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Adventurer's League Game
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! Part of 2 of 2.
A Four-Hour Adventure for 11th – 16th level Characters
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HP: 73/73 HD: 12d8/12d8 AC: 15 Speed: 30ft Proficiency: +4 Saving Throws: Str -1, Dex +7, Con +1, Int +4, Wis +2, Cha +9 Theren looks around at the various plates and the dwarves above them, a frown on his face as he reads them all silently. "Maybe. The one with the dagger and the flagon could be a gladiator or prize fighter, which would also explain the coins. I would have put the explorer guy here as something other than 'temptation of power', probably the fancy gauntlet as 'power' and the explorer as 'war and defense'. The bald one could be a clerical type, and thus get 'protect my people', or he could be a storyteller and thus get 'entertain my people'." He offered, waving or pointing towards the statues and plaques as he referenced towards them. As he finished, he reached down to pick up one of the plaques, seeing if it is suppose to come loose or not. Actions/OOC Statblock Spell Slots Spells Known
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Eireann III High Elf Swashbuckler 12 HP: 91/91 HD: 12d8/12d8 AC: 17 Speed: 30ft Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +4 Skills: Athletics +8, Acrobatics +9, Deception +8, History +8, Intimidate +8, Nature +8, Persuasion +12, Perception +7, Sleight of Hand +9, Stealth +13 Attacks and Features Magic Eireann takes a moment, placing a finger to his chin as he thinks. "The descriptions seem off, no? The necessary protection sounds like the dwarf with the blade, no? But that flagon is putting me off. How are we to move statues? Can the items they hold be moved as before? Maybe we can move the plates?" He investigated the statue before him, seeing if it can be moved, or modified in some way.
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Durlag's Tower: First sublevel Illumination: Interior - Dark; Weather: none Lajal's light pushes back the gloom as Theren moves to another statue. He finds that it also bears a plate at its base. The plate on the northwest statue reads: "I am that which is necessary. I protect my people." Checking out the two eastern statues you find that the northeast statue's plate reads: "I am pure glory. I entertain my people." And finally the southeast statue's reads: "I am the temptation of power. I am to be respected but not touched." You see that the Dethek runes continue along the floor to form a circle around all of the statues, and in fact the platform you've arrived on as well. What next?
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omegoku is right; you won't lose any hp since "dwarf" gets it now, stone cunning is way better now, and darkvision went to 120 ft.
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Yup, just one type of dwarf in the new rules. Now all dwarves get Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level. So you shouldn't lose any HP? I miss the Mountain dwarves getting +2 Str and +2 Con.
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I have just started making a 2024 version of my Character on Dnd Beyond as a seperate thing to see what is different.. I may ask a 100 questions here.. i am using a friends copy of the 2024 phb. Have they abolished Hill Dwarves and Mountain Dwarves,in exchange for just Dwarves..?? as if they have, i will lose a fair chunk of Hit Points on that alone.
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No, in fact it's one of the updated subclasses in the new 2024 PHB. The free rules that I linked only show one subclass per class. That subclass, and fighters in general, got some good bumps. If you don't have the new 2024 PHB then skip the updates for now.
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Have they abolished the Eldritch Knight?
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I've only had time to barely glance at stuff, life's been a little hectic the last two-ish weeks. What I did read left more rather more confused than anything else, it seems they've flipped just about everything for initial character creation.
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Here is the Basic rules (free): https://www.dndbeyond.com/sources/dnd/free-rules/ If you do not have access to the new rules for your subclass, you can leave as-is for 60 days. Technically, no one needs to change for 60 days. I was just giving those who wanted the option to change the ability since we just jumped into this. I'll resume Monday regardless of the state of the PCs. I'll be using the new Rules Glossary now, however.
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Oh I hate changes.. Where are these rules posted? Have to see if Bloodaxe is effected much..
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Yea, I'll need to sit down at some point to actually look at the 2024 rules. Shouldn't be too much of change for me though.
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ah missed that about the free feat, for non-feat background. might have to rebuild the character then totally, it's a very different vibe now, more blaster than a summoner.
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Yup, I think I just assigned him the two weapons he always uses. Rapier (with Vex) and Shortbow (with Vex)
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I think that will be the most common result. Don't forget about weapon mastery.
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Eireann didn't change much. Lost 3 HP (not sure how), lost some skills (Free AL feat which I think no longer applies), but gained spells from being an Elf, Gained 10 ft movement from Speedy feat, some languages Cunning strike to poison (unlikely), trip (maybe) or withdraw (never) his foes. Overall, he is ever so slightly better than before.
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yeah, they are all Aura-type affairs, weird, no more meat shields, etc. Will have to have a think about how Lajal will play now, he was sitting at the back and controlling/attacking through critters.
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Yeah you can use the subclass. It's the spell changes. No more individual summoned monsters with hit points.
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WOW, Just updated and boy does that hurt the character. I've updated the spells, feats etc, but the Circle of the Shepard will need a major overhaul. I've also heard that they are removing all legacy equipment from character soon, (yet to have this confirmed, but people might need to check) Seriously not impressed with WOTC for this.
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Yeah, @TricksterArcane told me that in the new updates that if the subclass doesn't exist in the new rules I can still use the old one, but all instances of spells/feats etc should be updated, is that the case?
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FYI - in light of the AL PHB 2024 announcement (https://www.dndbeyond.com/posts/1819-d-d-adventurers-league-update-for-the-2024-core) I'll give you a moment to update your Class/Subclass to the PHB 2024 stuff if you'd like. If not, no big deal to me. However, I will be using the PHB 2024 rules and spells. If you have any concerns please let me know. @8w_gremlin PHB 2024 pretty much killed the Shepard druid. I'm fine with playing out this module with Lajal as-is if you do not want to switch yet. But this would likely be his last module using the old summons/conjure spells.
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Eireann III, High Elf Swashbuckler
omegoku replied to omegoku's topic in Durlag's Tomb's Character Posts
Eireann III High Elf Swashbuckler 12 HP: 87/87 HD: 12d8/12d8 AC: 17 Speed: 40ft Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +4 Skills: Athletics +8, Acrobatics +9, History +8, Persuasion +12, Perception +7, Sleight of Hand +9, Stealth +13 Attacks and Features o Rapier (Gift of Fire) Piercing, Vex, Finesse +10 1d8+5 d6 Fire o Dagger Piercing, Finesse, Nick, Thrown(20/60) +9 1d4+5 o Shortbow Piercing, Vex, Two-handed (80/320) Ammo +9 1d6+7 DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. High Elf LineageYou gain the spells outlined in the Elven Lineages table, and whenever you finish a Long Rest, you can replace the cantrip at level 1 with a different cantrip from the Wizard spell list. LanguagesCommon Draconic Dwarven Elvish Goblin Thieve's Cant ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception) Sneak Attack (6d6)Once per turn you can deal an extra 6d6 damage to one creature you with with an attack if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type. You don’t need Advantage on the attack if at least one of your allies is within 5 ft. of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. Cunning StrikeWhen you deal Sneak Attack damage you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. Sneak Attack: Poison (Cost: 1d6) You add a toxin to your strike, forcing the target to make a DC 17 Con. saving throw. On a failed save, the target has the Poisoned condition for 1 minute, and at the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. You must have a Poisoner’s Kit on your person to use this effect. Sneak Attack: Trip (Cost: 1d6) If the target is Large or smaller, it must succeed on a DC 17 Dex. saving throw or have the Prone condition. Sneak Attack: Withdraw (Cost: 1d6) Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. Improved Cunning StrikeYou can use up to two Cunning Strike effects when you deal Sneak Attack damage. Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[ Uncanny DodgeWhen an attacker you can see hits you with an attack, you can take a Reaction to halve the attack’s damage against you (round down). EvasionWhen you’re subjected to an effect that allows you to make a Dex. saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition. PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Steady AimAs a Bonus Action, you give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn. Reliable TalentWhenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10. Feat : SpeedySpeed Increase. Your Speed increases by 10 ft. Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Agile Movement. Opportunity Attacks have Disadvantage against you. Magic Cantrip Known Booming BladeEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Once per Day Detect Magic, Misty Step Equipment Consumable (10) Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action *2 Potion of Greater Healingregain 4d4 + 4 hit points Potion of Superior Healingregain 8d4 + 8 hit points Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score, Potion of Speed Common (5) Uncommon+ (6) Bracers of ArcheryWondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Headband of Intellect Requires Attunement Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it Cloak of DisplacementWondrous Item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die." Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6 Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7 Staff of Thunder and Lightning Eireann spoke "Oh, don't mind me. I am just a goblin pin cushion!" 2024 rebuild -
HP: 73/73 HD: 12d8/12d8 AC: 15 Speed: 30ft Proficiency: +4 Saving Throws: Str -1, Dex +7, Con +1, Int +4, Wis +2, Cha +9 Theren tilts his head in curiosity as he looked around at the dwarven script. "Well, with ink and story the dead may speak still. Or chisel and stone as it were." He said, stepping up to the south western statue and studying it for a plaque of its own and the script around it, muttering in rather good dwarvish, even if his accent lacks the stereotypical bass of a dwarf proper. Actions/OOC Standard: Move Action: Concentration: Conditions: Statblock Str 8 (-1) Dex 16 (3) Con 12 (1) Int 19 (4)Base: 10 (0) Wis 14 (2) Cha 20 (5) Proficiency Bonus: +4 Jack of all Trades Bonus: +2 INIT: +5 AC: 15 HD: 12/12d8 HP: 73/73; TEMP: 0 Speed: 30 ft Passive Perception: 20 Darkvision (60ft) By Popular Demand Fey Ancestry Bardic Inspiration d10 5/5 Jack of All Trades Song of Rest: d10 Cutting Words Expertise Countercharm Magical Secrets Lucky: 3/3 DM Inspiration: 1/only Hartkiller's Lucky: 3/only Rapier Piercing, Finesse +7 1d8+3 Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3 Wand of Web: 7/7 charges; DC15 Seer's Scroll of Teleportation: 1/1 Spell Slots LVL 1: 4/4 LVL 2: 3/3 LVL 3: 3/3 LVL 4: 3/3 LVL 5: 2/2 LVL 6: 1/1 LVL 7: 0/0 LVL 8: 0/0 LVL 9: 0/0 Spells Known Spell DC: 18; Spell Atk: +10 LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word LVL 2: Heat Metal, Invisibility, Lesser Restoration LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues LVL 4: Dimension Door LVL 5: Circle of Power, Synaptic Static LVL 6: Mass Suggestion
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You had one Job Poor! sheesh.. lol.. It's easily done i guess, I made the same mistake , i just thought was being quiet,until i brought it up to him on Discord..
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LN, Male Tortle Druid 12th AC 20 disadvantage | HP 99/99| THP 0 | Init +0 | Speed 30' | Perception 23 Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 1/1 | Lajal, the Tortle Druid, carries the weight of recent battles heavily on his shell. As the group moves through Durlag's Tower, he shuffles behind, his steps ponderous, mirroring his thoughts. The scars from his encounter with the Glabrezu demon, though healed on the surface, still throb dully—a reminder of the vulnerability that lies beneath his tough exterior. As he enters the room dominated by four imposing statues and the malodorous chaise lounge, Lajal's senses, usually dulled by exhaustion, twitch at the peculiar mix of smells. The scent, oddly familiar and unsettling, stirs a latent caution in him. Despite his fatigue, his instincts as a druid prompt him to remain alert, his eyes scanning the shadows and corners for any sign of unnatural presence. Lajal's thoughts drift to the tales of Durlag "Trollkiller" and the legendary defences laid throughout this tower. A part of him— the part still kindled with the fire of curiosity and wonder for ancient magics and architecture—whispers a silent respect for the dwarven hero. But this sentiment battles with his weariness, urging him to remain detached, to follow merely in the footsteps of his companions. Silently, Lajal considers the gravity of their mission, as outlined by SEER. His mind grapples with the consequences of the artefacts falling into the wrong hands, particularly someone as formidable as Baron Rajiram. This thought reignites a flicker of his resolve; not just a defender of nature, but a protector of history and heritage as well. As the group discusses the possibility of activating the elevator to descend further, Lajal's voice, raspy yet firm, breaks his recent silence. "We tread on sacred ground," he says, more to himself than to the others. "Let us not forget, the legacy of Durlag Trollkiller deserves our reverence as much as our vigilance." Feeling a rekindled duty, Lajal positions himself more centrally among the group, ready to face whatever the depths of the tower may unveil, his earlier fatigue momentarily overshadowed by a renewed sense of purpose. His slow recovery seems to blend into a cautious readiness as if the tower's damp, heavy air revitalizes him with a grim determination to see this quest through. He calls his mind forth on a witch stone he has as a bangle, ensorceling it with magic, to create light. OOC, Mechanics Cast Light on stone, so I can close my hand around it and shut out the light, or put it in my pouch etc.