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The Adventurers™ (including XP)

Updated: 15/8/19 Current Members: Aubrey (Ross) Human Wizard  Lvl 5 ( 13,660xp ) Fendril (Marcus) Dragonborn Cleric  Lvl 6 ( 16,500xp )  Garon (Andrew) - ??? Warlock Lvl 6 (14,400xp ) Lucan the Awoken (Mark) Human Paladin Lvl 3 (1,980xp) Skonn (Alex) Human Barbarian  Lvl 6 ( 19,500xp ) Sorin (Chris) Human Ranger  Lvl 6 ( 22,000xp ) (Bold indicates changed from last session) Missing in Action Kilnaar (Jacob) Dragonborn Paladin Lvl 2 (550xp) Wolfgang (Mark) Human Cleric Lvl 3 (1,693xp) Smiley (Chris) Halfling Rogue Lvl 4 (4,378xp) Baphomet (James) Tiefling Rogue Lvl 4 (4,532xp) Arnogall (Andrew) - Human Ranger Lvl 5 (13,196xp) Deceased Balderich (Marcus) Human Fighter Lvl 4 Killed by an Air Elemental Myrmidon at the Air Portal at the centre of the Howling Caves while trying to save Sorin, Skonn and Jarlier.  His corpse was thrown into the Air Portal before it was closed.   Drowyn...

Flanking

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them gain +2 to their attack.  

Identifying Magical Items

Use the item.  Most effects will be apparent to the wielder and some to observers.  If how to activate the item is not immediately apparent the player can experiment. Arcana check. Anyone can try it out of combat.   DC17+ You recognise the item and know its properties and stats. DC14+ You know what the item does but not how. DC10+ You get a vague feeling loosely related to the items properties. Magical NPC can identify the item. Rules as written. focus on item during a short rest etc...

The Jarlier Drop

While riding a hippogriff this is how you can grab and drop an enemy. Must be next to the enemy. Vertically or horizontally.  Grapple check to grab the enemy. A Strength (Athletics) check (+3 for hippogriff) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. The target chooses the ability to use. (1 action)  Use any remaining movement to fly up. (max 60ft flight movement for Hippogriff)  The enemy can be dropped at any time.  Enemy takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.  If the enemy is still grappled, the hippogriff/player can fly higher. If the enemy is grappled on their turn, they can break the gapple by making a Strength (Athletics) or Dexterity (Acrobatics) check as contested by the Hippogriff's Strength (Athletics) check, +3.