful check, the spell ends. While a target is affected by the spell, it treats the phantasm as if it were real. It rationalizes any illogical outcomes from interacting with the illusion. For example, a target attempting to walk across a phantasmal bridge that spans a chasm will fall once it steps onto the bridge. If the creature survives the fall, it still believes that the bridge exists, and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, you can cause the phantasm to deal 1d6 damage to the target if it is in the phantasm’s area or within 5 feet of it. The damage is of a type appropriate to the illusion. A fire deals fire damage, a monster armed with a longsword deals slashing damage, and so on. Material Components: A bit of fleece.
{colsp=3}Languages Language----------|Typical Speakers----------|Script---------- Celestial|Celestials|Celestial Common|Humans|Common Dwarvish|Dwarves|Dwarven Elvish|Elves|Elvish Sylvan|Fey Creatures|Elvish Notes 10 Daggers are strapped around Sunshine's body. • 6 on the waist, 3 on each side. • 2 on the wrists, 1 on each side • 2 on the ankles, 1 on each side Treasure None Background Sage You have spent many years learning the lore of the world. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a true master in the fields you have studied. Trait – Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the universe can require an adventure or even a whole campaign. Proficiencies Skills: Arcana, History, Search Languages: Three additional languages
Backstory
Sunshine brushes the dirt off her robes and smooths them out for the performance. The bartender had been kind enough to allow her to perform inside, provided that should she earn enough copper, she would purchase a room and a meal from him in return for allowing her the stage typically reserved for gypsies spinning tales. While she had enough for a room anyways, she preferred to earn her keep, which meant making use of her talents. After leaving her last group of adventurers, times had been tough for a lone mage. Exposing her talents was always risky, but doing small demonstrations of illusions for entertainment is probably safe. Most fledgling mages, even the ones new to their towers, could spin illusions, though few could manage to master both sound and image simultaneously. Her talents were admitably a bit beyond them, but few others aside from fellow adventurers would probably recognize it. As far as she was concerned, it was just a way to make a few copper.
Taking five pages of paper out of her backpack, Sunshine spreads them out a couple of feet apart each on the floor in a semi-circle in front of her. Fluffing her robe out behind her so that she could have easy access to the fleece that she kept lined in it, she grabbed several small puffs of the fleece in her left hand and placed a single one in her right hand. Taking a deep breath and closing her eyes, she goes over the routine in her head in a slow, methodical fashion so that she could make sure that nothing went wrong with it. A night with a roof over her head and a warm meal in her stomach depended on it. After a final deep breath, she opens her eyes and scans the bar. A few mothers with children were there, they always came where she was performing for some early evening entertainment. Even though they always came, and often bought ales from the inn, they rarely tipped her more than a copper each, which was not nearly enough for a room for a single night. A few others were in the inn's bar, several locals, even more local drunks who would often try and but a room for her later so they could share it (and she never accepted), and a few new faces who seemed like they might be adventurers passing through the town looking for a night's rest themselves before moving away. Her heart ached for life on the road again and the comradery that accompanied it.
"Ladies and gentle men," Sunshine began, addressing the crowd. "Thank you all so much for coming out tonight. I hope you enjoy the show." Clearing her throat, she began and cast a Minor Illusion. A slow drum beat began to sound through the inn, and small waves of color began to emanate from the pieces of paper scattered on the floor. As the beat grows, she begins to sing with the music and wave her arms in a motion reminiscent of an orchestral conductor:
spoiler
(OOC: If you've never listened to Aqua's Cartoon Heroes, now would be the time before reading the rest)
We are what we're supposed to be Illusions of your fantasy All dots and lines that speak and say (small figures of adventurers she used to travel with begin to rise out of the blank papers and rise to be about three and a half feet tall, using faces of past friends was easier than trying to manifest new ones) What we do is what you wish to do (the figures sing that line along with Sunshine, though stay where they had risen from the papers)
We are the color symphony We do the things you wanna see Page by page, to the extreme (more streams of colors emanate behind the figures, growing slightly brighter and brighter until their glow lights the stage with her)
Our friends are so unreasonable They do the unpredictable (the risen figures begin to dance around the stage in time with the music) All dots and lines that speak and say What we do is what you wish to do (the figures slow their motions to sing in a chorus with Sunshine once again, but they do stay fairly animated)
It's all an orchestra of strings Doin' unbelievable things (changing her motions for a conductor breifly to a puppeteer as she directs the figures around the stage) Page by page, to the extreme One by one, we're makin' it fun (resuming her conductor motions, she signals the figures to begin the chorus all together)
We are the Pictoglyph Heroes - oh-oh-oh We are the ones who're gonna last forever We came out of a crazy mind - oh-oh-oh (Sunshine puts her hands up to each side of her head and as she pulls them away streams of bright, flowing colors spill out and become wisps of brightly colored smoke as they reach the floor) And walked out on a piece of paper (the figures march around the stage while singing and end on each of their pieces of paper)
Here comes a spider-man, arachnophobian Welcome to the pic-town party (a smaller figure walks out of the pages, half-man and half spider, only to get scared at his own reflection in a mirror and dissappear) Here comes a super-man, from never-neverland Welcome to the pic-town party (a heroic looking figure comes out of another piece of paper and flies off and becomes a wisp of smoke as he nears the edge of the illusion's range)
We learned to run at speed of light (the figures speed around the stage, becoming little more than blurs before leaping in the air) And to fall down from any height (each figure in the air crashes down hard but remain standing once they hit) It's true, but just remember that What we do is what you just can't do (shaking off the fall, the figures sing in time with Sunshine once again)
And all the worlds of craziness A bunch of stars that's chasing us Page by page, to the extreme One by one, we're makin' it fun (stars zoom around the figures and chase them around)
We are the Pictoglyph Heroes - oh-oh-oh We are the ones who're gonna last forever We came out of a crazy mind - oh-oh-oh (Sunshine puts her hands up to each side of her head and as she pulls them away streams of bright, flowing colors spill out and become wisps of brightly colored smoke as they reach the floor) And walked out on a piece of paper (the figures march around the stage while singing and end on each of their pieces of paper)
Here comes a spider-man, arachnophobian Welcome to the pic-town party (a smaller figure walks out of the pages, half-man and half spider, only to get scared at his own reflection in a mirror and dissappear) Here comes a super-man, from never-neverland Welcome to the pic-town party (a heroic looking figure comes out of another piece of paper and flies off and becomes a wisp of smoke as he nears the edge of the illusion's range)
You think we're so mysterious (extra wisps of smoke attempt to obscure the figures and Sunshine) Don't take us all too serious (each of them make a silly face at the audience) Be original, and remember that What we do is what you just can't do (the figures turn and begin seem to address the crowd)
What we do is what you just can't do What we do is what you just can't do What we do is what you just can't do What we do is what you just can't do (the figures dance in time with each other, mirroring Sunshine's movements perfectly)
We are the Pictoglyph Heroes - oh-oh-oh We are the ones who're gonna last forever We came out of a crazy mind - oh-oh-oh (Sunshine puts her hands up to each side of her head and as she pulls them away streams of bright, flowing colors spill out and become wisps of brightly colored smoke as they reach the floor) And walked out on a piece of paper (the figures march around the stage while singing and end on each of their pieces of paper)
There's still more to come And everyone will be Welcomed at the Pic - Pic Town - Town Party (the figures dance enthusiastically as the song ends and large bursts of colors in the style of small fireworks erupt all around them for the finale)
spoiler
(OOC: Shut up, that was fun for me)
Sunshine finishes the song and waves her hands across in front of her and releases the illusions, leaving only the pages of paper in front of her and takes a low and overly dramatic bow. With any luck, that would earn her a night's rest.
Bat Familiar Tiny Celestial Armor Class 12 Max Hit Points 14 Current Hit Points 14 Temporary Hit Points 0 Speed 5 ft. Fly 20 ft
Str 2 (–4)| Dex 12 (+1)|Con 6 (–2) Int 2 (–4)|Wis 10 (+0)|Cha 2(–4) Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet.
This is the Out of Character thread for this adventure. Feel free to discuss things and ask questions here.
First order of business, posting. Here is a sample PbP post. You don't have to follow that exactly, but I would appreciate if your "spoken dialogue is bolded" and if your 'unspoken dialogue is italicized.'
Please choose a color for your character's dialogue. Red is Reserved.
Also, any character that wants to partake in mapmaking during the adventure should have the requisite equipment (pens/ink/parchments/etc.).
Skill Training (Add your Proficiency Bonus to checks made with trained skills)
Acrobatics|Athletics|Nature|Survival|Skill Name|Skill Name|Skill Name|Skill Name
Features
Features
Hit Points Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8+your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiency Armor: None Weapons: Club, dagger, handaxe, light crossbow, longspear, quarterstaff, short sword, sling, spear, and unarmed strike Tools: None
Unarmed Strike As a result of your training with martial arts, your unarmed strike is considered to be a finesse weapon that deals 1d6 bludgeoning damage on a hit. Your unarmed strike damage increases as you gain levels, as noted in the Unarmed Strike column in the Monk table. Your unarmed strikes count as being magical for the purpose of overcoming resistance and immunities
Unarmored Defense While you are wearing no armor and using no shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
Ki Your training allows you to channel energy, called ki, to create supernatural effects, including dazzlingly fast attacks and blinding speed. Your access to this magical energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column in the Monk table. When you spend a ki point, it is unavailable until you complete a short rest or a long rest. The rest allows you to meditate and draw ki back into yourself. You start with one way to use your ki points: Flurry of Blows, which is detailed below. You gain additional ki options at higher levels. Whenever one of your ki abilities forces a creature to make a saving throw, the DC equals 8 + your Wisdom modifier + your proficiency bonus.
Flurry of Blows You can make unarmed strikes with supernatural speed, using your fists, kicks, and head-‐butts. You can use your attack action to make two unarmed attacks. If you haven’t used your whole move for the turn, you can move between the attacks. You can spend 1 ki point to make an additional unarmed attack as a part of the same action. You can decide to spend this point after seeing the result of the previous attack.
Supreme Flurry At 2nd level, on your turn, you can spend 1 ki points to give yourself advantage on all attacks you make during this turn.
Slow Fall Beginning at 2nd level, when you take damage from a fall, you can use your reaction to reduce the damage you take from the fall by an amount equal to your monk level. If you spend 1 ki point, you instead reduce the damage by 5 times your monk level.
Monastic Tradition -Way of the Open Hand --Deflect Missiles When you are hit by a ranged weapon attack, you can use your reaction to deflect or catch the missile with a free hand. Roll a d10, add your Dexterity modifier, and reduce the damage you take from that attack by the total. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand. You can spend 1 ki point to reduce the damage by a further d10.
Step of the Wind At 3rd level, your speed increases by 5 feet. You can spend 1 ki point to increase your speed by an additional 15 feet until the end of the turn. When you spend this point at 8th level and higher, you can also move along vertical surfaces and across liquids until the end of the turn.
Race Features Ability Score Adjustment: Strength and Constitution scores increase by 1. Size: Medium. Speed: 30 feet. Composite Plating: You gain a +1 bonus to Armor Class. Living Construct: Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-‐like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Languages: Common and one other.
Notes None Treasure None Background Guide : Trait – Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Guess I'll take.... whatever this is. (#8000FF)
@BH -- Please don't take offense if I accidentally use your character's color by accident. It's the same speaking color as Thirty-Four, you know, my other mage in my other play by post on this forum, lol.
I'd like to reserve Green for my spoken color. And I just realized that I've been using an out of date playtest packet (9/20). I"ll get the new one and mark up any differences in my character sheet.
You have come to the Mines of Madness in search of the Forever Stone, a powerful artifact rumored to have many great powers, first among them the power to grant eternal life. According to half-forgotten lore, the stone was hidden from the world long ago by evil wizards and greedy dwarves who coveted its power. They are said to have perished in an orgy of magic and bloodshed after turning on one another. You don’t expect all the rumors to be true, but one thing is certain: Over the years, many adventurers have tried to claim the Forever Stone, but none have succeeded.
To survive the Mines of Madness would be a feather in the cap of any adventurer, but to retrieve the Forever Stone would catapult you into the annals of awesomeness. And so here you are, on the brink of greatness, ready to descend into the depths in search of glory, infamy, and immortality. . . .
The adventure begins with the PC's already knowing each other. Your group has been together for a time, and you have already decided to embark on this quest together.
If the probability of success is low, but all those other adventurers before you died, that means you guys are sure to succeed! I mean, what are the odds that a-thousand-and-one groups of adventurers get killed? Certainly they used up all the bad rolls already.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Copying my character sheet into here for ease:
Sunshine's Character Sheet
Image
Outfit:
Sunshine had purchased enough fleece to line her cloak, cut it up into small pieces and sewn each piece with a couple light loops through each piece so she can grab it off quickly to cast spells such as Minor Illusion and Phantasmal Force.
{colsp=8}Lorna (Sunshine) Derrow Class|Mage|Level|3|Race|Human|Size|Medium Alignment|CG|Deity|-----|Experience|950 XP|To Next Level|2,250 XP (total) Gender|Female|Hair|Silver|Eyes|Light Gray|Age|22 Height|5'10"|Weight|133 lbs|Carrying|49.5 lbs|Currency|40 gp, 21 sp, 10 cp ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Speed|30 ft|Vision|normal|Hit Dice|3d6|Used|0 Initiative|+1|Max Hit Points|14|Current Hit Points|14|Temp Hit Points|0 ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Proficiency Bonus|+2|Armor Class|11|Flat-Footed|11|Touch AC|10 {colsp=4}
Arcana|History|Religion|Search|--------|--------|--------|-------- Proficiency Armor: None Weapons: Daggers, darts, slings, quarterstaffs, and light crossbows Tools: None Class Features Saving Throws: Intelligence, Wisdom Saving Throw DC: The DC to resist one of your spells equals 8 + your Intelligence modifier. Spellcasting Bonus: If you are holding a magic focus—a component pouch, orb, rod, staff, wand, or your spellbook—when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC. Arcane Recovery: Once per day during a short rest, you can regain some of your magical energy by studying your spellbook. You choose expended spell slots to recover. The spell slots can have a combined level that is less than or equal to half your mage level (round up), and none of the slots can be 6th level or higher. For example, when you are a 4th-‐level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-‐level spell slot or two 1st-‐level spell slots. Arcane Tradition: Illusion Improved Minor Illusion You learn the minor illusion cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice. When you cast minor illusion, you can use both the Ghost Sound and the Silent Image effects with a single casting of the spell. Race Features Ability Score Adjustment: Your ability scores each increase by 1. Size: Medium. Speed: 30 feet. Languages: You can speak, read, and write Common and one extra language of your choice. Feats and Other Features None
Equipment|Count|Weight|Special|Damage|Cost|Location Component Pouch|1|2 lb|Functions as magical foci|---|25 gp|On Robe Spellbook|1|3 lb|Functions as magical foci|---|75 gp|Backpack Dagger|10|1 lb each|Finesse, light, thrown (range 20/60)|1d4 piercing|2 gp each|Strapped on Body Quarterstaff|1|4 lbs|Versatile (1d8)|1d6 bludgeoning|2 sp|Held Robe|2|4 lbs each|---|---|1 gp each|Worn / Backpack Rations|10|1 lb|---|---|1 sp each|Backpack Backpack|1|2 lbs|Holds about 30 lbs|---|2 gp|Worn Sack|1|1/2 lb|Holds coins|---|1 cp|On Robe Bedroll|1|5 lbs|---|---|1 gp|On Backpack Waterskin|1|4 lbs|4 lbs when full|---|2 sp|On Backpack Ink|1|-- lbs|1 ounce bottle|---|10 gp|Backpack Ink Quill|1|-- lbs|---|---|2 cp|Backpack Silk Rope|1|5 lbs|50 ft long|---|10 gp|On Backpack Torch|10|1 lbs each|1 hour, 20 ft bright/40 ft dim|---|1 cp each|Backpack Clear Crystal|1|---|Read Magic Component|---|5 gp|In coin pouch Whetstone|1|1 lb|---|---|1 cp|Backpack Healer's Kit|1|1 lb|10 Uses - Stabilize a creature|---|5 gp|Backpack Mess Kit|1|1 lb|Cup, cutlery, pan, bowl|---|1 sp|Backpack Tinderbox|1|1 lb|Flint, firesteel, tinder|---|5 sp|Backpack Brass Braizer|1|xxx lbs|Used for familiar rituals|---|---|Backpack Component Pouch: A large chunk of phosphorescent moss, a vial of red, yellow and blue sand, ten small pieces of fleece, and several pieces of cured leather.
Spell Level|Spells per Day|Spells Used Level 1|Up to 4|0 Level 2|Up to 2|0
Light Evocation cantrip Casting Time: 1 action Range: Touch Duration: 1 hour You touch an object. Until the spell ends, the object emits bright light in a 20-‐foot radius and dim light for an additional 20 feet. The spell ends early if you dismiss it (no action required) or cast it again. The light can be colored as you like and can be covered by an opaque object. Material Components: A firefly or a piece of phosphorescent moss.
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 25 feet Duration: 1 minute You create a ghost sound or a silent image within range that lasts for the duration or until you dismiss it (no action required) or cast this spell again. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a Wisdom (Perception) check against your spell save DC. Ghost Sound: You create a sound that originates from a point of your choice within range. The sound’s volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Silent Image: You create the image of an object, a creature, or some other visible phenomenon at a spot within range. The illusion does not create sound or any other effect aside from its image. The image must fit within a 10-‐foot cube. Any physical interaction with the image reveals it to be an illusion, because objects pass through it. You can use your action to cause the image to move to any spot within 25 feet of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking as you move it. Material Components: A bit of fleece.
Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Duration: Up to 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. If you cast this spell multiple times, up to three of its non-‐instantaneous effects can be active at a time. • You create an instantaneous sensory effect that is harmless, 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 item no larger than a cubic foot. • You chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • You make a color, small mark, or symbol appear on an object or a surface for up to 1 hour. • You produce out of nothingness a small, nonmagical trinket or an illusory image that lasts until the end of your next turn. • You make a small handheld item invisible until the end of your next turn.
Read Magic Divination cantrip Casting Time: 1 action Range: 10 feet Duration: 10 minutes Choose an object within range. For the duration, you can decipher magical writing on that object that would otherwise be unintelligible, including a spell from someone else’s spellbook, a spell on a scroll, mystical runes on a magic item, or a magic glyph. Deciphering this writing neither activates its magic nor identifies any magical properties it might possess. Once a particular magical inscription is deciphered with this spell, the inscription continues to be intelligible to you after the spell’s duration. Material Components: A clear crystal or a mineral prism worth at least 5 gp, which is not consumed when you cast the spell.
Level 1 Spells
Color Spray 1st-‐level illusion Casting Time: 1 action Range: Self Duration: 1 round A dazzling array of flashing, colored light springs from your hand. Each creature in a 15-‐foot cone must make a Wisdom saving throw, provided the creature can see. For every creature that fails its saving throw, roll a d6 to determine the spell’s effect on that creature. (1–2) Until the end of the creature’s next turn, the creature’s speed is halved, and it has disadvantage on attack rolls and ability checks. (3–4) The only action the creature can take on its next turn is an attack against a randomly determined target within range. (5–6) Until the end of the creature’s next turn, the creature is frightened by you and must move as far away from you as possible before taking any action. Material Components: A pinch each of powder or sand that is colored red, yellow, and blue.
Detect Magic 1st-‐level divination (ritual) Casting Time: 1 action Range: Self Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 25 feet of you. If you sense magic, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Find Familiar 1st-‐level conjuration (ritual) Casting Time: 1 day Range: Self Duration: Permanent You gain the service of a familiar, a spirit that takes an animal form you choose. The familiar has the following statistics.
Familiar Tiny Celestial, Fey, or Fiend Armor Class 12 Hit Points 10 + 2 hp for each of your levels beyond 3rd Speed 20 ft. Str 2 (–4)| Dex 12 (+1)|Con 6 (–2) Int 2 (–4)|Wis 10 (+0)|Cha 2(–4)
TRAITS ----------------------------------------------------------- Familiar: When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. The familiar cannot reappear until you recall it by performing a minor ritual during a short rest.
TRAITS BY TYPE ----------------------------------------------------------- Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet. Cat: Gains a +5 bonus to Dexterity (Stealth) checks; subtracts 20 feet from any fall when determining falling damage against it. Hawk: Has a speed of 5 feet and a fly speed of 30 feet. Owl: Has darkvision with a range of 40 feet; has a speed of 5 feet and a fly speed of 25 feet. Rat: Gains a +5 bonus to all Strength checks to climb and a +5 bonus to Dexterity (Stealth) checks. Raven: Has a speed of 5 feet and a fly speed of 25 feet; can mimic simple sounds (such as a person whispering, a baby crying, or a small animal chittering). Snake: Gains a +5 bonus to Dexterity (Stealth) checks, and a +5 bonus when rolling its initiative. Toad: Can jump up to 10 feet. Weasel: Gains a +5 bonus to all Strength checks to climb and a +5 bonus to Dexterity (Stealth) checks.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot make attacks. While you are within 100 feet of your familiar, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Finally, while within 100 feet of your familiar, you can have it deliver a spell on your turn that requires touching a creature. The familiar touches the creature on your behalf, provided nothing is preventing it from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll. You can release the familiar at any time. Doing so ends the effect. You cannot have more than one familiar at a time. Material Components: A brass brazier, charcoal, and incense and herbs worth 100 gp. The brazier is not consumed when you cast the spell.
Mage Armor 1st-‐level abjuration Casting Time: 1 action Range: Touch Duration: 8 hours Touch a willing creature that is not wearing armor. Until the spell ends, a magical force surrounds the target’s body, shielding the creature from harm. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends early if the target dons armor or if you dismiss the spell as an action. Material Components: A piece of cured leather.
Shield 1st-‐level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Duration: 1 round An invisible barrier of magical force, like a physical shield, appears to protect you. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Thunderwave 1st-‐level evocation Casting Time: 1 action Range: 15 feet Duration: Instantaneous With a loud crack, 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 one, it takes half as much damage and is not 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 within 300 feet of you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8.
Level 2 Spells
Mirror Image 2nd-‐level illusion Casting Time: 1 action Range: Self Duration: 1 minute Two illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack or a harmful spell while a duplicate remains, that creature randomly determines whether it targets you or one of the duplicates. If you have two duplicates, the creature targets a duplicate if it rolls 1–4 on a d6. If you have one duplicate, the creature targets a duplicate if it rolls 1–3 on a d6. A duplicate’s AC equals 10 + your Dexterity modifier, and it uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals hit point damage, the duplicate disappears. A creature is unaffected by this spell if it can’t see or if it relies on senses other than sight, such as blindsight or tremorsense.
Phantasmal Force 2nd-‐level illusion Casting Time: 1 action Range: 50 feet Duration: Concentration, up to 10 minutes You reach into the mind of a creature within range that you can see, and craft an illusion that takes root in the creature’s thoughts. The target must make a Wisdom saving throw. On a failed save, you create an illusory object, creature, or other visible phenomenon of your choice that is visible only to the target for the duration. This spell has no effect upon undead or constructs. The illusion includes sound, temperature, and other stimuli, also evident only to the creature. The illusion can appear to occupy up to 500 cubic feet, or a cube about 8 feet on a side—about the size of a typical Large creature. A target affected by this spell can use its action to try to disbelieve the illusion. When it does so, it makes a Wisdom check against the spell’s saving throw DC. On a successful check, the spell ends. While a target is affected by the spell, it treats the phantasm as if it were real. It rationalizes any illogical outcomes from interacting with the illusion. For example, a target attempting to walk across a phantasmal bridge that spans a chasm will fall once it steps onto the bridge. If the creature survives the fall, it still believes that the bridge exists, and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, you can cause the phantasm to deal 1d6 damage to the target if it is in the phantasm’s area or within 5 feet of it. The damage is of a type appropriate to the illusion. A fire deals fire damage, a monster armed with a longsword deals slashing damage, and so on. Material Components: A bit of fleece.
{colsp=3}Languages Language----------|Typical Speakers----------|Script---------- Celestial|Celestials|Celestial Common|Humans|Common Dwarvish|Dwarves|Dwarven Elvish|Elves|Elvish Sylvan|Fey Creatures|Elvish Notes 10 Daggers are strapped around Sunshine's body. • 6 on the waist, 3 on each side. • 2 on the wrists, 1 on each side • 2 on the ankles, 1 on each side Treasure None Background Sage You have spent many years learning the lore of the world. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a true master in the fields you have studied. Trait – Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the universe can require an adventure or even a whole campaign. Proficiencies Skills: Arcana, History, Search Languages: Three additional languages
Backstory
Sunshine brushes the dirt off her robes and smooths them out for the performance. The bartender had been kind enough to allow her to perform inside, provided that should she earn enough copper, she would purchase a room and a meal from him in return for allowing her the stage typically reserved for gypsies spinning tales. While she had enough for a room anyways, she preferred to earn her keep, which meant making use of her talents. After leaving her last group of adventurers, times had been tough for a lone mage. Exposing her talents was always risky, but doing small demonstrations of illusions for entertainment is probably safe. Most fledgling mages, even the ones new to their towers, could spin illusions, though few could manage to master both sound and image simultaneously. Her talents were admitably a bit beyond them, but few others aside from fellow adventurers would probably recognize it. As far as she was concerned, it was just a way to make a few copper.
Taking five pages of paper out of her backpack, Sunshine spreads them out a couple of feet apart each on the floor in a semi-circle in front of her. Fluffing her robe out behind her so that she could have easy access to the fleece that she kept lined in it, she grabbed several small puffs of the fleece in her left hand and placed a single one in her right hand. Taking a deep breath and closing her eyes, she goes over the routine in her head in a slow, methodical fashion so that she could make sure that nothing went wrong with it. A night with a roof over her head and a warm meal in her stomach depended on it. After a final deep breath, she opens her eyes and scans the bar. A few mothers with children were there, they always came where she was performing for some early evening entertainment. Even though they always came, and often bought ales from the inn, they rarely tipped her more than a copper each, which was not nearly enough for a room for a single night. A few others were in the inn's bar, several locals, even more local drunks who would often try and but a room for her later so they could share it (and she never accepted), and a few new faces who seemed like they might be adventurers passing through the town looking for a night's rest themselves before moving away. Her heart ached for life on the road again and the comradery that accompanied it.
"Ladies and gentle men," Sunshine began, addressing the crowd. "Thank you all so much for coming out tonight. I hope you enjoy the show." Clearing her throat, she began and cast a Minor Illusion. A slow drum beat began to sound through the inn, and small waves of color began to emanate from the pieces of paper scattered on the floor. As the beat grows, she begins to sing with the music and wave her arms in a motion reminiscent of an orchestral conductor:
Spoiler
(OOC: If you've never listened to Aqua's Cartoon Heroes, now would be the time before reading the rest)
We are what we're supposed to be Illusions of your fantasy All dots and lines that speak and say (small figures of adventurers she used to travel with begin to rise out of the blank papers and rise to be about three and a half feet tall, using faces of past friends was easier than trying to manifest new ones) What we do is what you wish to do (the figures sing that line along with Sunshine, though stay where they had risen from the papers)
We are the color symphony We do the things you wanna see Page by page, to the extreme (more streams of colors emanate behind the figures, growing slightly brighter and brighter until their glow lights the stage with her)
Our friends are so unreasonable They do the unpredictable (the risen figures begin to dance around the stage in time with the music) All dots and lines that speak and say What we do is what you wish to do (the figures slow their motions to sing in a chorus with Sunshine once again, but they do stay fairly animated)
It's all an orchestra of strings Doin' unbelievable things (changing her motions for a conductor breifly to a puppeteer as she directs the figures around the stage) Page by page, to the extreme One by one, we're makin' it fun (resuming her conductor motions, she signals the figures to begin the chorus all together)
We are the Pictoglyph Heroes - oh-oh-oh We are the ones who're gonna last forever We came out of a crazy mind - oh-oh-oh (Sunshine puts her hands up to each side of her head and as she pulls them away streams of bright, flowing colors spill out and become wisps of brightly colored smoke as they reach the floor) And walked out on a piece of paper (the figures march around the stage while singing and end on each of their pieces of paper)
Here comes a spider-man, arachnophobian Welcome to the pic-town party (a smaller figure walks out of the pages, half-man and half spider, only to get scared at his own reflection in a mirror and dissappear) Here comes a super-man, from never-neverland Welcome to the pic-town party (a heroic looking figure comes out of another piece of paper and flies off and becomes a wisp of smoke as he nears the edge of the illusion's range)
We learned to run at speed of light (the figures speed around the stage, becoming little more than blurs before leaping in the air) And to fall down from any height (each figure in the air crashes down hard but remain standing once they hit) It's true, but just remember that What we do is what you just can't do (shaking off the fall, the figures sing in time with Sunshine once again)
And all the worlds of craziness A bunch of stars that's chasing us Page by page, to the extreme One by one, we're makin' it fun (stars zoom around the figures and chase them around)
We are the Pictoglyph Heroes - oh-oh-oh We are the ones who're gonna last forever We came out of a crazy mind - oh-oh-oh (Sunshine puts her hands up to each side of her head and as she pulls them away streams of bright, flowing colors spill out and become wisps of brightly colored smoke as they reach the floor) And walked out on a piece of paper (the figures march around the stage while singing and end on each of their pieces of paper)
Here comes a spider-man, arachnophobian Welcome to the pic-town party (a smaller figure walks out of the pages, half-man and half spider, only to get scared at his own reflection in a mirror and dissappear) Here comes a super-man, from never-neverland Welcome to the pic-town party (a heroic looking figure comes out of another piece of paper and flies off and becomes a wisp of smoke as he nears the edge of the illusion's range)
You think we're so mysterious (extra wisps of smoke attempt to obscure the figures and Sunshine) Don't take us all too serious (each of them make a silly face at the audience) Be original, and remember that What we do is what you just can't do (the figures turn and begin seem to address the crowd)
What we do is what you just can't do What we do is what you just can't do What we do is what you just can't do What we do is what you just can't do (the figures dance in time with each other, mirroring Sunshine's movements perfectly)
We are the Pictoglyph Heroes - oh-oh-oh We are the ones who're gonna last forever We came out of a crazy mind - oh-oh-oh (Sunshine puts her hands up to each side of her head and as she pulls them away streams of bright, flowing colors spill out and become wisps of brightly colored smoke as they reach the floor) And walked out on a piece of paper (the figures march around the stage while singing and end on each of their pieces of paper)
There's still more to come And everyone will be Welcomed at the Pic - Pic Town - Town Party (the figures dance enthusiastically as the song ends and large bursts of colors in the style of small fireworks erupt all around them for the finale)
Spoiler
(OOC: Shut up, that was fun for me)
Sunshine finishes the song and waves her hands across in front of her and releases the illusions, leaving only the pages of paper in front of her and takes a low and overly dramatic bow. With any luck, that would earn her a night's rest.
Bat Familiar Tiny Celestial Armor Class 12 Max Hit Points 14 Current Hit Points 14 Temporary Hit Points 0 Speed 5 ft. Fly 20 ft
Str 2 (–4)| Dex 12 (+1)|Con 6 (–2) Int 2 (–4)|Wis 10 (+0)|Cha 2(–4) Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet.
Give Rook a comb over when you have a few and let me know what I still have to do. I'll write up a backstory this weekend.
Weapons that you are proficient with get your proficiency bonus "To Hit" -- so your quarterstaff hits with a +5 bonus, your darts throw at a +3 bonus.
Your Athletics and Acrobatics skills have bonuses transposed. Acrobatics is usually DEX and Athletics is normally STR.
However! In DDN, Skills aren't actually associated with specific basic attributes. For instance, I can ask you to roll a Constitution (Survival) check, or I can ask you to roll a Wisdom (Survival) check, depending on what you're trying to do.
In DDN, all your "skill checks" are just basic ability rolls. Sometimes you add your proficiency bonus, sometimes you don't. If you're proficient with what you're trying to do, then your proficiency bonus applies.
Anyways, I'm going to get the IC post up tonight. I think we've got enough people to start. The others that were interested can catch up to the group. We'll say they simply lagged behind on the journey to the Mines.
SE: In regards to your question about background: This module doesn't provide any sort of larger setting for players to work within. So, I'll just make something up.
Background
Throughout the region each of your characters received a job proposition via mail delivered by a free knight. The job was to infiltrate the Mines of Madness and retrieve the Forever Stone. If you found it, you could keep it, and any other spoils leftover; your employer is simply trying to win a bet, and cares nothing for the loot within the halls. Perhaps your character decided that the opportunity would allow them to test their skills, or maybe improve your station in life, or maybe you had nothing better to do.
Strangely, each of your characters was told to meet one of the other characters at the Foggy Stone Tavern in the village of Djor'nob, near the mines. Sunshine was told to meet Rook, Rook was told to meet Deruvid, Deruvid was told to meet Silverghost, and so on.
After an elusive and confusing night at the Tavern you all finally pieced together that your group formed a circle, and hence, all of the party was quickly accounted for. That night you all slept cozily it the attached in.
The following morning, the barkeep of the Foggy Stone approached your group with a message, "Entemir Highglade is betting on you." The bartender provided your party with a sheet of parchment with a map from the tavern to the Mines.
Immediately thereafter, the barkeep, the bar, and the whole town itself vanished into thin air, leaving you all stranded within a deep forest, miles away from the foot of a great mountain chain. Forest behind you, and the Mines of Madness themselves in front of you, you began the journey from your location to the Mines.
That was one week ago today. On the fifth day of your travels, an additional member of your party, a Dwarven Cleric named Gothern, was killed during a Goblin ambush. However, the past two days have proceeded without significant event, and so you all find yourselves approaching the Mines.
And so, that is how things came to be.
I don't care whether or how any of the characters might have known each other before then, but as an entire group, you have been together for the one week.
I know the feeling at this point. Playing in your 4E, working on this DDN, and trying to get my Pathfinder up and running as well. Kinda screws with your mind a little bit.
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