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Chapter 1: Death House


Gregorotto

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DYNAHEIR | HP 15/15 | AC 15 | Initiative +2 | Passive Perception 12

Dynaheir arches an eyebrow at the sound of the broom smashing itself to pieces. Obviously they could have handled it themselves, but she supposed there was little heroism or glory in doing battle with such a foe. This did, however, support her family's theory on the cleanliness of evil: clearly, the wicked here used their brooms not for cleaning but for combat, and as a result, this house was incredibly dusty. Such untidy spirits. Slobs and blackguards.

"I will watch the northern doors," she volunteers, "to engage any malevolent mops or dangerous dusters that may think to take us by surprise."

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Fortunately for Dynaheir, there are no more homicidal mops or brooms.

Altaïr heads south, and opens the door there to discover a whole lot of nothing. This dust-choked room contains a slender bed, a nightstand, a small iron stove, a writing desk with a stool, an empty wardrobe, and a rocking chair. A smiling doll in a lacy yellow dress sits in the northern window box, cobwebs draping it like a wedding veil. The doll is simple and child-like, not the delicate porcelain doll of an adult or a collector. The man from Zakhara finds nothing else of note.

Three more doors, it seems.

Out of Character

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Alright, gonna do this quick, if we can. What's next?

Carry on.

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Giselle the Drowned


HP:   11/11  |   AC:   17  |   Init:  +3  |  PP:   11  |  Lay on Hands: 2/5

Features

Divine Sense PHB, pg. 84
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. 2/4

 

Lay on Hands PHB, pg. 84
You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. 2/5

Traits

 

Darkvision BR, pg. 39
You can see in darkness (shades of gray) up to 60 ft.

 

Fey Ancestry BR, pg. 39
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Spells

None

 

IC

Giselle peers into the room Altair just entered.  He didn't immediately shout an alarm or move to defend himself, so she thought he might not be in any danger.

 

This house is full of darkness, something I once welcomed.  I am used to the dark, it's comfortable to me.  I can hide, and I can watch.  I don't remember much of my life before I drowned... but I know it was full of darkness.

 

The house and the family must be intertwined.  The family has a story, I suspect it is not a happy one.  The children wanted us to enter.  Why?  

 

She takes a deep breath. Since Daggerford I am no longer an ally of the darkness; my Lord Lathander has shown me there's something beyond it.  After the blackest night, there is always the rosy light of dawn.  Goodness and purity are still new, sometimes alien concepts to me.  I am learning, Lord.  Teach me.  Show me how I can shed light wherever we go.

 

What would this house be like if it were cleansed and purified?  Open to the air and the light?

 

So resolved, she moves to the door in the northwest and opens it.  Ready to confront whatever darkness lies within.

OOC

Move: Search the northwest room. 

Bonus Action: None.

Actions:  None.

Item Interaction:  Rapier at the ready.

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DYNAHEIR | HP 15/15 | AC 15 | Initiative +2 | Passive Perception 12

Dyna watches Giselle approach the northwestern door with a determined set to her face. Ah, perhaps she is signaling that it is time again to be bold and decisive! To that end, the barbarian draws her sword and follows her, ready to distribute justice to anything that dares assault the purple paladin.

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The bottom room proving rather fruitless, Giselle leads the charge into the next choice, the northwestern-most door in the corner. Across from it is a matching door that leads into the center-west room, but they go north: better to have nothing that can crunch them while they explore the middle. So, Giselle and Dynaheir prepare themselves for...

Another spare bedroom.

This web-filled room contains a slender bed, a nightstand, a rocking chair, an empty wardrobe, and a small iron stove. Nothing else stands out of note here.

Out of Character

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Onward and upward; let's keep knocking these out quickly!

Also feel free to roll as you're doing so!

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Quick Stats

HP:   11/11

AC:   15

Init:  -1

PP:   13

Spell Slots: 0/2

Spells: Heroism [D], Sanctuary [D], Command, Cure Wounds, Protection from Good/Evil, Shield of Faith

Conditions:

When Gods Open a Door, Jump Out a Window

Having trudged resignedly up the narrow stairs to the floor above, Sulimann positions himself in the center of the landing as the others fan out to check the doors and whatever lay beyond them. He sniffs at the air, filled with that dusty-mildew stink of places long empty. His height gives him advantage at peering over the shoulders of others as the doors pop open and he can make out enough to guess bedrooms across the board. Enough for a large family, they've already seen, and with some doors still unopened.

"Well, worst case we can most all claim a room to spend the remainder of our days." He watches Dyna and Giselle pass into their room of choice and glances to their resident wizard as he lingers by a door of his own. One door remaining unclaimed, Sulimann takes slow steps toward it though his stride carries him there in little time regardless. Testing the knob, he gives it a turn and a then a slow, somewhat timid, push to the door with his shoulder to see it open. Following it with a lean into the doorway to peer inside, this requiring a bit of a stoop on his part given the dimensions of the doorway, he inhales again the stink of abandonment.

OOC Info

Sulimann will open the unoccupied door at the top of the map. Rolls below.

 

Edited by DoNotFearToTread (see edit history)
Name
Perception
12
1d20+3 9
Investigation
3
1d20 3
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As Giselle and Dynaheir check out the top-left room, Sulimann elects to check the door in the middle of the landing, the one closest to the stairs. Unlike any door they've checked thus far, it resists: the lock is firm, and the door does not budge despite Sulimann's massive form.

Not remotely suspicious.

Out of Character

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Ooh, a mystery!

To open the door, you will need to pick the lock with thieves' tools and a DC 15 Dexterity (Sleight of Hand) check. To break it open, it'll be a DC 18 Strength check. Alternately, you can try to find a key.

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Joliet


HP:   12/12

AC:   14

Init:  +3

PP:   13

FeaturesSecond Wind: 1/1
Languages: Common, Paridon Creole

ConditionNormal

Ammo⁍⁍⁍⁍⁍⁍

IC

Seeing Sulimann struggle with a locked door, Joliet strolls up behind him and taps him on his broad shoulder. "Won't budge, eh? I may have a fix for that. Give me some space, yeah?" she says as she slides between the big man and the door. Some may think to preemptively put fingers to their ears to dampen the blast expected to come. However, Joliet does not intend to simply shoot her way in. She holsters her hand cannon and instead produces a set of slim metal implements that she begins to maneuver into the lock...

 

A few quick flicks of the wrist later, there is a click as the tumblers bend to Joliet's wishes. She grins back at Sulimann as she tucks her tools back into her pouch. She then draws her revolver again and places a hand on the knob. She stays in a ready crouch, so that the big man can see past her into the room as she carefully opens the door...

OOC

Move:  Picking lock!

Action:  n/a

Bonus Action:  n/a

Reaction:  n/a

Edited by emotionaut (see edit history)
Name
Picking lock!
26
1d20+1d4+5 18,3
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She is a crafty one, that Joliet. And she knows how to get into places that ought not be gotten into, apparently.

After a moment working with the tools, she manages to pry the door open, after which Sulimann and Joliet go in. This room contains a bricked-up window flanked by two dusty, wood-framed beds sized for children. Closer to the door is a toy chest with windmills painted on its sides and a dollhouse that’s a perfect replica of the dreary edifice in which you stand. These furnishings are draped in cobwebs. Lying in the middle of the floor are two small skeletons wearing tattered but familiar clothing. The smaller of the two cradles a stuffed doll that you also recognize.

It takes no effort and there are no prizes for guessing the identities of the two children: Rose and Thorn, holding one another, it seems, the way the smaller skeleton hugs into the elder, their mouths open and remaining close to their heads. A more wretched sight neither tiefling nor gunslinger can imagine, and this distracts Sulimann from investigating properly the cobweb-laden room.

Out of Character

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Alright, we found the core mystery of this part of the house. Bit of a bummer. Investigate as needed.

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Joliet


HP:   12/12

AC:   14

Init:  +3

PP:   13

FeaturesSecond Wind: 1/1
Languages: Common, Paridon Creole

ConditionNormal

Ammo⁍⁍⁍⁍⁍⁍

IC

Joliet walks slowly to one of the beds and sits down. She sheathes her weapon and sighs as she regards the embracing bodies. Then, remembering the others, she calls out, "In here!" Her voice cracks a bit, but her call is short enough it's hard to notice. But she notices, and she mentally chastises herself for the break. She can hear her pop's voice in her head, saying something like, "People die all the time. Old people, young people, little kids and puppy dogs. Can't let it get to you. Just gotta pack it up, put it away, and do what needs doin'."

 

So what needs doing? She stares at the bodies for a few moments more. "Figure they been here for a while, yeah? Good chance whoever locked 'em in is dust as well. But on the off chance they ain't, we tear this place apart until they are. You follow?" she asks Sulimann. "And if they already are dead, but not yet departed like that spook downstairs, I need to know somethin'. Can a spirit feel pain? 'Cause I have a powerful desire to deliver some."

OOC

Move:  n/a

Action:  n/a

Bonus Action:  n/a

Reaction:  n/a

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DYNAHEIR | HP 15/15 | AC 15 | Initiative +2 | Passive Perception 12

A choked gasp escapes Dynaheir's throat as she sees and recognizes the pair of small skeletons. "Gods," she whispers. "Someone sealed them in here. For days. Or, if they were able to find water, it could have taken... " She shakes her head in disbelief.

"We need to put their remains to rest, I think," she says after a moment. "I do not know the proper way, here. In Rashemen, we would build them a cairn. And then, once we do this, we need to find whoever is responsible and... " She pauses, trying to think of a phrase expressing exactly how thoroughly and excessively butts need to be kicked for this. "... and I do not know what, but it will involve a great deal of violence."

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Quick Stats

HP:   11/11

AC:   15

Init:  -1

PP:   13

Spell Slots: 0/2

Spells: Heroism [D], Sanctuary [D], Command, Cure Wounds, Protection from Good/Evil, Shield of Faith

Conditions:

What Kind of Monster Designed This Scenario?

The air is stale, musty with more than the usual dust and mildew, and the source becomes immediately clear. Sulimann moves forward, clearing the door for others to enter, and moves directly for the huddled corpses. Taking a knee nearby, he hovers a hand over the bodies as his eyes check the remains for signs of any lasting trauma. It isn't likely that he can determine much from skeletons so long decayed but he feels drawn to at least try and sort out the details. With the door locked they would have suffered the indignity of a slow starvation, but perhaps there is more to it all.

"So it isn't all a setup. Perhaps they don't even know they're dead." He watches looks over to Dyna and Joliet as he completes his own examination, nodding his agreement to the later's statement. "It is likely those responsible have died given the nature of this awful place, but I wouldn't put aside the possibility of some supernatural element, or a longer-lived species." Rising from the knee, which elicits a groan of effort as the muscles in his back twinge, he crosses to the dollhouse and once again lowers himself to the floor. As delicately as he can, he brushes the cobwebs aside to examine the contents of the toy.

"I am unsure if it is better or worse for them that they had each other here. I can see them put to rest once we've dealt with the cause of all this. If burial is the local custom I will see it done." He snorts once, clearing the dust from his nostrils as he leans in on the dollhouse. Miniatures have always been fascinating to him, but given his size he rarely has justification to handle them.

OOC Info

Guess it can't hurt to TRY and piece out some details on the dead children. I'll do medicine for the skeletons and perception to examine the dollhouse.

 

Edited by DoNotFearToTread (see edit history)
Name
Medicine
18
1d20+5 13
Perception
21
1d20+3 18
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Whatever happened here, it was long ago, and it was deeply unpleasant.

spacer.pngWith the door locked, inference quickly breeds an answer for Sulimann, something which he knows unfortunately well from his own upbringing: neglect can make death come fairly quickly, and so it did here. The two did not turn on one another, there's no evidence of fractures on bones so there was no abuse upon them. They were simply... forgotten, abandoned, left to die and die alone. No parents, no maids, no one to care but one another. So, desperate, they sat on the floor, elder sister holding younger brother, and the two merely fell into an unpleasant, unfortunate, and very hungry sleep from which they did not awaken, remaining forever embraced.

The room has little else in the way of surprises: the chest is full of toys, and the house is... a stunning replica of the house they currently stand in, Sulimann realizes. Four floors, with the third one exactly as they found it before, except more vivid in color than they saw, though this one to is covered in. Here on the attic level, the floors are the same, with two little dolls indicating the Rose and Bolt they met outside. The second floor seems to have a secret room hidden in the library, and the first floor has a hidden latch that leads... somewhere the house does not reveal, in the large room near the door from which they entered the house. There is another secret door on the attic level, too, in the one room they haven't checked, that leads down, spiraling down, across all floors, into the same hidden basement, but there is no indication about what lies beneath Durst Manor.

A small voice speaks over Sulimann's shoulder, as Dynaheir and Joliet see the two children manifest.

They look remarkably different, Rose and Bolt: they are darker, like specters, shades of themselves, and they look significantly skinnier and more sad.

"That one leads into the basement. That's where the Monster lives." Rose's voice is somewhat smug and cross, but distant, as if an echoing voice.

Bolt then speaks. "Rose, they're touching the toys! I don't like it!" he notes, as Dynaheir turns from the opened chest of toys.

"Mama says not to talk to strangers, especially peasants. Are you peasants? You are certainly strangers, and I shall call for her if need be. Now who are you, and what are you doing in our rooms?"

Joliet, Sulimann, and Dynaheir all get the distinct impression that this Rose speaks differently from the one before, and seems to genuinely not know who they are.

Out of Character

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Hey, look, spooky kids.

Edited by Gregorotto (see edit history)
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DYNAHEIR | HP 15/15 | AC 15 | Initiative +2 | Passive Perception 12

Dynaheir jumps in surprise, banging her head against the rim of the chest's lid, when the spectral children appear. She turns to face them, rubbing her skull and examing them curiously. "I do not come from a place that has 'peasants,' but that doesn't matter. What we are are heroes! I think we met someone who we thought were you but, I think now, were not you at all. I am Dynaheir, and this is Joliet, and this is Suleimann. They are at least as heroic as I am. There are also Giselle and Shazzar, who are also heroes, and Altair, who is a hero but a very grumpy one. We came here to help Valter. Do you know where he is?"

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Shazzar | The Wizard


 

Not expecting to hear the distant voices of children, the old wizard Shazzar moves to the doorway that leads to the north room. Even with just a quick visual survey, he is able to discern the room to be a children's bedroom.

He recognizes the ghosts of the children they had met outside. 'At least this confirms that the children outside were part of an elaborate ruse to draw us in here,' he thinks. 'Again with this mention of a monster below. Is that the intention of whichever power reigns in this mansion? Are we to engage in some manner of blood sport or gladiatorial match against a monster for these spirits' entertainment? What if the child calls her parents? Will they arrive here as specters as well?'

Having no answers at the moment, Shazzar maintains his silence and merely observes the exchange between the child-ghosts and his companions. As if sensing that her wizard has his attention trained in one direction, the owl-familiar Narra takes perch on his shoulder and stands vigil, watching his back.

 


Stat Block

Belshazzar "Shazzar" Zidon

Male Human Cloistered-Scholar Wizard 1


hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft

HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


Saves Intelligence +5, Wisdom +3

Skills Arcana +5, History +5, Insight +3, Investigation +5

Languages Common, Draconic, Elvish, Infernal


Features Arcane Recovery♦ Arcane Recovery ♦
You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
(1/1 use), Library Access♦ Library Access ♦
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
, Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
, Ritual Casting♦ Ritual Casting ♦
You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
, Spellbook♦ Spellbook ♦
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

♦ Copying a Spell into the Book ♦
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

♦ Replacing the Book ♦
You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

♦ The Book’s Appearance ♦
Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


Attacks

 ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

 ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

 ▬ CantripsMage HandConjuration
Casting Time: 1 action
Range: 30 feet
Target: A point you choose within range
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.

Flavor:
"Apókryfo chéri"
The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
Mind SliverEnchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels:
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Flavor:
"Spáse to myaló sou"
PrestidigitationTransmutation
Casting Time: 1 action
Range: 10 feet
Target: See text
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.

Flavor:
"Mageía"

 ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual)
Casting Time: 1 action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Flavor:
"Gnorízei óles tis glósses"
®, *Detect MagicDivination (Ritual)
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Flavor:
"Epitrépste mou na do apókryfes ávres"
For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
©®, Find FamiliarConjuration (Ritual)
Casting Time: 1 hour
Range: 10 feet
Target: An unoccupied space within range
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.

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

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.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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.

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.

Flavor:
"Akoúste to kálesmá mou, kollitós mou fíle"
At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
®, *Feather FallTransmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Target: Up to five falling creatures within range
Components: V M (A small feather or piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Flavor:
"Sýllipsi"
A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
, *Mage ArmorAbjuration
Casting Time: 1 action
Range: Touch
Target: A willing creature who isn't wearing armor
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.

Flavor:
"Panoplía tou apókryfou"
Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
, *Magic MissileEvocation
Casting Time: 1 action
Range: 120 feet
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Flavor:
"Apókryfa véli"
Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

 

Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

 ▬ CantripsGuidanceDivination
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V S
Duration: Up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Flavor:
"Eíthe to Oghma na sas kathodigísei"
The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
Produce FlameConjuration
Casting Time: 1 action
Range: Self
Target: Self or a creature within 30 feet of you
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.

At Higher Levels:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Flavor:
"Apó to típota, fotiá"
The flickering flame is a pale blue in color and takes on a teardrop shape.

 ▬ 1st (1/1 use): GoodberryTransmutation
Casting Time: 1 action
Range: Touch
Target: See text
Components: V S M (A sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Flavor:
"Threptiká moúra"
The berries are perfect orbs in shape and have a perfect sheen to them.


Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


Narra | The Familiar

spacer.pngOwl (Tiny Fey)


hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13 (18 if hearing or seeing)


STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


Skills Perception +3 (advantage if hearing or seeing), Stealth +3


Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen 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.Link With MasterWhile 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.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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.

 

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