GM Jiggy's Adventures in Avonali [5E] (Inactive)

Game Master Jiggy

Current location: Silverwood (lake island)
Time of day: Midday


Conditions:

Blinded
- Can't see, auto-fail checks requiring sight.
- Attacks have disadvantage, incoming attacks have advantage
Charmed
- Can't attack the charmer or target them with harmful effects.
- Charmer has advantage on all social interactions with you
Deafened
- Can't hear, auto-fail checks requiring hearing
Frightened
- Disadvantage on attacks/checks while source of fear is seen
- Can't willingly move closer to source of fear
Grappled
- Speed becomes 0, no bonuses to speed
- Condition ends if grappler is incapacitated or the two are forced apart
Incapacitated
- Can't take actions or reactions
Invisible
- Can't be seen, treated as heavily obscured
- Attacks have advantage, incoming attacks have disadvantage
Paralyzed
- Incapacitated and can't move/speak
- Auto-fail STR/DEX saves
- Incoming attacks have advantage
- Attacks that hit from within 5ft are auto-crits
Petrified
- Weight multiplied by 10, stop aging
- Incapacitated, can't move/speak, unaware of surroundings
- Incoming attacks have advantage
- Auto-fail STR/DEX saves
- Resistant to all damage
- Immune to poison/disease (any already present are paused)
Poisoned
- Disadvantage on attacks/checks
Prone
- Only movement is crawling unless you stand up
- Disadvantage on attacks
- Incoming attacks have advantage if adjacent, otherwise disadvantage
Restrained
- Speed becomes 0, no bonuses to speed
- Attacks have disadvantage, incoming attacks have advantage
- Disadvantage on DEX saves
Stunned
- Incapacitated, can't move, can speak only falteringly
- Auto-fail STR/DEX saves
- Incoming attacks have advantage
Unconscious
- Incapacitated, can't move/speak, unaware of surroundings
- Drop whatever you're holding, fall prone
- Auto-fail STR/DEX saves
- Incoming attacks have advantage
- Incoming attacks that hit from w/in 5ft auto-crit

Exhaustion Levels
1) Disadvantage on ability/skill checks
2) Speed halved
3) Disadvantage on attacks and saves
4) HP max is halved
5) Speed reduced to 0
6) Dead

Armor Reference:

Light
Leather: 11
Studded leather: 12
Medium
Hide: 12
Chain shirt: 13
*Scale mail: 14
Breastplate: 14
*Half plate: 15
Heavy
Ring mail: 14
Chain mail: 16
Splint: 17
Plate: 18

Initiative Block
[dice=Finlogan]1d20+3[/dice]
[dice=Gwenifer]1d20+1[/dice]
[dice=Teo]1d20+3[/dice]
[dice=Alessandra]1d20+0[/dice]
[dice=Enemy1]1d20+[/dice]
[dice=Enemy2]1d20+[/dice]
[dice=Enemy3]1d20+[/dice]

Random encounters: Grasslands:

d20: 17+ has encounter
1d8:
1 - Big cat
2 - Abandoned gear (5d10gp)
3 - 1d6+2 bandits
4 - 1d3 fen imps
5 - Old, makeshift shrine (put in 1gp for +1d4 Survival, steal for -1d4)
6 - Natural pit trap (Perc14, DEX14, 2d6)
7 - Starving traveler
8 - Young wyvern

Random encounters: Southern Marshes:

d20: 15+ has encounter
1d4:
1 - Tall reeds
2 - Muck (STR10 or an action to move, half speed)
3 - Thigh-deep water
4 - Broad, flat rock
1d12:
1 - 1d3+1 vipers
2 - Travelers' shrine
3 - 1d3 bog wraiths
4/5/6 - Dwarven shaman (skeptical/defensive, but knows about old blight)
7 - Mud elemental
8 - Moss-covered idol or statue (Invest13 to find treasure inside)
9 - Young wyvern
10 - 1d4+1 undead adventurers w/ gear
11 - Starving traveler in deep muck
12 - 1d3 fen imps