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About This Game

Transferring over from the original Myth Weavers website.

Game System

D&D 5e

Detailed Description

Transferring over from the original Myth Weavers website.

 

Dragon of Icespire Peak game

Game Description

Just going to keep the same character creation rules from the other game, slightly modified.

Character Creation Rules
We are playing using the D&D 5E rules.

Characters start at whatever level the group is up to currently. Characters from the other game can come in at whatever level they were then.

Any class and race is acceptable, as long as you can show me the rules for them. I am open to 3rd Party stuff as well as Unearthed Arcana and Homebrew stuff but I have the final say on what is ok.

New characters start with the standard array (15, 14, 13, 12, 10, 😎 for characters stats and full HP. When leveling up take the average (ie half hit dice + 1).

Players can use feats if they want

Each character has their starting equipment from class and background and an extra 100gp to start.

 

  1. What's new in this game
  2. Round updated, everyone may act, in any order.
  3. When Lexandra opens the door the group encounters a group of 4 ghouls. Rina made a squeak of fright "Ghouls!" She exclaimed. She grabbed her staff and charged it with nature magic as she advanced to where Lexandra was then she bared her shield with her fist holy symbol, "by the demand of the angels, be gone from here." She shouted. Three of the dwarf ghouls immediately look alarmed, turning to run, opening a door further along and disappearing into it. The other ghoul stands staunch, then hisses and moves to Rina, attempting to claw her, but is ineffective. Yikes! Ylsa grimaced as the stench of the foul creatures hits her. "Thank you, Menelaus!" Lexandra says in a low voice. The magical light illuminates far more, but she keeps the lit handle in her left hand anyway, as her attention turns to the ghouls snarling at the door. Combat Lexandra has bardic inspiration. Ghouls 1, 3 and 4 are turned for 1 minute or until they take damage. Everyone may act, in any order. Initiative turn order. Anyone who gets 15 or higher may post actions for the first round. Using block initiative. The ghouls get 15 for their initiative. 15 Ghouls. Ghoul stats Medium undead, chaotic evil Armor Class 12 Hit Points 22 Speed 30 ft. Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 Actions Melee Weapon Attack:+2, Reach 5 ft., one creature Hit: 9 (2d6 + 2) piercing damage Melee Weapon Attack:+4, Reach 5 ft., one target Hit: 7 (2d4 + 2) slashing damage If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Map areas General Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise. Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles. Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside. Stench. A foul stench lingers in Axeholm A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut. A3. Eastern Bulwark This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up A4. Mustering Hall This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. A17. East Hall in Ruins An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.
  4. Oops I forgot to update yesterday. One moment...
  5. Chaz sent me a message, is dropping out, due to getting too busy. I am wishing you all the best, Chaz!
  6. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🤞
  7. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell "Thank you, Menelaus!" Lexandra says in a low voice. The magical light illuminates far more, but she keeps the lit handle in her left hand anyway, as her attention turns to the ghouls snarling at the door. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  8. Ah, that is intentional, original thought was to have people move around the big map, but tokens would be too tiny to be feasible. Partly play by post with a map heavy area is awkward, so I thought it would be easier to reference where people are going with room numbers and prevent the fog of war miscommunication from before. Only immediate monsters will be put up on the map, so there is still some discovery.
  9. Fog of war seems to have disappeared, so ... I can see the entire map. That, I suspect, isn't intentional?
  10. Ylsa "Flagonfist" - Duergar Rune Knight 5 AC: 16 | HP: 49/49 | Runes: Fire 1/1 Stone 1/1 | Giants Might: 2/2 | Init: +1 | Speed: 30 feet | PP: 13 | Darkvision: 120' Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 | Ylsa grimaced as the stench of the foul creatures hits her. Movement: None Action: none Bonus Action: none Reaction: none Key Features Languages: Common, Undercommon, Giant Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself. Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Fighting style Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Fire Rune This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Stone Rune This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Giant Might At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
  11. %5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0ALooking%20at%20Lexandra%20soak%20up%20the%20full%20brunt%20of%20the%20lightning%20pig%2C%20Menelaus%20rushes%20to%20aid%20-%20despite%20his%20better%20judgement.%20He%20sings%20off%20key%2C%20and%20plays%20discordant%20notes%20on%20his%20lyre%2C%20using%20the%20power%20of%20music%20to%20attack%20the%20very%20soul%20of%20the%20beast.%20%0A%0AThen%2C%20he%20adds%20a%20few%20words%20of%20encouragement%20to%20Lexandra%20-%20in%20far%20gentler%20tones.%20%0A%0A%5BCOLOR%3D%22Blue%22%5DKnight%20of%20Myth%20Drannor%20stand%20tall%20and%20true%20-%20all%20your%20troubles%20will%20soon%20be%20through.%5B%2Ffieldset%5D%0A%0AOn%20reflection%2C%20he%20decides%20that%20particular%20verse%20could%20be%20misunderstood%20-%20but%20then%2C%20it's%20true%20either%20way.%0A%0AAction%3A%20Cast%20Dissonant%20Whispers%0ABonus%20action%3A%20Bardic%20Inspiration%20on%20Lexandra%0AMovement%3A%20NW%20closer%20to%20the%20boar.%20%0A %5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0A%5BCOLOR%3D%22Blue%22%5DYikes!%5B%2FCOLOR%5D%0A%0AAction%3A%20%0ABonus%20action%3A%20%0AMovement%3A%20%5B%2Ffieldset%5D Menelaus AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal Yikes! Action: Bonus action: Movement:
  12. Human Life Cleric/Sorceress 5| AC: 18 (23) | HP: 32/32 | Spell Slots: 4/3/2 | Condition: Ghouls! Eeek! When Lexandra opens the door the group encounters a group of 4 ghouls. Rina made a squeak of fright "Ghouls!" She exclaimed. She grabbed her staff and charged it with nature magic as she advanced to where Lexandra was then she bared her shield with her fist holy symbol, "by the demand of the angels, be gone from here." She shouted Action: Channel Divinity: Turn Undead (DC15 Wis save vs all undead within 30 feet of Rina, if they fail the save, they are turned for 1 minute forcing them to run away from Rina or until damage is dealt to them. Bonus Action: Shillelagh on quarterstaff (turns staff magical and allows Wisdom stat to be used for attack and damage rolls) Reaction: Shield (+5 AC on a to hit of 18 to 22)
  13. Ah, forgot to answer, sorry. Only notable thing is probably the stench to the southeast. Roll initiative, anyone who gets 15 or higher may post actions.
  14. "Wait... listen..." Lexandra says in a hushed tone, slowly moving closer to the door to the west [in A4]. "Something is there," she warns the others as quietly as she can, preparing her sword within her right hand as she still holds the candle in her left. Menelaus looks back east, where the smell comes from, then shrugs. Maybe it's just a midden. Um .. allow me, Menelaus mutters, then summons magical light so Lexandra can free up her left hand. Then he chants a little rhyme: Lexandra was ready, her hands steady, ready to go, at the slightest whisper of a foe. He seems rather pleased with that one. The door opens, revealing four dwarf ghouls. Combat Everyone roll initiative. Lexandra gets bardic inspiration. Initiative turn order. Anyone who gets 15 or higher may post actions for the first round. Using block initiative. The ghouls get 15 for their initiative. 15 Ghouls. Ghoul stats Medium undead, chaotic evil Armor Class 12 Hit Points 22 Speed 30 ft. Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 Actions Melee Weapon Attack:+2, Reach 5 ft., one creature Hit: 9 (2d6 + 2) piercing damage Melee Weapon Attack:+4, Reach 5 ft., one target Hit: 7 (2d4 + 2) slashing damage If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Map areas General Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise. Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles. Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside. Stench. A foul stench lingers in Axeholm A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut. A3. Eastern Bulwark This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up A4. Mustering Hall This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. A17. East Hall in Ruins An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.
  15. %5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0ALooking%20at%20Lexandra%20soak%20up%20the%20full%20brunt%20of%20the%20lightning%20pig%2C%20Menelaus%20rushes%20to%20aid%20-%20despite%20his%20better%20judgement.%20He%20sings%20off%20key%2C%20and%20plays%20discordant%20notes%20on%20his%20lyre%2C%20using%20the%20power%20of%20music%20to%20attack%20the%20very%20soul%20of%20the%20beast.%20%0A%0AThen%2C%20he%20adds%20a%20few%20words%20of%20encouragement%20to%20Lexandra%20-%20in%20far%20gentler%20tones.%20%0A%0A%5BCOLOR%3D%22Blue%22%5DKnight%20of%20Myth%20Drannor%20stand%20tall%20and%20true%20-%20all%20your%20troubles%20will%20soon%20be%20through.%5B%2Ffieldset%5D%0A%0AOn%20reflection%2C%20he%20decides%20that%20particular%20verse%20could%20be%20misunderstood%20-%20but%20then%2C%20it's%20true%20either%20way.%0A%0AAction%3A%20Cast%20Dissonant%20Whispers%0ABonus%20action%3A%20Bardic%20Inspiration%20on%20Lexandra%0AMovement%3A%20NW%20closer%20to%20the%20boar.%20%0A %5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0AMenelaus%20looks%20back%20east%2C%20where%20the%20smell%20comes%20from%2C%20then%20shrugs.%20%5Bi%5DMaybe%20it's%20just%20a%20midden.%5B%2Fi%5D%0A%0A%5BCOLOR%3D%22Blue%22%5DUm%20..%20allow%20me%2C%5B%2FCOLOR%5D%20Menelaus%20mutters%2C%20then%20summons%20magical%20light%20so%20Lexandra%20can%20free%20up%20her%20left%20hand.%20%0A%0AThen%20he%20chants%20a%20little%20rhyme%3A%0A%5Bcolor%3Dblue%5DLexandra%20was%20ready%2C%20her%20hands%20steady%2C%20ready%20to%20go%2C%20at%20the%20slightest%20whisper%20of%20a%20foe.%5B%2Fcolor%5D%0A%0AHe%20seems%20rather%20pleased%20with%20that%20one.%0A%0AAction%3A%20Cast%20Light%0ABonus%20action%3A%20Bardic%20Inspiration%0AMovement%3A%20Stand%20behind%20someone%20beefier%20-%20and%20towards%20the%20gate.%5B%2Ffieldset%5D Menelaus AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal Menelaus looks back east, where the smell comes from, then shrugs. Maybe it's just a midden. Um .. allow me, Menelaus mutters, then summons magical light so Lexandra can free up her left hand. Then he chants a little rhyme: Lexandra was ready, her hands steady, ready to go, at the slightest whisper of a foe. He seems rather pleased with that one. Action: Cast Light Bonus action: Bardic Inspiration Movement: Stand behind someone beefier - and towards the gate.
  16. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell "Wait... listen..." Lexandra says in a hushed tone, slowly moving closer to the door to the west [in A4]. "Something is there," she warns the others as quietly as she can, preparing her sword within her right hand as she still holds the candle in her left. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  17. Ok - got it. Looking at the previous map, I thought the tunnels lead only north, not south too. Thanks =)
  18. Oh, blacked out areas are fog of war. North is up, east is right, south is down. You can go southeast off the map, will reveal more if you go that way. So down and right. Tokens on map are moveable. Thinking about it I probably should have revealed more, might have been clearer that way. Map areas General Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise. Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles. Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside. Stench. A foul stench lingers in Axeholm A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut. A3. Eastern Bulwark This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up A4. Mustering Hall This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. A17. East Hall in Ruins An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.
  19. When you say southeast ... do you mean more like northeast?! oO Or am I just not reading the map right? That could totally be the case.
  20. Menelaus looks around the room, trying to be tactical about things although really, it's more in line with his talents to be musical about things. So, do you guys think something is alive in here? It smells rather awful. I hear trolls smell bad, although that could be true of rather a lot of monsters. This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. "Nicely done, Menelaus and Ylsa... and yes, that smell is unpleasant indeed. We will have to see if there is a to get the air moving in here. In the meantime... kyshuf," Lexandra snaps her fingers for a bit of prestidigitation, and the gentle, clean scent of a mountain rainstorm overlays itself on the unpleasant odor all around, making it more tolerable, at least. She lights a candle, which she holds in her left hand, and moves forward. "We should probably search through this garbage-strewn room before heading upstairs," the elf suggests, starting her search at the western end where the debris is less dense. To the east of A4, in the A17 area, there is a small door. Opening it reveals that the room is empty. To the southeast is a tunnel where the scent of death is stronger. In the main hall of A4, to the west, it sounds as if there are creatures moving about to the west of the closed doors. With Menelaus and Ylsa opening the way, Rina entered into the stronghold and used a light spell on her shield to illuminate her surroundings. "Needs cleaning that's for sure." She commented then made a noise as used prestidigitation herself to make the air around herself smell better so that she didn't have to keep smelling whatever it was she was smelling. The prestidigitation spells help to clear some of the odor. Map areas General Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise. Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles. Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside. Stench. A foul stench lingers in Axeholm A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut. A3. Eastern Bulwark This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up A4. Mustering Hall This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. A17. East Hall in Ruins An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.
  21. Human Life Cleric/Sorceress 5| AC: 18 (23) | HP: 32/32 | Spell Slots: 4/3/2 | Condition: On a new mission With Menelaus and Ylsa opening the way, Rina entered into the stronghold and used a light spell on her shield to illuminate her surroundings. "Needs cleaning that's for sure." She commented then made a noise as used prestidigitation herself to make the air around herself smell better so that she didn't have to keep smelling whatever it was she was smelling.
  22. A question .... As I understand it, Menelaus Misty Step'd through to area A3, then walked down the corridor near the A17 marker, into A4 to open the door. So just out of curiosity, did he spot anything interesting or dangerous along the way?
  23. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell "Nicely done, Menelaus and Ylsa... and yes, that smell is unpleasant indeed. We will have to see if there is a to get the air moving in here. In the meantime... kyshuf," Lexandra snaps her fingers for a bit of prestidigitation, and the gentle, clean scent of a mountain rainstorm overlays itself on the unpleasant odor all around, making it more tolerable, at least. She lights a candle, which she holds in her left hand, and moves forward. "We should probably search through this garbage-strewn room before heading upstairs," the elf suggests, starting her search at the western end where the debris is less dense. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  24. %5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0ALooking%20at%20Lexandra%20soak%20up%20the%20full%20brunt%20of%20the%20lightning%20pig%2C%20Menelaus%20rushes%20to%20aid%20-%20despite%20his%20better%20judgement.%20He%20sings%20off%20key%2C%20and%20plays%20discordant%20notes%20on%20his%20lyre%2C%20using%20the%20power%20of%20music%20to%20attack%20the%20very%20soul%20of%20the%20beast.%20%0A%0AThen%2C%20he%20adds%20a%20few%20words%20of%20encouragement%20to%20Lexandra%20-%20in%20far%20gentler%20tones.%20%0A%0A%5BCOLOR%3D%22Blue%22%5DKnight%20of%20Myth%20Drannor%20stand%20tall%20and%20true%20-%20all%20your%20troubles%20will%20soon%20be%20through.%5B%2Ffieldset%5D%0A%0AOn%20reflection%2C%20he%20decides%20that%20particular%20verse%20could%20be%20misunderstood%20-%20but%20then%2C%20it's%20true%20either%20way.%0A%0AAction%3A%20Cast%20Dissonant%20Whispers%0ABonus%20action%3A%20Bardic%20Inspiration%20on%20Lexandra%0AMovement%3A%20NW%20closer%20to%20the%20boar.%20%0A %5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0AMenelaus%20looks%20around%20the%20room%2C%20trying%20to%20be%20tactical%20about%20things%20although%20really%2C%20it's%20more%20in%20line%20with%20his%20talents%20to%20be%20musical%20about%20things.%0A%0A%5BCOLOR%3D%22Blue%22%5DSo%2C%20do%20you%20guys%20think%20something%20is%20alive%20in%20here%3F%20It%20smells%20rather%20awful.%20I%20hear%20trolls%20smell%20bad%2C%20although%20that%20could%20be%20true%20of%20rather%20a%20lot%20of%20monsters.%20%20%5B%2FCOLOR%5D%0A%0AAction%3A%20Raise%20Search%20room%0ABonus%20action%3A%20%0AMovement%3A%20%5B%2Ffieldset%5D Menelaus AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal Menelaus looks around the room, trying to be tactical about things although really, it's more in line with his talents to be musical about things. So, do you guys think something is alive in here? It smells rather awful. I hear trolls smell bad, although that could be true of rather a lot of monsters. Action: Raise Search room Bonus action: Movement:
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