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Book One: The Scouring of Gate Pass | Act Two: Retrieving the Case


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 Yveran "Anne" Tallindor - Half-Orc Sorcererspacer.png


AC: 12 | HP: 20/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 3/  S3 | Spell Slots: 1st 4/4 2nd 1/2 | DM Inspiration: 1/1


As Anne opened the door to the dormitory, she saw a simple hallway with doors on either side.  They were equidistant to each other and bore only simple decorations to indicate who resided in each room.  "Boring."  She mumbled to herself, knowing that if she had lived here, the art covering her door would be excessive.  The thought brought a sly grin to her face, thinking of the patchwork repairs and paintings that covered the Tallindor manor.  Some probably thought it an eyesore, but to Anne, it was perfection.

"Last room, right?"  The half-orc whispered to those behind her.  Anxiety and excitement of this encounter had fueled her footsteps, accidentally carrying her to the front of the group.  But as she stood before the door of Shealis' quarters, any idea of what to do next escaped her mind.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: ...
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Bookkeeping

Full Statblock

Yveran "Anne" Tallindor
Half-Orc Aberrant Mind Sorcerer 3


Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16

HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft


Passive Perception 13 Initiative +2

Languages Common, Elvish & Goblin
Background Untamed Youth

DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing


Proficiency +2 Saving Throws Constitution & Charisma
Skills Acrobatics, Intimidation, Perception & Persuasion
Tools Painter's Tools
Instruments None
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor 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 can't discern color in darkness, only shades of gray.Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

1st: Faerie Fire, Longstrider
2nd: Locate Animals or Plants, Locate Object
3rd: Clairvoyance, Speak with Plants
4th: Divination, Locate Creature
5th: Commune with Nature
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Origin: Aberrant MindPsionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Light Crossbow
o Quiver w/20 bolts
o Common Clothes
o 2 Daggers
o Staff (Arcane Focus)
o Shealis' Component Pouch

Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
o Painter's Supplies
ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth.

Spell Casting

Spell Save DC: 13
Spell Attack Mod: +5
Spells Known: 4+2+2
Spell Slots: 1st 4/4 2nd 1/2


Cantrips

Acid Splash

Infestation

Mage Hand

Mind Sliver

Prestidigitation

 

1st Level

Arms of Haddar

Dissonant Whispers

Faerie Fire

Ice Knife

 

2nd Level

Calm Emotions

Detect Thoughts

Shatter

Web

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Olvyn Tallindor - Human Cleric (Grave)https://i.ibb.co/sVDd7y5/human-wizard-small.jpg


AC: 16 | HP: 21/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 2/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None

 

This is foolishness, Olvyn thought to himself as he made his way through to corridors to where he assumed the rest of the group was waiting. While Torrent and the resistance was obsessed with this case, Olvyn knew the surest way to victory over the Ragesians was to dispel his brand and free himself of the council's meddling ways. After that, a simple Teleport to a far off but familiar graveyard, a few days to assembles his forces and then a triumphant return would set things right again in quick order. Why he was the only one to see this escaped him.

 

Just as the old necromancer made up his mind to pursue his own ambitions, Olvyn turned the corner to see his daughter heading straight to the door to Shealis' quarters. Somehow his daughter, unarmed and unarmored, had deemed herself the most suitable person to lead the charge into the room of their adversary. A room potentially filled with xenophobic elves and celestials if past history held true. With a sigh, Olvyn resigned himself to the fact that the group would need his presence a little while longer so as not to blunder into a disaster.

 

Hurrying forward and tipping his hat, Olvyn reverted to his true self and called out to his daughter Yveran with a low whisper. "Hold a moment Scarecrow. We know not what might be waiting on the other side of that door. I may have a way to give us a leg up on the situation." 

 

Making a show of dusting off his exceedingly plain leather cap, Olvyn shook the hat and then donned it again. This time his figure shimmered for a moment before changing to that of the evoker Shealis with her long blonde hair, green eyes and imperious look. Olvyn-as-Shealis took a moment to inspect his new appearance before addressing the group in his distinctly not Shealis voice. "This probably will not hold up to close inspection or long conversation but perhaps we can benefit from the element of surprise. Stay a bit back but be ready." The would be haughty evoker then turned to knock on the door.

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Bonus Action: None
Move: None
Manipulate: None

Action: None

     

 

 

Edited by Krezzlar (see edit history)
Name
Perception
22
1d20+3 19
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Book One: The Scouring of Gate Pass Act Two: Retrieving the Case

The dorms seem abandoned as you walk through the halls.  Some of the doors have even been left carelessly opened, and it appears that people left in such a hurry that they did both to take everything.  Belongings in the open doorways are strewn about in all directions, either left in a mess by the people scurrying out or ransacked later by the few students left.  

The door at the end of the hall was not one of open ones.   When Olvyn knocks on the door there is a stirring inside, as well as a faint whisper, and then dead silence.  

 

 

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Perception DC 18

You can hear a voice from the inside say, "No, she said to sit here quietly.  Just aim at the door!"

 

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Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

Iymbryl wanted to know a lot of things. But coming to the very top of that list was how Olyvn still had enough magic to fling around despite still bearing his brand. Iymbryl had checked it, personally, repeatedly, and was certain it was still in place. Olyvn's brand was special. Iymbryl didn't even have to say the word aloud in order to activate it and leave the bastard a crippled mess. They'd made it that way for fear he might somehow manage to mute his warden. The Elf toyed with the idea of thinking the word, just to make sure it was still fully in place. What frustrated him most was that Olyvn's magic had been, and continued to be, exceedingly useful. So it wasn't even like he could justify stopping him.

With mixed feelings, he followed along with the others and said nothing as the bastard changed his shape once again to fool their enemies. He wondered if the lantern archon could simply reach out and know that the person on the other side of the door wasn't actually Shealis. That did make a certain sort of sense, since it was her familiar. All they could do now was prepare for the worst. He drew his blade and checked his grip on his shield as he tried not to breathe too heavily. He gave the others a nod waiting to see if the door would open or if they'd have to have Bronn go persuade the lock.



Mechanics

Main Hand: Rapier
Off Hand: Shield


Action: N/A
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Spells

Cantrips:
Minor Illusion (Shape Shadows)

1st Level:
Cure Wounds, Command, Disguise Self, Shield of Faith

2nd Level:
Invisibility (Shape Shadows)

     

 

Name
perception
9
1d20+3 6
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Olvyn Tallindor - Human Cleric (Grave)https://i.ibb.co/sVDd7y5/human-wizard-small.jpg


AC: 16 | HP: 21/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 2/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None

 

Olvyn-as-Shealis paused as he listened to the commotion behind the door. Turning to the rest of the party, he quietly mimes someone holding a crossbow a firing it before turning back to the door. He then says a quick prayer and turns to test the door to see if he can open it a sliver without exposing himself to being fired upon. As he tries the handle, the old man takes a deep breath and brings to mind the voice of the imperious elf that had just sat across the table from him. The nuances of her voice, the inflection of her tone, how she commanded without a second thought. Mimicry was a skill he had practiced ever since he had discovered his family "gift" and one he hoped he could put to good use now.

 

(Elven) "Larion? Sagan? Get the healing potion and open the door. I am wounded."

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Guidance

Bonus Action: None
Move: None
Manipulate: Turn door handle but not open it all the way

 

     

 

 

Edited by Krezzlar (see edit history)
Name
Deception + Guidance
12
1d20+1d4+4 5,3
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spacer.pngBronn the Salvor (Mountain Dwarf Artificer)


AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator
Blade of the Resistance: 1/1
Powered Steps: +5' speed
Dampening Field: Advantage on Dex(Stealth)
Defensive Field: 2/2 (Guardian armor only)


Bronn stood with his back against the wall, hooded still, while a disguised Olvyn attempted easy entry into the room. The faint sounds from within told him that the room was occupied but the stubborn silence that followed Olvyn's query made his mouth turn down sourly.  The jig might not be up just yet but it was a loaded mine cart perched atop a steep drop in the tracks.

He caught a glance from both Iymbryl and Olvyn and he had a moment where he very nearly went into his habitual denial of being capable of any type of wrongdoing.  He settled for a quiet glower before he crept quickly to the door, Baen slithering down to a pouch slung over the dwarf's shoulder and retrieving it before skittering down Bronn's left arm and unrolling the flap that held a number of long, narrow tools.  Bronn gazed at them slit eyed for a moment before selecting a medium sized tension wrench and a pick with a high troughed wave.

He gave the elder Tallidoor a look as he felt the man's hand on his shoulder - which was quickly withdrawn - and then he went to work.  The pick he'd selected wasn't for a novice but if luck was with him it should get the job done quickly.  His thick fingers worked surprisingly deftly to manipulate the small tools; his eyes didn't look down at them but stared at the wood of the door, unfocused, his mind drawing a map of what was going on inside the lock though the feel of his hands.

Mechanics

___________________________________________________

Main Hand: Jeweler's Pick
Off Hand: Shield

___________________________________________________

Action: Attempt to pick the lock with Baen's help action and Olvyn's guidance.
Bonus Action:
Move: To the door, then off to the side if he succeeds.
Manipulate:

___________________________________________________

 

   
     
Name
Sleight of Hand
25
1d20+1d4+4 20,1
Sleight of Hand (Advantage)
17
1d20+1d4+4 11,2
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 Yveran "Anne" Tallindor - Half-Orc Sorcererspacer.png


AC: 12 | HP: 20/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 3/  S3 | Spell Slots: 1st 4/4 2nd 1/2 | DM Inspiration: 1/1


The edges of his eyes crinkled and the whiskers of his beard wiggled...just a little.  But it was enough for Anne to know the stoic dwarf was proud of what he had done, which meant he had successfully picked the lock.  Her hand reached for his sleeve and tugged, without speaking she beckoned him away from the door.

She then looked to her father, still posing as the pretentious elven woman.  He stood in front of the door, waiting for it to be opened.  Anne glanced toward Iymbryl and Belfyr, hoping one of them would pull him out of the way, but when it was clear none would, the sorcerer sighed, knowing she needed to link her mind with his.  Mint tingled in the front of her mind and assaulted his.

_Get out of the way, old man.  They're going to shoot you as soon as I open the door._

The link was cut off as soon as her message was delivered, not giving Olvyn time to respond.  She waited for him to move, then called forth the shadow of her own hand.  The shade floated to the knob of the door and turned it, before giving a slight nudge to the wooden surface.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Mage Hand to open door.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Bookkeeping

Full Statblock

Yveran "Anne" Tallindor
Half-Orc Aberrant Mind Sorcerer 3


Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16

HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft


Passive Perception 13 Initiative +2

Languages Common, Elvish & Goblin
Background Untamed Youth

DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing


Proficiency +2 Saving Throws Constitution & Charisma
Skills Acrobatics, Intimidation, Perception & Persuasion
Tools Painter's Tools
Instruments None
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor 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 can't discern color in darkness, only shades of gray.Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

1st: Faerie Fire, Longstrider
2nd: Locate Animals or Plants, Locate Object
3rd: Clairvoyance, Speak with Plants
4th: Divination, Locate Creature
5th: Commune with Nature
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Origin: Aberrant MindPsionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Light Crossbow
o Quiver w/20 bolts
o Common Clothes
o 2 Daggers
o Staff (Arcane Focus)
o Shealis' Component Pouch

Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
o Painter's Supplies
ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth.

Spell Casting

Spell Save DC: 13
Spell Attack Mod: +5
Spells Known: 4+2+2
Spell Slots: 1st 4/4 2nd 1/2


Cantrips

Acid Splash

Infestation

Mage Hand

Mind Sliver

Prestidigitation

 

1st Level

Arms of Haddar

Dissonant Whispers

Faerie Fire

Ice Knife

 

2nd Level

Calm Emotions

Detect Thoughts

Shatter

Web

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Book One: The Scouring of Gate Pass Act Two: Retrieving the Case

Bronn is able to turn the lock over with ease.  There is just a small click as he does so, only audible because of the utter silence in the building.  In fact, using a key would have caused even more noise than that Bronn had done.  As Bronn steps aside, Anne opens the door with her invisible mage hand.  Those able to see into the room can see a bed that appears to be fully made in the farthest corner to the right, two living room-style chairs in the closest corner to the right, and on the left side of the room, there are two dining room chairs, with a small round table tipped on its side.  The top of the small table is facing directly at the door.  Also on the right side of the room is a door that presumable leads to some sort of closet, based on the way the wall is built out into the room.  

 

 image.jpeg.918494b554248928a72940866a48a659.jpeg

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Olvyn Tallindor - Human Cleric (Grave)https://i.ibb.co/sVDd7y5/human-wizard-small.jpg


AC: 16 | HP: 21/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 2/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None

 

Olvyn gave a small start as the voice of his daughter chastised him from his mind, then a small smile crept at the corners of his current female elven face. The Tallindor bloodline had always had a latent talent for magic. His father could use telekinesis at will. He had his illusions. And now he finally knew what his daughter's gift was. She appeared to be able cast Sendings at a whim. With a slight bow to the dwarf and Yveran, the disguised old man headed to the back of the group. Passing by Iymbryl and Belfyr, he whispers in elven "It might be an Invisibility spell. I recall some celestials know that trick."

 

As he fell back, Olvyn's mind was quickly forming a response to his daughter. Being familiar with the Sending spell from his previous days, the former necromancer made sure to conform to the rather arbitrary 25 word restriction. He had no way of knowing however that Yveran had already cut him off so she never heard his responseReceived your Tallindor gifts I see. Your mother feared raising you Ragesian because of them. Ask me later when you wish to learn more... Anne..
 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Guidance

Bonus Action: None
Move: None
Manipulate: Turn door handle but not open it all the way

 

     

 

 

Edited by Krezzlar (see edit history)
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Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

Iymbryl wanted to say a lot of things about Olvyn's impersonation, but in the end what was done was done. Now they were about to get ambushed, and it was suddenly his responsibility to march head first into it. He didn't like the stupid grin Olvyn had on his face either, probably imagining how this might be his chance to be rid of his warden. With a sigh the guard captain checked the grip on his shield, and strode into the room. He couldn't really see any way to diplomatically recover from the bastard impersonating Shealis...

He made it as far as the table before he let his senses extend outward, detecting the presence of the Celestial. "Hopefully Olvyn's antics didn't startle you too badly. We've managed to restrict his magic. I don't think anything can restrict his mouth...You're a hard man to track down Larion. Especially since you weren't where you said you would be." He stood there for a moment, half expecting to be blasted in the back.



Mechanics

Main Hand: Rapier
Off Hand: Shield


Move: He'll move 15ft into the center of the room
Action:  Using Divine Sense to detect Celestial
Bonus Action: Your bonus action goes here.
Manipulate: Your one free object interaction goes here.

Spells

Cantrips:
Minor Illusion (Shape Shadows)

1st Level:
Cure Wounds, Command, Disguise Self, Shield of Faith

2nd Level:
Invisibility (Shape Shadows)

     

 

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Belfyr - Half-Elf Ranger8daae369607892fa793b818b437f9a62.jpg


AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1

 

Belfyr had been present in spirit more than physically the past few minutes. His place at the end of the hall had meant that he was at best a rearguard, and at worst he was a lolly-gagger. But he tried to serve his duties honorably, while maintaining some idea what was happening just a few feet away at the door. There was something a bit chaotic about how they were going about things and the half-elf felt as though he was missing something important in the passing of glances and short remarks, but that was the flaw of being rearguard. A rearguard was rarely deep in the weeds of the most prevalent conversations happening in the belly of the troops. 

 

The half-elf had been able to catch a glimpse at the mage when he'd attempted the door. There was something almost novelty about it. Belfyr couldn't quite put his finger to the notion before it was all over and a new idea was taking shape. When Bronn stepped forward, Belfyr felt the burden of checking the sight lines that the dwarf had now departed. They were not a completely synchronized team, but many of the gaps were being filled fast enough.  

 

As another swap happened at the door, Belfyr found he felt very aware that it was likely his turn next. If Iymbryl couldn't conjure up an answer, it would be left to Belfyr or Anne -or had Anne already attempted?- to follow suit. His glances between door and their trail had been lopsided until now, but the half-elf's time was slowly slipping in the direction of the dorm room door more often now. Olvyn's warning pushed Belfyr to act before he knew exactly what he was acting upon. Without thinking terribly long about it, Belfyr simply followed the heavy march of Iymbryl, shadowing him by mere moments. 

 

Belfyr stood in the doorway, taking in the room. Finally his focus was on what lie in front of him and he heard every word of the knight who'd entered first. The half-elfs eyes danced about, expecting to see who Iymbryl was speaking to but seeing no one.



Mechanics

Main Hand: Quarterstaff
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Bookkeeping

Full Statblock

BelfyrHalf-Elf Ranger (Swarmkeeper) 3 NG

AC 15 HP 20 Speed 30 ftft

Str 14 (2) Dex 16 (3) Con 10 (0) Wis 14 (2) Int 10 (0) Cha 12 (1)

Attacks
Longbow
Quarterstaff

Half-Elf Features:
Darkvision
Fey Ancestry: Adv on saving throws vs charmed,
Magic can’t put you to sleep.
Skill Versatility: Persuasion, Survival
Ranger Features
Favored Foe: Tasha's pg 57
Natural Explorer:
Fighting Style: Defense +1 to AC when worn
Spellcasting
Ranger Archetype: Swarmkeeper
Gathered Swarm
Swarmkeeper Magic: bonus Mage Hand, Faerie Fire
Primeval Awareness: PHB

 

 

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Longbow
o Quiver w/20 arrows
o Common Clothes
o Studded Leather
o Quarterstaff

 

o Herbalism Kit
o Mess Kit
o Cooking Utensils

Spell Casting

Spell Save DC: 10
Spell Attack Mod: +2
Spells Known: 
Spell Slots: 1st 3/3 2nd 0/0


Cantrips

Mage Hand

 

1st Level

Faerie Fire

Cure Wounds

Goodberry

Hunter's Mark

 

2nd Level

 

 

 

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Book One: The Scouring of Gate Pass Act Two: Retrieving the Case

Imbryl can immediately feel the archon's energy coming from the closet room.  There is no response to his words, but the energy in the room shifts.  Also at his new angle, Imbryl is fairly certain he can see a shoe moving on the other side of the tipped-over table.  Before anyone else can move, the closet door flings open, showing the archon lighting the room like a candle.

 

 

Show Active Maps

image.png.d306b936f855e0e3ec5518c6f8979edc.png

Initiative

I rolled so badly that you folks just go first.

Archon

Larion

 

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Olvyn Tallindor - Human Cleric (Grave)https://i.ibb.co/sVDd7y5/human-wizard-small.jpg


AC: 16 | HP: 21/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 2/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None

 

Olvyn heard the door open but from his vantage point in the back, he couldn't make out what was happening inside the room. He was grateful that stalwart Iymbryl and sturdy Belfyr had moved to take the brunt of the assault instead of himself or his daughter. The duo appeared hesitant to fully commit to the attack though, the captain possibly still holding onto some foolish ideal that this matter could be settled peacefully. Hearing the closet door flung open and seeing the bright  blue light flood out the doorway, the old necromancer decided that it was time to act.

 

Dropping his illusionary disguise, the priest of the worm maneuvered around the logjam in front of the doorway to try to get view of the lantern archon inside. Seeing their luminous target, Olvyn uses his powers to summon a spectral skeletal claw to their aid while also summoning a chorus of bells to signal the creature's doom.

 

"It means to strike at us. We must finish this quickly." the old man said as he moved his way across the doorway into the other end of the hall.



Mechanics

Main Hand: Holy Symbol
Off Hand: Shield


Move: S, W

Bonus Action: Spiritual Weapon (top NW corner of room above the chest) attacking Lantern Archon (Force damage)

Action: Toll The Dead

Move: W, W (End up S of Bronn)

Manipulate: None

 

     

 

 

Edited by Krezzlar (see edit history)
Name
Spiritual Weapon Attack on Lantern Archon
19
1d20+5 14
roll
6
1d8+3 3
Toll The Dead damage if injured (Necrotic)
11
1d12 11
Toll The Dead damage if uninjured (Necrotic)
6
1d8 6
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spacer.pngBronn the Salvor (Mountain Dwarf Artificer)


AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator
Blade of the Resistance: 1/1
Powered Steps: +5' speed
Dampening Field: Advantage on Dex(Stealth)
Defensive Field: 2/2 (Guardian armor only)


The dwarf muttered a guttural curse as Olvyn abandoned any pretense of his disguise and beat a hasty retreat.  He didn't place high odds on Iymbryl's play saving the ruse, but when the old necromancer simply attacked outright it was sure the jig was up.  His thick legs propelled him forward, cursing again in dwarven as he ducked and squeezed past the door blocking Belfyr, with pick in hand.  Spying the overturned table he attempted to shove it aside, readying a blow at anything he uncovered.

"Call off the pet an' we'll see about settling this peaceful!" he barked out.

Mechanics

___________________________________________________

Main Hand: Jeweler's Pick
Off Hand: Shield

___________________________________________________

Action: Ready an action to attack whatever is behind the table
Bonus Action:
Move: to 1 square south of table
Manipulate: Push table aside

___________________________________________________

 

   
     
Name
Pick Attack
10
1d20+4 6
Pick Damage
4
1d8+2 2
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