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Chapter 5: The townmaster's plight


TricksterArcane

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image.png.e1b12aee1d32f3d97feb25c4d4ca86cb.pngBrühl Tordönson
Character Sheet | Adventure Log

CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7]
HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20


Brühl continues to cover the nose of Mimir and hold his breath, but he going to have to start breathing again. As he breaths in the noxious air he says, "Gross. My tongue feels like it licked shit."

 

OoC

OoC: He will always use his Passive Perception and Investigation entering any new room.

He Failed save, Poisoned for 1 hr

Little bastard bird made his save

 

Game Notes

The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost).

Familiar

6e3642009bcf02204bcd7124ea7fb2d6.jpgOwl "Mimir"

AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13
Perception +3, Stealth +3

Keen Hearing and Sight: Advantage on Perception checks
Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach

Familiar Abilities
Telepathy 100'
See and Hear through familiar's senses
Deliver touch spells

 

 

 

Edited by rauhric (see edit history)
Name
Bruhl Con save DC 10
9
1d20+6 3
Mimir Con save DC 10
18
1d20-1 19
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Felvora Haspirex Sheet | Log
Drow Druid 5
HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 in bright light) | Speed: 30 ft | PB: +3
Natural Recovery: 1/1 Wild Shape: 2/2

Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 |
Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24)

Ability Scores, Skills and Saves

Ability Scores:
Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1)

Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7
* disadvantage to vision-based Perception checks when in bright light

Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2
* all include bonus from Ring of Protection
Advantage on saves against Charm (Fey Ancestry)

Attacks and Spells

Attacks:
Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack
Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller
 

Spells Prepared (Druid spells are +7/DC 15):
Cantrips:
Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip
Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave
Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web*
Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey

^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12
* Land Circle spells


 

 

Felvora pulls a glass vial from the side pouch that contains her healer's kit and swigs it.

Actions

Swigs a vial of antitoxin to get advantage on poison saves for one hour.

 

 

Poison SavePoison Save Advantage

Poison SavePoison Save Advantage

 

Name
Poison Save
SyntaxError: Unexpected token z
1d20+3z
Poison Save Advantage
SyntaxError: Unexpected token z
1d20+3z
Poison Save
19
1d20+3 16
Poison Save Advantage
20
1d20+3 17
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image.jpegLotham Pendricky Sheet | Log

Neutral Good, Male Human Wizard 7 (Abjuration)

HP: 44/44 | HD: 7/7 (d6) | AC: 13/16 | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 3/3 L3 3/3 L4 1/1 | Defenses | Arcane Ward:  19/19

S

tat Block

Attributes, Saves and Skills


Str 10 Dex 14 Con 14  Int 20 Wis 12 Cha 10


Race Features: Languages, Skill Proficiencies

Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher

Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas

Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward

Feats: Keen Mind


Attacks 

Dagger +5 attack, 1d4+2 piercing


Languages, Tool Proficiencies

Common, Primordial, Infernal, Celestial

Spells

Wizard: +9, DC 17

Cantrips: Firebolt, Light, Mage Hand, Mind Sliver

Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual)

Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web*

Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly*

Level 4: Arcane Eye*, Banishment*

Magic Items

Consumable Magic Items: Potion of Healing

Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat)

Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard, Lightbringer

Familiar Stat Block

Knowledge

Weasel


AC: 13 HP: 1 Speed: 30 ft

Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4)

Skills: Perception +3, Stealth +5 
Senses: Passive Perception 13  

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.


 

Lotham had a good grip on his nose and his mouth firmly clamped shut, enabling him to avoid the worst of the stench. Knowledge, who normally resided in Lotham's robes, even when the wizard was sweaty and stinky, or even gassy, was quite used to bad smells and so unaffected.

 

Name
Lotham DC 10 Con Save
23
1d20+3 20
Knowledge DC 10 Con Save
14
1d20-1 15
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katrina.png.883a05a31c5c448f61c3bcc8e66f3a36.pngKatrina Fairlight
LN, Female Human| AC:20* | HP:65/65| Speed:30ft | Perception:14 | Insight:10
* Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking
Profile | Character Sheet (DDB)

Kat gags "I've smelt worse..."

 

OOC, Mechanics

Con Save DC 10 = 27 (natural 20! not that it means much)

 

Edited by 8w_gremlin (see edit history)
Name
Poison Con Save DC10
27
1d20+7 20
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Everan Meliamne - High Elf Bladesinger 9


HP: 56/56 | AC: 16 | Speed: 30ft  | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 1/1

Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 

Statistics | Magic Items | Skills | Abilities

Spells

Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand

Lv1 Spells Prepared Shield, Feather Fall

Lv2 Spells Prepared Scorching Ray, Misty Step

Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell

Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration

Lv5 Spells Prepared Steel Wind Strike

Conditions: Poisoned


Everan tries not to choke as the fumes hit him, but he is surprised by just how vile they are and feels unwell. He turned to the group and suggested they try sneak inside and ambush whatever creatures were sleeping within.

Edited by omegoku (see edit history)
Name
Con
6
1d20+2 4
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image.png.e1b12aee1d32f3d97feb25c4d4ca86cb.pngBrühl Tordönson
Character Sheet | Adventure Log

CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7]
HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20


Brühl tries to catch Everan's eye and shakes his head in the negative. He uses his weapon to make "Stabbing" motions and then gives him a raised finger to indicate "One" and then the "Talking" motion with his hand. He is essentially trying to say "Stab them, keep One alive to Talk to."

 

OoC

OoC: He will always use his Passive Perception and Investigation entering any new room.

Poisoned for 1 hr

 

Game Notes

The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost).

Familiar

6e3642009bcf02204bcd7124ea7fb2d6.jpgOwl "Mimir"

AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13
Perception +3, Stealth +3

Keen Hearing and Sight: Advantage on Perception checks
Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach

Familiar Abilities
Telepathy 100'
See and Hear through familiar's senses
Deliver touch spells

 

 

 

Edited by rauhric (see edit history)
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Felvora Haspirex Sheet | Log
Drow Druid 5
HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 in bright light) | Speed: 30 ft | PB: +3
Natural Recovery: 1/1 Wild Shape: 2/2

Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 |
Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24)

Ability Scores, Skills and Saves

Ability Scores:
Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1)

Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7
* disadvantage to vision-based Perception checks when in bright light

Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2
* all include bonus from Ring of Protection
Advantage on saves against Charm (Fey Ancestry)

Attacks and Spells

Attacks:
Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack
Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller
 

Spells Prepared (Druid spells are +7/DC 15):
Cantrips:
Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip
Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave
Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web*
Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey

^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12
* Land Circle spells


 

 

Everan, can you tell what kind of creatures they are? Felvora whispers through her impromptu gas mask.

I'd rather not murder people in their sleep without a good reason.

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image.png.e1b12aee1d32f3d97feb25c4d4ca86cb.pngBrühl Tordönson
Character Sheet | Adventure Log

CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7]
HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20


Brühl looks to Everan after overhearing their new companion's reason for not murdering people without good reason and he has to concede that his logic is flawed. He nods to his friend that the suggestion of investigating first before stabbing someone in their sleep is a better idea. If he could sneak in he would, but his bulky armor makes too much noise.

 

OoC

OoC: He will always use his Passive Perception and Investigation entering any new room.

Poisoned for 1 hr

So who is our party scout?

Game Notes

The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost).

Familiar

6e3642009bcf02204bcd7124ea7fb2d6.jpgOwl "Mimir"

AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13
Perception +3, Stealth +3

Keen Hearing and Sight: Advantage on Perception checks
Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach

Familiar Abilities
Telepathy 100'
See and Hear through familiar's senses
Deliver touch spells

 

 

 

Edited by rauhric (see edit history)
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Everan Meliamne - High Elf Bladesinger 9


HP: 56/56 | AC: 16 | Speed: 30ft  | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 1/1

Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 

Statistics | Magic Items | Skills | Abilities

Spells

Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand

Lv1 Spells Prepared Shield, Feather Fall

Lv2 Spells Prepared Scorching Ray, Misty Step

Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell

Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration

Lv5 Spells Prepared Steel Wind Strike

Conditions: Poisoned


Everan wasn't feeling well at all, he moved back a little and shrugged. He spoke quietly.

"I can't see what they are, perhaps one of the familiars can take a closer look? That gas has my stomach doing flips. I am not sure we will meet anyone but goblins down here. I would be slow to give them any quarter."

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Felvora Haspirex Sheet | Log
Drow Druid 5
HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 in bright light) | Speed: 30 ft | PB: +3
Natural Recovery: 1/1 Wild Shape: 2/2

Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 |
Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24)

Ability Scores, Skills and Saves

Ability Scores:
Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1)

Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7
* disadvantage to vision-based Perception checks when in bright light

Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2
* all include bonus from Ring of Protection
Advantage on saves against Charm (Fey Ancestry)

Attacks and Spells

Attacks:
Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack
Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller
 

Spells Prepared (Druid spells are +7/DC 15):
Cantrips:
Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip
Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave
Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web*
Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey

^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12
* Land Circle spells


 

 

Felvora shrugs and whispers something in the archaic dialect of Elvish the Drow still use. Then she steps as quietly as she can into the room and tries to get a look at one of the sleeping figures.

Actions

Casts Guidance, then tries to sneak her way to the nearest sleeping figure.

 

Stealth

Guidance

 

Name
Stealth
20
1d20+2 18
Guidance
4
1d4 4
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image.jpegLotham Pendricky Sheet | Log

Neutral Good, Male Human Wizard 7 (Abjuration)

HP: 44/44 | HD: 7/7 (d6) | AC: 13/16 | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 3/3 L3 3/3 L4 1/1 | Defenses | Arcane Ward:  19/19

S

tat Block

Attributes, Saves and Skills


Str 10 Dex 14 Con 14  Int 20 Wis 12 Cha 10


Race Features: Languages, Skill Proficiencies

Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher

Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas

Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward

Feats: Keen Mind


Attacks 

Dagger +5 attack, 1d4+2 piercing


Languages, Tool Proficiencies

Common, Primordial, Infernal, Celestial

Spells

Wizard: +9, DC 17

Cantrips: Firebolt, Light, Mage Hand, Mind Sliver

Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual)

Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web*

Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly*

Level 4: Arcane Eye*, Banishment*

Magic Items

Consumable Magic Items: Potion of Healing

Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat)

Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard, Lightbringer

Familiar Stat Block

Knowledge

Weasel


AC: 13 HP: 1 Speed: 30 ft

Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4)

Skills: Perception +3, Stealth +5 
Senses: Passive Perception 13  

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.


As eager as Lotham was to get out of the stench, he was less eager to step into a fight. When Everan suggested that the familiars go check things out, he shook his sleeve to bring Knowledge up to his hand and whispered into the weasel's ear. He then put Knowledge on the ground and held on to Everan's shoulder, so that he could sense through the weasel's eyes and ears as it explored the room - particularly things close to the ground. He instructed the weasel to do a tour of the room, running under the beds as much as possible to avoid being seen.

Name
Knowledge Stealth
9
1d20+5 4
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Zorzula's Rest, Sword Mountains


image.png.228aaff8d71723148d3f47492a0f0042.png
Quietly, Felvora slips into the room. She discovers that the sleeping figures are all goblins, just like the ones she faced before!

 Knowledge scurries into the room as well under Lotham's command. It's view is somewhat limited considering how small the weasel is. However, you do get a closer view of the alcove on the western wall: a wide open shaft drops into the darkness below. As Knowledge is scurrying under one of the beds, it gets caught up in a dangling blanket. The weasel tosses and turns, dragging the blanket and causing a pouch of coins to tumble off the bed spilling out its contents with a clatter.

One of the goblins bolts up in bed with a shout, rousing the rest of the room.

 

OOC

@severalservals what Felvora does next will determine if we go into combat or not.

 

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Felvora Haspirex Sheet | Log
Drow Druid 5
HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 in bright light) | Speed: 30 ft | PB: +3
Natural Recovery: 1/1 Wild Shape: 2/2

Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 2/3 L3 2/2 |
Concentration: Web (Round 1/10)
Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24)

Ability Scores, Skills and Saves

Ability Scores:
Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1)

Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7
* disadvantage to vision-based Perception checks when in bright light

Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2
* all include bonus from Ring of Protection
Advantage on saves against Charm (Fey Ancestry)

Attacks and Spells

Attacks:
Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack
Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller
 

Spells Prepared (Druid spells are +7/DC 15):
Cantrips:
Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip
Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave
Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web*
Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey

^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12
* Land Circle spells


 

 

Oh, frell it. Might as well run with it.

Felvora chats loudly and drops a Web on the whole miserable lot of them.

Surrender now or die in your beds, you nasty little baby snatchers! she shouts in Common.

I hope they speak that human trade pidgin. There is no version of this world where I bother to learn Goblin.

Actions

Init

 

Casts Web positioned thusly:

Then she should have just enough move to back up through her party mates and stop below Bruhl. If the nasty baby snatchers don't surrender right away, she'd rather let other people deal with them. Like Mercedes and her Sleep spell with the big sharp material component.

web.png.13946a853c59ed924bc738eee14e6e22.png

 

Name
Init
21
1d20+2 19
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image.png.e1b12aee1d32f3d97feb25c4d4ca86cb.pngBrühl Tordönson
Character Sheet | Adventure Log

CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7]
HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20


Brühl whispers to Everan "Get in there! Start your Dance of Death! This place smells!" He is eager to get out of this toilet. He would rush past them but he is willing tolerate the stench a bit longer.

 

OoC

OoC: He will always use his Passive Perception and Investigation entering any new room.

Poisoned for 1 hr (disadvantage attack rolls & ability checks)

Holding Action until others ahead of him act so he can follow up, plus his armor gives his Stealth Disadvantage and he does want to make any more noise than has already been made. He'll let the quiet ones do there thing first and follow up with his lumbering attack.

Game Notes

The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost).

Familiar

6e3642009bcf02204bcd7124ea7fb2d6.jpgOwl "Mimir"

AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13
Perception +3, Stealth +3

Keen Hearing and Sight: Advantage on Perception checks
Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach

Familiar Abilities
Telepathy 100'
See and Hear through familiar's senses
Deliver touch spells

 

 

 

Edited by rauhric (see edit history)
Name
Initiative
14
1d20+2 12
Initiative
15
1d20+2 13
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Everan Meliamne - High Elf Bladesinger 9


HP: 56/56 | AC: 16 | Speed: 30ft  | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 1/1

Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 

Statistics | Magic Items | Skills | Abilities

Spells

Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand

Lv1 Spells Prepared Shield, Feather Fall

Lv2 Spells Prepared Scorching Ray, Misty Step

Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell

Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration

Lv5 Spells Prepared Steel Wind Strike

Conditions: Poisoned


Everan frowned.

"I would have, but the place is full of webs now. Better to toss fire bolts in on top of them while they struggle."

Name
Init
16
1d20+4 12
Disadv
10
1d20+4 6
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