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About This Game

Imagine a world where Tiamat was summoned successfully. Where the Princes of Elemental Evil tread unfettered. Where Demogorgon prowls the Underdark with the Wand of Orcus, leaving an army of undead in his wake. Where the storm giants have been cast to the bottom of the Ordning. Where Baldur's Gate has been banished to the Nine Hells. . . .

Game System

D&D 5e

Detailed Description

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The Rise & Fall of Vecna - A D&D 5e Saga (levels 3-20)

 

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Welcome to a dark chapter in the history of the Forgotten Realms. A chapter in which you are destined to play a starring role. Through your actions, the Realms will find salvation. Or doom.

The Doomed Forgotten Realms imagines a world where all the various catastrophes threatened in a Wizards of the Coast hardcover adventure have come to pass. It is an acknowledgment that for every successfully completed campaign, likely a dozen more have fizzled out or failed. This adventure serves as a tribute to these failed campaigns. As described in Rise of Tiamat, “Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme... Such dark times need not mean the end of your campaign, however... The new goal is to bring peace to the world once more.”

In the Doomed Forgotten Realms, the never-ending parade of apocalypses that have wracked the Sword Coast are not an improbable coincidence. They have, instead, been purposefully masterminded or exploited by the archlich Vecna so that he might conquer the Forgotten Realms. For those not familiar with Vecna, he is an iconic villain that has haunted Dungeons & Dragons since its earliest days. His relevant background has been briefly summarized, but for those interested in a deeper exploration of Vecna’s history, it can be easily found online.

 

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Faerûn has changed dramatically in the years since Vecna’s conquest. Tiamat holds court over the dragons of the Realms from atop her Soaring Citadel. Zariel wages war over the cratered ruin that was once Baldur’s Gate. The drow elf Jarlaxle, one of the last hopes for a dying realm, rules over the sailing city of Qu’madosfan Delmah. And the Frostmaiden Auril’s arctic grasp expands ever outwards.

Imagine a world where good has lost and evil prevailed.

Will you rise to the challenge? Or, will you too, fall before the might of Vecna?

For those brave enough to play Rise & Fall of Vecna in its entirety they can expect to:

  • Exterminate a gang of mephits amidst the streets of Mirabar!
  • Take a nightmarish trek through an underground highway haunted by the fiendish Dem'ghot'nec, He Who Wears the Flesh of the Dead!
  • Make a cross-continental journey along the Sword Coast, witnessing firsthand the ravages of a world without heroes!
  • Race through the streets of Helm's Hold in an infernal vehicle, before facing off against the dread purple worm, Gigantus!
  • Assault a tribe of slime-worshipping bullywugs laired within Thornhold, before braving the keep's trap-riddled catacombs in hopes of making an unlikely ally!
  • Infiltrate Grudd Haug, the mountain giant capital, to steal a magical conchshell from the monstrous Chief Guh!
  • Battle the infamous Krakolich amidst the ruins of the Maelstrom, with the fate of the Realms hanging in the balance!
  • Embark upon an impossible mission to break into the impregnable Hosttower of the Arcane!
  • Traverse the dread domains of Ravenloft in search of Vecna’s darkest secrets!
  • Descend into an undersea chasm within the Scarlet Marpenoth to battle Urthuyn, an ancient kraken!
  • Hijack the adamantine titan known as the Vonindod!
  • Ally with the Mad Mage of Undermountain!
  • Rescue the missing Bruenor Battlehammer from the Elemental Plane of Earth!
  • Smuggle themselves into Skullport, sneak into Waterdeep, and battle the archlich Vecna before his impending apotheosis and the consequent destruction of the Realms!

 

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What rulebooks should I use?
You can use non-optional rules found in the Player’s Handbook, the Basic Rules, and all the books listed below. If a rule has been reprinted in a newer resource, you must always use the latest printing.

• Fizban’s Treasury of Dragons (FTD)
• Mordenkainen Presents: Monsters of the Multiverse (MPMM)
• Sword Coast Adventurer's Guide (SCAG)
• Xanathar’s Guide to Everything (XGE)

Additionally, the following variant or optional rules are available:

• Chapter 6: Customization Options (PH)
• Variant Human Traits (PHB)

(Absolutely no flying races will be allowed)

Startin Level: 3rd

Alignment Requirement: No Evil

Starting Equipment: You will start with the basic equipment given to you by your class and background plus one moon-touched weapon of your choice and two healing potions. Moon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. Casters can opt to start with two 1st level spell scrolls in the place of a moon touched weapon if they so choose.

Ability Scores: Ability scores can be generated using the 27 point buy as featured in the PHB.

Hit Points: Maximum at 1st level, average each additional level.

Backgrounds: Any from the source books listed above or any from the material in the Character Creation tab. Customizing backgrounds is allowed but must be approved by the DM, same with any player built custom backgrounds.

Backstories: I don't want to spoil anything for you here, but you should make your backstories as if none of the bad events from any of the 5e hardcovers has happened yet. The last thing you should remember is attending Vance's Academy of Adventure (a grand and prestigious finishing school for young adventurers), and graduating in the year 1451 DR, just prior to the Mt. Hotenow eruption. So everything was still all good at the time.

Character Submissions: You will also need to start a thread in the Applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.

 

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Application Deadline: July 1st, 2023 midnight (US Central Standard Time)

Post Requirements: Minimum posting rate of two to three times per week.

Party Size: Looking for 4-6 players.

Other Requirements:
- I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.

- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live.

- I'm a story teller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together.

- Unless I tell you otherwise...assume you can play with the scenery to help craft the story.

Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!

 

  1. What's new in this game
  2. Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 14/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Copper looked back up the ladder to the dangerously pointy icicles hanging above them. "Maybe we should stand somewhere else," she offered, jerking her thumb up to the icicles while cautiously stepping away. "I'm gonna check out those doors," she announced. She covered half the distance to the nearer set of iron doors, where she proceeded to summon her invisible hand. With the hand summoned, she reached into her bag and withdrew her thieve's tools. Mechanics Main Hand: knife Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- draw theives tools from bag Action: -- cast Mage Hand cantrip Move: -- 10 feet directly east on map. Statblock Female Human (Varient) Rogue (Arcane Trickster) 3 Languages Common, Sylvan, Thieves' Cant Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. StrSave -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 12 ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors: Light Bonus +2 Saving Throws Dex, Int Speed 30 (60 w/Cunning Action Dash) Actions Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60) Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed Bonus Actions Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light 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. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: >You can stow one object the hand is holding in a container worn or carried by another creature. >You can retrieve an object in a container worn or carried by another creature. >You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.) Reactions Opportunity Attack (with additional Sneak Attack) Spell Save DC: 11 | Spell Attack Mod: +3 Cantrips Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Mage HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. | MessageTransmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its 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. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S 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: >You create an instantaneous, harmless sensory effect, 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 object no larger than 1 cubic foot. >You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. >You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. >You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Spells Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Find FamiliarCasting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion. 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 can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, 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. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  3. CHAPTER ONE - MIRABAR Mara and Cassandra made their way down the ladder into the frozen chamber below, neither could see in the dark so as soon as they arrived their moon-touched weapons were held high which gave an eerie presence to the entire chamber, especially the large, frozen iron doors to the east as the light reflected off of them. A moment later Andraste and her flaming hair came down the ladder to spill a little better colored light into the chamber. Temple of the Frost Maiden The ladder descends 30 feet before ending in a large, frozen chamber. The walls, floor and ceiling are all made of ice. They have been gouged in hundreds of places by what looks to have been shovels or ice picks. A glowing six-pointed snowflake has been emblazoned along the entirety of the room’s northern wall. Two iron doors lead out of the room. The chamber was intensely cold, much worse than even the outside air in Mirabar. The ice on the ceiling shimmers and droplets of water drip from it, turning into long, spindly icicles before reaching the floor. Mara notices the faint outline of illegible words within the ceiling’s ever-melting ice With everything seeming clear below, Copper made her way down as well. Scene Notes Any character who stands within 10 feet of the forge takes 3 (1d6) fire damage per round. Map Map is active, please use directions (N,N,NW,W) when moving. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 9:59 am ★The 2nd Day of the Campaign★ Show Active Maps TEMPLE OF THE FROST MAIDEN HOUSE OF THE BRIGHT BLADE Sh ow Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Dire Wolf Has 26 of 37 hit points remaining. CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Drift Is in Dire Wolf Form (43 minutes remaining) Mara Is concentrating on Pass Without Trace (43 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *S/L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 HACHILAH Hit Points: 34/35 (danger sense, resist: fire) Hit Dice: 3/3 Rage: 2/2 *L Reach the Blaze: 1/1 *L DM Inspiration: 1/1 Experience Points: 900 / 2,700 MARA Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700
  4. Andraste (Half-Elf Sorcerer) AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None Spells: 1st: ▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath2nd Leve l Transmutation Casting Time: 1 bonus action Range/Area: Touch/15ft. Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. (Acid) up to 1 minute Andraste was quite pleased as Punch to have a refrigerated chamber to explore. After that last bit of trouble with the fire and smoke mephits, she was eager to hit something she could actually hurt, for once. She struck a heroic looking pose, let the magic of her prestidigitation set all her hair on fire. Such a supernatural expression came as naturally to her as smiling to anyone else. " 'Annoying ice ele-mentals' are my speci-alty, little lady," she said to Copper in a terribly twangy sounding drawl. Life was what you make it, so make it exciting. That had been her personal philosophy most of her life, and it was obvious that she was having fun despite all the danger. Down below--and indeed, she had already gone down below, for she and Copper shared a similar sensibility about being in places they weren't supposed to be--Andraste looked around, studying the snowflake image. She may have been loathe to admit it, but the priests had given her a good education. Mechanics She has darkvision as a half-elf. The prestidigitation is just a momentary bit of silliness, not something she's maintaining. She's also trained in religion and history, which I'm betting are relevant to assessing what's going on in this lower chamber. Main Hand: - Off Hand: - Action: - Bonus Action: - Move: - Manipulate: - ▣☐
  5. I'm behind on my games--catching up tonight! EDIT: Hoooot damn, I am having the worst luck with dice in this game. 😂
  6. I say leave the lockpicking thing as it is IC, and then have Copper bring it up when and where it makes sense :)
  7. I figured I'd continue the private conversation over here. It probably didn't belong in the OOC thread. So, like you, I'm trying to shift my play style to "play to see what happens" instead of discussing things in the OOC first. But given that you'd forgotten about Copper's ranged thieves skills, would you prefer we hand wave the lock picking incident? Or would you be OK with me (eventually) bringing it up in a IC Campfire Chat side thread?
  8. Yes, that was my intent - I can let Cassandra go first or I can edit my post
  9. Drift (Tabaxi Druid) AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4 2nd: 2/2 Wild Shape: 1/2 Agility: 1/1 Death Saves: 0S/0F Conditions: Drift moves from too cold to too hot in just a few steps. He backs up and lets Hachilah do whatever she needs to do to the forge. Mechanics Dire Wolf: AC14, HP 26/37 Main Hand: Empty Off Hand: Empty Move: Move 20' south Action: none Bonus Action: none Manipulate: none Wildshape forms Brown Bear Brown Bear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR19 (+4) DEX10 (+0) CON16 (+3) INT2 (-4) WIS13 (+1) CHA7 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Dire Wolf Dire Wolf Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR17 (+3) DEX15 (+2) CON15 (+2) INT3 (-4) WIS12 (+1) CHA7 (-2) Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Giant Spider Giant Spider Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR14 (+2) DEX16 (+3) CON12 (+1) INT2 (-4) WIS11 (+0) CHA4 (-3) Skills Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Deinonchyos Deinonychus Medium Beast (Dinosaur), Unaligned Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8 ) Speed 40 ft. STR15 (+2) DEX15 (+2) CON14 (+2) INT4 (-3) WIS12 (+1) CHA6 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action. Actions Multiattack. The deinonychus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Notes Forgehammer – Our home in Mirabar Temple of TruthThe Temple of Truth. This temple was once a grungy, dust-covered warehouse that stored manure. Now, it has been converted into a temple to the Whispered One. This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna." The Goblet and Gems The Goblet and Gems, before Vecna, this festhall was, according to Volo’s Guide to the North, 'the only exciting and impressive-looking tavern in Mirabar.' Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally festive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because of its ample supply of cheap alcohol and live entertainment, as well as the fact that it is avoided by goblin patrols. It has a stage for live music, a gambling hall in its basement, and plenty of side booths and back rooms for private meetings. Hall of Sparkling StonesHall of Sparkling Stones was once the seat of the Mirabarran government. Now, it served as the barracks for the goblin clan Kreeth who had been given rule over the city. The Hall was once an architectural marvel of the world, with stained glass windows, black marble tables, and inlaid traceries of gold, silver, and platinum. Now, it was the world’s prettiest dung heap. Copper dared to stop the group briefly to have a drink from their waterskins and chat for a moment like everything were normal. Taking note of the fact that the structure had no ground floor windows but did have them on the 2nd floor and upwards, the group also noted a side entrance to the cellar that had a portcullis that blocked entry and a rather large ogre that kept watch in front of it. Racine - our handler Clockwork King - can shut down Mephits
  10. Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 14/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Copper snorted approvingly at Mara's gray-hair trick. She was glad to see the woman engaging in playful behavior. She watched, somewhat surprised, as the martial artist took the lead, disappearing down the ladder into darkness. Was this becoming a pattern? She met Cassandra's offer with a smile and a nod. "One at a time on the ladder." she instructed. Copper saw herself as the safety officer of the group--always mindful of potential traps or other environmental dangers. In short, she saw it as her job to boss the others regarding safety issues. In a less bossy tone, she suggested, "Cass, maybe position yourself at the bottom of the ladder until we're all down there--to secure it while Mara investigates. We don't want things coming up the ladder to get us before we're all together." It was something she remembered from her basic training at the Academy--always secure both ends of a bridge or other crossing before sending people across. She was pleased to have remembered it. Only then did it occur to her that Cass, as a soldier, had probably been taught such a precaution long before the Academy. "Is that right?" she added lamely, not wanting to sound like the expert. The copper-haired rogue was leaning just a little over the trap door opening, the burnt side of her face exposed to the arctic cold rising up from below. The cold numbed and eased her painfully burned face and neck. It made her look more than a bit silly, her short hair rustling on her head like autumn leaves on a tree. The cooling relief made it easier for her to concentrate on her magic as she brought her knife's blade close to her lips and spoke a few arcane words. Down the hall in the forge room, Drift-the-wolf heard her secrete message. "Mara's gone down the trap door to investigate. The rest of us are getting ready to join her. It's a wolf-unfriendly 30 foot ladder down to the sublevel." Mechanics Main Hand: knife Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- cast Message cantrip Statblock Female Human (Varient) Rogue (Arcane Trickster) 3 Languages Common, Sylvan, Thieves' Cant Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. StrSave -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 12 ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors: Light Bonus +2 Saving Throws Dex, Int Speed 30 (60 w/Cunning Action Dash) Actions Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60) Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed Bonus Actions Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light 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. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: >You can stow one object the hand is holding in a container worn or carried by another creature. >You can retrieve an object in a container worn or carried by another creature. >You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.) Reactions Opportunity Attack (with additional Sneak Attack) Spell Save DC: 11 | Spell Attack Mod: +3 Cantrips Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Mage HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. | MessageTransmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its 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. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S 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: >You create an instantaneous, harmless sensory effect, 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 object no larger than 1 cubic foot. >You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. >You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. >You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Spells Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Find FamiliarCasting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion. 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 can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, 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. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  11. So to confirm, Mara currently has Darkvision active and went down into the ice room without a light source?
  12. I had Mara move into the frost chamber in my mechanics section but I neglected to put any verbiage in the post.
  13. Cassandra of the Summer - Human Paladin AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14 | DM Inspiration: 1/1 Cassandra turned to Hachilah, a weak smile on her face. "Yes... I was pondering what a powerful addition a sorceress such as our friend Andraste can be to a party, whereas a sword-wielding warrior can prove useless in ranged fights." she answered. "But who needs those thoughts." she added with a shrug. As Copper explained her plan, the paladin nodded. "Very well, Copper. I agree we should explore down there first. I am willing to take point unless someone objects." Mechanics and OOC Main Hand: Longsword. Off Hand: Shield Action: Bonus Action: Move: - Manipulate: - OOC: Cassandra will use her Lucky feat if hit by a critical hit.
  14. Mara Jade (Changeling Monk) AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1 Hunched over the lock, Mara let her hair go gray and her features wrinkle as she worked on the lock. When she heard a satisfying click, she turned her aged face back to Copper and Andra, humor dancing in her ancient eyes. Then in a twinkling, she was back to her normal self, breathing a silent thanks to the gods that be and those that once were. As first copper and then Mara peered into the trap door, she had a moment to reflect on the urchin's words. Fire and ice in this same place, opposite but each balancing the other. If one was ended the other might become too great to bear. "Cleverly observed, Copper," she said, sitting easily on her hams, "I think you are right that there is a delicate balance here." Mechanics Main Hand: Empty Off Hand: Empty Action: Perception, Investigation Bonus Action: None Move: Into the chamber below Manipulate: Your one free object interaction goes here.
  15. CHAPTER ONE - MIRABAR Hachilah made her way toward the forge but stopped about ten feet away, the wall of heat hitting her like a blast furnace, and while she was resistant to high temperatures, she dared not get closer without risking damage to herself. The fire within the forge, due to its connection to the Elemental Plane of Fire, burned ceaselessly. The large wolf was at her side a moment later but was taking being this close to the fire much worse, shielding its muzzle behind the woman, tongue hanging out, lapping at any moisture that might remain in the air. Scene Notes Any character who stands within 10 feet of the forge takes 3 (1d6) fire damage per round. Map Map is active, please use directions (N,N,NW,W) when moving. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 9:54 am ★The 2nd Day of the Campaign★ Show Active Maps TEMPLE OF THE FROST MAIDEN HOUSE OF THE BRIGHT BLADE Sh ow Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Dire Wolf Has 26 of 37 hit points remaining. CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Drift Is in Dire Wolf Form (48 minutes remaining) Mara Is concentrating on Pass Without Trace (48 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *S/L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 HACHILAH Hit Points: 34/35 (danger sense, resist: fire) Hit Dice: 3/3 Rage: 2/2 *L Reach the Blaze: 1/1 *L DM Inspiration: 1/1 Experience Points: 900 / 2,700 MARA Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700
  16. I have added a discussion thread under the myth-weavers-discussion on my discord if any would like to participate.
  17. Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 14/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5 "Now that's what I was really thinking!" Copper exclaimed, her smile unrestrained. "That looks like something predating the arrival of crazy Mr. You-Know-Who." She looked to her companions with the face of a woman who'd discovered a gold mine. "But I'm thinking the whole place might freeze up if we shut down the forge. Maybe we should explore down there first." After a moment's reflection, she added, "But if we're attacked by small annoying ice elementals, I'm fine turning back." Mechanics Main Hand: knife Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- Statblock Female Human (Varient) Rogue (Arcane Trickster) 3 Languages Common, Sylvan, Thieves' Cant Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. StrSave -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 12 ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors: Light Bonus +2 Saving Throws Dex, Int Speed 30 (60 w/Cunning Action Dash) Actions Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60) Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed Bonus Actions Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light 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. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: >You can stow one object the hand is holding in a container worn or carried by another creature. >You can retrieve an object in a container worn or carried by another creature. >You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.) Reactions Opportunity Attack (with additional Sneak Attack) Spell Save DC: 11 | Spell Attack Mod: +3 Cantrips Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Mage HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. | MessageTransmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its 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. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S 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: >You create an instantaneous, harmless sensory effect, 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 object no larger than 1 cubic foot. >You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. >You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. >You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Spells Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Find FamiliarCasting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion. 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 can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, 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. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  18. Drift (Tabaxi Druid) AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4 2nd: 2/2 Wild Shape: 1/2 Agility: 1/1 Death Saves: 0S/0F Conditions: Drift shivers as the icy blast covers his coat and the sweat from the heat instantly freezes in his fur. It doesn't last, though, as Hachilah's warm touch soothes the cold and melts the small icicles. He follows her to the forge in case she needs any protection or help. Mechanics Dire Wolf: AC14, HP 26/37 Main Hand: Empty Off Hand: Empty Move: keep up with Hachilah Action: none Bonus Action: none Manipulate: none Wildshape forms Brown Bear Brown Bear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR19 (+4) DEX10 (+0) CON16 (+3) INT2 (-4) WIS13 (+1) CHA7 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Dire Wolf Dire Wolf Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR17 (+3) DEX15 (+2) CON15 (+2) INT3 (-4) WIS12 (+1) CHA7 (-2) Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Giant Spider Giant Spider Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR14 (+2) DEX16 (+3) CON12 (+1) INT2 (-4) WIS11 (+0) CHA4 (-3) Skills Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Deinonchyos Deinonychus Medium Beast (Dinosaur), Unaligned Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8 ) Speed 40 ft. STR15 (+2) DEX15 (+2) CON14 (+2) INT4 (-3) WIS12 (+1) CHA6 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action. Actions Multiattack. The deinonychus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Notes Forgehammer – Our home in Mirabar Temple of TruthThe Temple of Truth. This temple was once a grungy, dust-covered warehouse that stored manure. Now, it has been converted into a temple to the Whispered One. This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna." The Goblet and Gems The Goblet and Gems, before Vecna, this festhall was, according to Volo’s Guide to the North, 'the only exciting and impressive-looking tavern in Mirabar.' Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally festive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because of its ample supply of cheap alcohol and live entertainment, as well as the fact that it is avoided by goblin patrols. It has a stage for live music, a gambling hall in its basement, and plenty of side booths and back rooms for private meetings. Hall of Sparkling StonesHall of Sparkling Stones was once the seat of the Mirabarran government. Now, it served as the barracks for the goblin clan Kreeth who had been given rule over the city. The Hall was once an architectural marvel of the world, with stained glass windows, black marble tables, and inlaid traceries of gold, silver, and platinum. Now, it was the world’s prettiest dung heap. Copper dared to stop the group briefly to have a drink from their waterskins and chat for a moment like everything were normal. Taking note of the fact that the structure had no ground floor windows but did have them on the 2nd floor and upwards, the group also noted a side entrance to the cellar that had a portcullis that blocked entry and a rather large ogre that kept watch in front of it. Racine - our handler Clockwork King - can shut down Mephits
  19. seems 2024 is not off to the right foot for many...
  20. Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 35/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 The woman born of flame held a natural aversion to the cold, so while the others inspected the icy entrance below them, Hachilah moved forward to the forge they had come for. She glanced toward Cassandra, who had also not yet dipped her head into the frozen cellar. "You have been quiet, my friend." It was her subtle way to ask a question without asking a question. She had always found that when wanted to speak, they would. But on occasion a nudge helped the words to fall. She took a moment to produce a small flame in her palms, warming her hands, then extinguished the blaze. Hachi took her heated hands to pet their wolf-made friend, warming his fur. Mechanics Main Hand: Empty Off Hand: Empty Action: Inspect the forge Bonus Action: ... Move: ... Manipulate: Your one free object interaction goes here. Reaction: Opportunity attack. Spells Casting Ability: Wisdom Spell Save DC: 11 Spell Attack Modifier: +3 Cantrip: Produce FlameCASTING TIME: 1 Action RANGE/AREA: Self COMPONENTS: V, S DURATION: 10 Minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). One Use per Long Rest 1st: Burning HandsCASTING TIME: 1 Action RANGE/AREA: Self (15 ft ) COMPONENTS: V, S DURATION: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action RANGE/AREA: Self COMPONENTS: V, S, M * DURATION: Concentration 10 Minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Stat Block Hachilah of the Wandering Sands Fire Genasi Ancestral Guardian Barbarian (3) Str 14 Dex 14 Con 16 Int 10 Wis 12 Cha 10 HP 35/35 HD 3d12/3d12 AC 17 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Primordial & Dwarvish Background Tribe Member: Wandering Sands Feature Wandering Sands HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. • Handaxe +4 attack, 1d6+2 slashing damage • Javelin +4 thrown attack, 1d6+2 piercing • Moon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +4 attack, 1d12+2 slashing damage Proficiency +2 Saving Throws Strength, Constitution Skills Athletics, Insight, Perception & Survival Tools Cook's Utensils Instruments ... Weapons Simple weapons, martial weapons Armor All armor, shields Feats None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray., Fire ResistanceYou have resistance to fire damage., Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any 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 (choose when you select this race)., Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: •You have advantage on Strength checks and Strength saving throws. •When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. •You have resistance to bludgeoning, piercing, and slashing damage. •If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again., Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated., Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
  21. Yikes. Sorry for both of you. Hope you feel better soon!
  22. CHAPTER ONE - MIRABAR As Copper searched over the trapdoor Mara went to work on the lock, finding its frozen condition making the task much harder than it should have been but she finally got the locking mechanism to release with a cold metallic click. Motioning for Copper to do the honors, the small red headed girl grasp the pull ring and pulled the trapdoor open which opened with a rush of cold air being released upward into the chamber. The cold air wrapping each of them in a deep caress before giving way to the heat of the upper chamber and dissipating into beads of moisture on each of their skins and armor. Looking down the hole there was a ladder that looked to descend about thirty feet before ending at a floor that looked to be made of solid ice, one could not tell how big the chamber below was, but it would have to be quite large judging by them not being able to see a wall from up here. Using the mirrored stick that was part of any good quality set of thieves' tools Copper held her head upside down into the frozen air of the chamber below as she reached as far down with the mirror as she could to see what lay to each side of the ladder, but she quickly gave up without a light source in the chamber below her human eyes was useless. Again, swapping out for Mara, who's fey blood would allow her to see where Copper could not. Mara took up much the same position, to look down in the chamber as she took the mirrored stick from Copper. Temple of the Frost Maiden The ladder descended 30 feet before ending in a large, frozen chamber. The walls, floor and ceiling are all made of ice. They have been gouged in hundreds of places by what looks to have been shovels or ice picks. A glowing six-pointed snowflake has been emblazoned along the entirety of the room’s northern wall. Two very large giant iron doors lead out of the room to the east. The ice on the ceiling of the chamber shimmers and droplets of water drip from it, turning into long, spindly icicles before reaching the floor. Scene Notes ... Map Map is active, please use directions (N,N,NW,W) when moving. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 9:51 am ★The 2nd Day of the Campaign★ Show Active Maps TEMPLE OF THE FROST MAIDEN HOUSE OF THE BRIGHT BLADE Sh ow Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Dire Wolf Has 26 of 37 hit points remaining. CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Drift Is in Dire Wolf Form (51 minutes remaining) Mara Is concentrating on Pass Without Trace (51 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *S/L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 HACHILAH Hit Points: 34/35 (danger sense, resist: fire) Hit Dice: 3/3 Rage: 2/2 *L Reach the Blaze: 1/1 *L DM Inspiration: 1/1 Experience Points: 900 / 2,700 MARA Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700
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