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Book 1: Shadows of the Underworld | Chapter 3: The Darkness Revealed


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Evedriel Bregeneth (Wood Elf Ranger)


AC: 14 | HP: 25/25 | Initiative: +5+3 Dex, +2 Wis (Dread Ambusher) | Passive Perception: 14Darkvision 90' | Hero Points: 3/3 | Spell Slots: 1st 0/3 | Conentration: Entangling Strike | Notes* Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.

* Favored Enemy: Humans, Drow - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

* Favored Terrain: Forest - When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain additional benefits per the PHB.

* Umbral Sight - While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.


Eve's gray eyes were like frigid knives, but her gaze passed by the beleaguered Kuznetsov twin, instead trying to pierce through the chaos below.  Despite her anger, she couldn't help but notice the effectiveness of Shayne's magical assault - without it, Sabyne might have been lost already.  Of course, if they would have listened to her they would not have been is such dire straits to begin with.

"What you need," she gritted out, "is some gods damned SENSE."

The sharp twang of her bow punctuated the sentence, the cold fire in her eyes still raging.  Her mouth was set into a thin line, her body a coiled spring on the edge of the drop.  If things got worse, she wasn't going to let Sabyne die alone.


Mechanics

___________________________________________________

Main Hand: Longbow
Off Hand: Empty

___________________________________________________

Action: Attack the other zombie holding Sabyne with longbow
Bonus Action:
Move:
Manipulate:
Free: Give Shayne some friendly advice

___________________________________________________

 

   
Name
Longbow Attack
23
1d20+6 17
Longbow Damage
5
1d8+4 1
Zombie #4 Undead Fortitude (DC10)
4
1d20+3 1
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Amber Pyresoul - Halfling (lightfoot) Draconic Sorcererhttps://i.ibb.co/ccwt9Rt/Amber-small.jpg


AC: 16 | HP: 20/23 | Initiative: +3 | Passive Perception: 9 | Spell Slots: 1st 3/4 2nd 1/2 (+5, DC 13) | Sorcery Points: 3/3 | Hero Points: 2/3 | Concentration: None

 

Amber turned the corner just as Shayne was emerging from the hole in the graveyard. The extent of the battle was still hidden from the halfling and all Amber could do was guess at the horrors swarming beneath her companions. Running forward as fast as her short legs could carry her, the halfling could not help but notice Shayne and Eve sniping at each other almost as much as at their foes underfoot. As she neared the scene of the battle, Amber called out again to her companions hoping to distract them from their bickering.

 

"Stop arguing and tell us what's going on? Did Shayne fall for another trap?"

 

Mechanics

Main Hand: Empty
Off Hand: Empty


Bonus Action: None
Move: Due east

Action: Dash east
Manipulate: None

     

 

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 Sabyne Kuznetsov - Human Paladinspacer.png


AC: 17 | HP: 17/28 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 1/3 | Divine Sense: 3/3 | Lay on Hands: 10/15

She wasn't lying.  Not intentionally.  Sabyne had intended on climbing up right after her brother.  She had expected the mindless undead to be...mindless.  But as they grabbed for her, she cast her gaze back to the one she had marked, saw the intelligence in its own eyes.  The wight was controlling the trio that tried to hold her in place.

A bright searing light shown down from above.  Between its holy power and the fire Shayne controlled, one of the two that held her crumbled in pieces to the ground.  The paladin then heard Eve's grating voice, followed by the twang of her bowstring.  The elf's aim was true, but the damage was minimal.  It would seem that an undead creature needed attention from her hammer.  

With an arm free, Sabyne was now able to grip her weapon with both hands.  She felt the cool metal shaft in her palms. The warhammer, forged by her own hands, would be her salvation.  A swell of protection blossomed from her heart as the head of her weapon slammed into the body of the zombie that still clung to her.  Pulses of drum beats and white light bursts echoed in unison through the chamber and out above.  They disintegrated her foe to ash.  "I wasn't lying!"  She shouted to the heavens as she swung a second time at the final undead that stood.  Again her weapon connected, but this time without the regalia of the Axiomatic General.

Finally, with sweat dripping down her brow, Sabyne grabbed for the rope and began following her brother, but her eyes met the wight before she reached the top.  A challenge still remained.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Attack Zombie grappling
Bonus Action: Attack lone Zombie
Move: Climb up rope
Manipulate: Your one free object interaction goes here.

Reaction: Interception

Spells

Casting Ability: Charisma
Spell Save DC: 12
Spell Attack Modifier: +4
Spell Slots: 3
 


Bane (C)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Bless (C)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

CommandYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Hunter's Mark (B) (C)You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

   

Stat Block

 

Sabyne Kuznetsov
Human Paladin of Vengeance (3)


Str 16   Dex 10   Con 14   Int 10   Wis 13   Cha 14
HP 28/28   HD 3d10/3d10   AC 17   Speed 30 ft


Passive Perception 13   Initiative 0
Languages Common, Dwarvish & Elvish
Background Guild Artisan: Blacksmith   Feature Guild MembershipAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.


• Longsword +5 attack, 1d10+3 slashing damage plus Bonus Attack+5, 1d8 slashing
 Warhammer +5 attack, 1d10+3 bludgeoning damage plus Bonus Attack+5, 1d8 bludgeoning
• Javelin +5 thrown attack, 1d6+3 piercing


Proficiency +2   Saving Throws Wisdom, Charisma
Skills Athletics, Insight, Intimidation, Perception, Persuasion & Survival
Tools Smith's Tools
Instruments ...
Weapons Simple weapons, martial weapons
Armor All armor, shields

Feats Dueling MasterUnparalleled in single combat, gain the following benefits:
• You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield.
• While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Features Divine Sense (3)Unparalleled in single combat, gain the following benefits:
• You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield.
• While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Lay on Hands (15)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Fighting Style: InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.Channel Divinity (1)Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Channel Divinity: Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Channel Divinity: Abjure EnemyAs an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Channel Divinity: Vow of EnmityAs a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.Oath Spells3rd
bane, hunter’s mark

5th
hold person, misty step

9th
haste, protection from energy

13th
banishment, dimension door

17th
hold monster, scrying

 

Name
Warhammer Attack
23
1d20+5 18
Warhammer Damage
10
1d10+3 7
Smite Damage
17
3d8 3,8,6
Bonus Attack
16
1d20+5 11
Bonus Damage
8
1d8 8
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 Zuma/Early Sprout - Kobold Ranger (Hunter)image.png.c5fa861dd6d78db515ea7449e59bc924.png


AC: 14(+1 vs melee slashing) | HP: 28/28 | Initiative: +0 | Passive Perception: 14 | Superiority Dice: 3/3 | Grovel: 1/1 | Hero Points: 3/3


 

Skidding around the corner of the building, Zuma sprints towards the others out in the graveyard. Shayne is... climbing out of a grave? "Where iss Ssabyne? What happened?" The kobold echoes Fritz and Amber's thoughts, still several yards away from reaching them. The sounds of battle still echo up from below, as do the sounds of Kuznetsov arguing, which reassures Zuma that both siblings yet live.

 



 
 

Mechanics

Dashing to 1 SW, 1 S of the far southwest corner of the church.

 

   
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Book 1: Shadows of the Underworld Chapter 3: The Darkness Revealed


Shayne rammed the ball of fire into one of the creature's holding onto his sister before unleashing a radiant bolt of light into it that caused its form to sizzle and burn as it collapsed into a heap of burning, rotting flesh.

Eve fired off another arrow, this time into the remaining zombie that held on to Sabyne. The lone arrow was not enough to finish it off.

In a dazzling display, Sabyne brought the power of her god to bear as she brought her warhammer down on the head of the one still holding on to her, the sudden release of energy turned it to ash on the spot, in the flash of divine light, Sabyne struck the other one next to her before replacing the large hammer on her back and beginning the climb up and out of their reach. But the remaining zombie slammed against her lower torso as she ascended.

The others, now free of the chapel rushed across the yard toward the graves and the hole that Shayne and Eve were standing around.

The wight moved out and fired two arrows at Sabyne, the first completely missing her but the second arrow striking her in the breast, the arrow penetrating her armor and just into her flesh with a biting sting. Once he was done, he called the remaining undead back toward the tunnel and they both disappeared from sight.

 


Entering Adrik's Folly
10:41 am


WE ARE IN COMBAT
Everyone is up.

CONDITIONS
Shayne (concentrating, hit point maximum reduced by 5)

Wight (vow of enmity from Sabyne)

MAP IS ACTIVE
Please state directions when moving (N,S,E,W, etc)

Show Active Maps

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Chapel of Flaesuros Map
(Click Map for Larger Image)


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Rybalka Regional Map
(Click Map for Larger Image)

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Eve 14 | Zuma 14 | Sabyne 13 | Shayne 13 | Fritz 10 | Amber 9 

INITIATIVE (Round 4)

Undead

PC's

MECHANICS

Sabyne
Sabyne used one first level spell slot (1 of 3 remaining)
Takes 2 hit points of bludgeoning damage from Zombie #2's slam.
Takes 5 hit points of piercing damage from Wight's longbow.
Has 10 of 28 hit points remaining.

Shayne
Used one second level spell slot (0 of 2 remaining)


Wight
Has taken a total of 11 hit points of damage.
Is moderately wounded.

Zombie #2
Takes 8 hit points of bludgeoning damage from Sabyne's warhammer.
Has taken a total of 14 hit points of damage.
Is heavily wounded.

Zombie #3
Takes 5 hit points of piercing damage from Eve's longbow.
Takes 27 10 hit points of bludgeoning damage from Sabyne's warhammer.
Takes 17 hit points of radiant damage from Sabyne's Smite.
Has taken a total of 41 hit points of damage.
IS DEAD!!!

Zombie #4
Takes 12 hit points of fire damage from Shayne's Flaming Sphere.
Takes 19 hit points of radiant damage from Shayne's Guiding Bolt.
Has taken a total of 33 hit points of damage.
IS DEAD!!!

CONDITIONS

Shayne
Concentrating on Flaming Sphere (7 rounds remaining.)
Hit point maximum reduced by 5.

Wight
Has vow of enmity from Sabyne. (8 rounds remaining.)

DESCRIPTIONS

Flaming Sphere
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Hit Point Maximum Reduced
This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vow of Enmity 
You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

AMBER PYRESOUL

Hit Points: 20/23 (brave, lucky)
Hit Dice: 2/3
Spell Slots

  • 1st Level: 2/4 (+5, DC 13) *L
  • 2nd Level: 1/2 (+5, DC 13) *L

Sorcery Points: 3/3 *L
Hero Points: 2/3
Experience Points: 2,413 / 2,700

EVEDRIEL BREGENETH

Hit Points: 25/25 (fey ancestry, gloom stalker)
Hit Dice: 3/3
Spell Slots

  • 1st Level: 0/3 (+4, DC 12) *L

Hero Points: 3/3

Attuned Items: 0/3

Wand of Snares: 3/3 *L (Gains 1d3 charges on long rest)
Experience Points: 2,413 / 2,700

FRITZ

Hit Points: 20/20 (brave, luck)
Hit Dice: 3/3
Current Wild Magic Chance: 5 in 20
Tides of Chaos: 0/1 *L
Sorcery Points: 2/3 *L
Spell Slots

  • 1st Level: 1/4 (+5, DC 13) *L
  • 2nd Level: 2/3 (+5, DC 13) *L

Hero Points: 3/3

Attuned Items: 1/3 (ring of protection)
Experience Points: 2,413 / 2,700

SABYNE KUZNETSOV

Hit Points: 10/28 (Divine Health)
Hit Dice: 2/3
Divine Sense: 3/3 *L
Lay on Hands: 10/15 *L
Harness Divine Power: 1/1 *L
Channel Divinity: 0/1 *S/L
Spell Slots

  • 1st Level: 1/3 (+4, DC 12) *L

Hero Points: 1/3
Experience Points: 2,413 / 2,700

SHAYNE KUZNETSOV

Hit Points: 9/(19)24
Hit Dice: 2/3
Healing Light: 2/4 *L
Spell Slots

  • 2nd Level: 0/2 (+5, DC 13) *S/L

Hero Points: 2/3

Attuned Items: 1/3 (pearl of power)
Pearl of Power: 1/1 *L
Experience Points: 2,413 / 2,700

ZUMA

Hit Points: 28/28 (sunlight sensitivity, +1 AC versus slashing)
Hit Dice: 0/3
Grovel: 1/1 *S/L
Superiority Dice: 1/3 *L
Hero Points: 3/3
Experience Points: 2,413 / 2,700

 

 

Name
Zombie #4 Dexterity Save versus Flaming Sphere
6
1d20-2 8
Flaming Sphere Damage
12
2d6 6,6
Zombie #2 AoO on Sabyne | Bludgeoning
19; 2
1d20+3; 1d6+1 [16]; [16,1]
Wight attacks Sabyne | Piercing
10; 7
1d20+4;1d8+2 [6]; [6,5]
Wight attacks Sabyne | Piercing
19; 5
1d20+4;1d8+2 [15]; [15,3]
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Fritz Trebarley - Tree-Borer Halfling Wild Magic Sorcerer sheetivspyB.jpg.d3b685fa1611f39702c4e2dc6e3175a9.jpg


AC: 13 (16 Mage Armor) | HP: 20/20 | Initiative: +2 | Passive Perception: 10 | Spell Slots: 1st 3/4, 2nd: 3/3 | Sorcerery Points: 3/3


Fritz continues to run for the hole in the ground. He gets there just as Sabyne is climbing out of the hole. He looks in but sees only the dust and remains of the zombies. He sees nothing moving or alive.  He's still not sure why Shayne and Sabyne went scouting instead of letting Eve and Zuma handle it. They are clearly more capable. He turns to Sabyne and asks hopefully, 

"What are you three doing? What did you disturb? What's down there?"

He waits for her response, ready to either retreat or jump down the rope if needed, continuing to look to see if anything is following the humans. 

 



Mechanics

Main Hand: crossbow 
Off Hand: Empty


Action: dash
Bonus Action: none
Move: Follow Amber and Zuma.
Manipulate: none

     

 

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Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


AC: 13 (leather) | HP: 9/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 0/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

With the sudden retreat of their ambushers, Shayne pulled up the rope after his sister before turning to face her. Relief quickly gave way worry as he noted the several arrows protruding from her. The questions and comments from the others flared his temper, but none of that mattered at the moment, only that his sister was safe. As he let out a sigh of relief, all the tension of battle flooded out of him and he wearily took a seat next to his Sabyne.

"You alright, Bean?" No matter how you considered the situation, it had been a close call. The events played over in his mind and he was amazed how lucky they were. In retrospect, they hadn't even considered the chance of an ambush at this point. Shayne made a mental note to add a bit more weight to his cynical scale. 

After a few more deep breaths to fully calm himself down, he nudged his sister with a smirk. "Plus side, this may just solve the problem of getting into a castle guarded by fifty men." He paused again and looked over at Sabyne. "Thanks." It was in that moment Shayne realized, with all the dangers they faced they would have been dead without each other. When things were at their most bleak, he knew she was the only one who he could truly rely on. He did suppose Eve helped a little, but there was a big difference between support from safety and being in the thick of things. When Sabyne had pulled him away from the rope and down the hall, part of him wondered if he'd ever feel daylight again before he died...

"Hey Eve, arrows: helpful; comments: not so much. You wanna be the scout, then do scout things instead of asking permission. If you think I'm not going to follow Sabyne, often times against my better judgement, into danger so she isn't alone, then you're just wasting your breath. Also..." Shayne turned to Amber and pointed a finger. "Only people who haven't walked into obvious traps I warned them about get to make comments!"

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Bonus Action: N/A
Action: N/A
Move: N/A
Manipulate: N/A

     

 

 

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 Sabyne Kuznetsov - Human Paladinspacer.png


AC: 17 | HP: 10/28 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 1/3 | Divine Sense: 3/3 | Lay on Hands: 5/15

The biting remarks of the others fell on numb ears.  Drum beats still echoed in her veins, Sabyne's breath matched the pace of that rhythm as she climbed into the sunlight.  She crawled away from the hidden tomb, finding space away from those that came with criticism on their lips.  "There's still a zombie and a wight down there.  Give me a few to gather myself and I can go back down."  The paladin found a headstone to rest against and pushed herself into a sitting position.

For the first time in years, Sabyne felt something other than anger.  The thrumming of the drums didn't fuel an uncontrollable rage.  With each breath, she became more aware of the fear that had consumed her.  As Shayne slid in beside her, the focus of what terrified her was clear.  He spoke, his voice sounded distant through the cacophony of the drum corp.  She reached a hand out to his, their blood mixing in the grip.  "Shayne...", her voice croaked out, "I'm sorry...I don't care why you left or where you went."  She squeezed his hand but couldn't look at him.  "All that matters is that you're back, and I can't lose you again.  Ok?"  Bright light emanated from their joint grasp as the healing power of her god soaked into his flesh.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: 5 hp to Shayne from LOH
Bonus Action: ...
Move: Climb up rope
Manipulate: Your one free object interaction goes here.

Reaction: Interception

Spells

Casting Ability: Charisma
Spell Save DC: 12
Spell Attack Modifier: +4
Spell Slots: 3
 


Bane (C)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Bless (C)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

CommandYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Hunter's Mark (B) (C)You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

   

Stat Block

 

Sabyne Kuznetsov
Human Paladin of Vengeance (3)


Str 16   Dex 10   Con 14   Int 10   Wis 13   Cha 14
HP 28/28   HD 3d10/3d10   AC 17   Speed 30 ft


Passive Perception 13   Initiative 0
Languages Common, Dwarvish & Elvish
Background Guild Artisan: Blacksmith   Feature Guild MembershipAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.


• Longsword +5 attack, 1d10+3 slashing damage plus Bonus Attack16+5, 1d8 slashing
 Warhammer +5 attack, 1d10+3 bludgeoning damage plus Bonus Attack+5, 1d8 bludgeoning
• Javelin +5 thrown attack, 1d6+3 piercing


Proficiency +2   Saving Throws Wisdom, Charisma
Skills Athletics, Insight, Intimidation, Perception, Persuasion & Survival
Tools Smith's Tools
Instruments ...
Weapons Simple weapons, martial weapons
Armor All armor, shields

Feats Dueling MasterUnparalleled in single combat, gain the following benefits:
• You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield.
• While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Features Divine Sense (3)Unparalleled in single combat, gain the following benefits:
• You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield.
• While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Lay on Hands (15)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Fighting Style: InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.Channel Divinity (1)Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Channel Divinity: Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Channel Divinity: Abjure EnemyAs an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Channel Divinity: Vow of EnmityAs a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.Oath Spells3rd
bane, hunter’s mark

5th
hold person, misty step

9th
haste, protection from energy

13th
banishment, dimension door

17th
hold monster, scrying

 

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 Zuma/Early Sprout - Kobold Ranger (Hunter)image.png.c5fa861dd6d78db515ea7449e59bc924.png


AC: 14(+1 vs melee slashing) | HP: 28/28 | Initiative: +0 | Passive Perception: 14 | Superiority Dice: 3/3 | Grovel: 1/1 | Hero Points: 3/3


 

Skidding to a stop behind Eve, Zuma peers past her at the hole in the ground and the rope dangling down it. "A white is another kind of undead, isss it?" he asks, arrow at the ready and trained on the hole while Sabyne collects herself. Do zombies climb? Zuma isn't sure, but better to be ready.

 

"It isss another ssecret passsage," the diminutive hunter takes away from Shayne's explanation. That could be good for them. If it's not crawling with even more cursed monsters. Sabyne's condition doesn't look very good, so he reluctantly offers, "I can lead the way."

 



 
 

Mechanics

Move to the space 1 SW of Eve

Ready an attack in case the undead climb up

 

   
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Evedriel Bregeneth (Wood Elf Ranger)


AC: 14 | HP: 25/25 | Initiative: +5+3 Dex, +2 Wis (Dread Ambusher) | Passive Perception: 14Darkvision 90' | Hero Points: 3/3 | Spell Slots: 1st 0/3 | Concentration: Entangling Strike | Notes* Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.

* Favored Enemy: Humans, Drow - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

* Favored Terrain: Forest - When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain additional benefits per the PHB.

* Umbral Sight - While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.


 

Eve narrowed her eyes at Shayne's words, irritated that he refused to see his own part in what had nearly been a disaster, but didn't bother responding as Sabyne crawled back into the light.  She stared down into the pit, the fact that the mind behind all of this was even now sneaking off to plan something more nefarious. The passage down there might well lead to the castle, but if these undead were in league with those at the other end, then it wasn't going to be a very useful avenue for them.

His attitude reminded her that she wasn't particularly welcome here, so she let the two of them share their moment.  Zuma's words caused her to look up from the darkness, meeting the Kobold's gaze.

"Let's not go rushing off just yet," she said, "wights are indeed undead, and of a kind both intelligent and very dangerous. It is likely planning some other surprise."


Mechanics

___________________________________________________

Main Hand: Longbow
Off Hand: Empty

___________________________________________________

Action:
Bonus Action:
Move:
Manipulate:
Free: 

___________________________________________________

 

   
Edited by Gralhruk (see edit history)
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Amber Pyresoul - Halfling (lightfoot) Draconic Sorcererhttps://i.ibb.co/ccwt9Rt/Amber-small.jpg


AC: 16 | HP: 20/23 | Initiative: +3 | Passive Perception: 9 | Spell Slots: 1st 3/4 2nd 1/2 (+5, DC 13) | Sorcery Points: 3/3 | Hero Points: 2/3 | Concentration: None

 

Amber slowed her approach as Sabyne emerged from the hole in the ground. Shayne's biting words stopped her in her tracks, the tension of the moment obviously setting tempers on edge. The halfling decided to give the twins a bit of space to catch a breather and allow cooler heads to prevail. Instead, she stood a short distance from the open crevice, peering worriedly at the menacing darkness below.

 

"Is there a chance this Wight is working with the Drow? Do we need to catch it before it warns others? If you are willing to lead the way Zuma, I might have some magic that would protect you from being ambushed. By a little bit at least. I'd lead myself but I wouldn't see much in the black without some light and that would defeat the purpose of the spell."

 

Mechanics

Main Hand: Arcane Focus
Off Hand: Empty


Bonus Action: None
Move: Due east

Action: Move to stand just west of Eve
Manipulate: None

     

 

Edited by Krezzlar (see edit history)
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Evedriel Bregeneth (Wood Elf Ranger)


AC: 14 | HP: 25/25 | Initiative: +5+3 Dex, +2 Wis (Dread Ambusher) | Passive Perception: 14Darkvision 90' | Hero Points: 3/3 | Spell Slots: 1st 0/3 | Concentration: Entangling Strike | Notes* Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.

* Favored Enemy: Humans, Drow - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

* Favored Terrain: Forest - When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain additional benefits per the PHB.

* Umbral Sight - While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.


 

Eve looked over to Amber and nodded in agreement - in her mind, it certainly seemed likely that the undead were in league with the drow.  That had been the case in the church when they first started this journey and it was likely also the case now. This tunnel might well be the path they needed to get into the castle but guarded as it was by the wight . . . well, that might make it a worse option than anything else. She kept her voice low, wanting a few moments to talk rationally about how to proceed without the Kuznetsov's rushing to judgement.

"If we decide to follow, I agree that it must be quickly," she answered the flame-haired halfling, "for it seems reasonable that it would go to warn our enemies.  But as for leading, in this situation I am the best choice - I can see in such darkness and also remain unseen.  We need to know what we are up against rather than rush blindly to meet it."

She resisted the urge to look at Shayne as she made the comment on leadership, his words about scouting still fresh in her mind.  The elf was used to teamwork, and it was clear that those two operated under a very different method. It was a human thing, perhaps, to move without thought of others, seeking goal or glory regardless of the consequences to those around them.  Sabyne's actions had nearly killed her brother and herself - entirely preventable with only a moment's thought, but somehow Shayne managed to blame Eve for not being first of the idiots into the hole.

"Someone will need to talk sense into those two; any plan of mine will fall on deaf ears."


Mechanics

___________________________________________________

Main Hand: Longbow
Off Hand: Empty

___________________________________________________

Action:
Bonus Action:
Move:
Manipulate:
Free: 

___________________________________________________

 

   
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Fritz Trebarley - Tree-Borer Halfling Wild Magic Sorcerer sheetivspyB.jpg.d3b685fa1611f39702c4e2dc6e3175a9.jpg


AC: 13 (16 Mage Armor) | HP: 20/20 | Initiative: +2 | Passive Perception: 10 | Spell Slots: 1st 3/4, 2nd: 3/3 | Sorcerery Points: 3/3


Fritz agrees with Eve that we should press forward. He has no prejudice against elves and has learned to trust her advice. 

"I agree that we should be cautious, but I don't think we should let it get away. Zuma can see in the dark too. He should go with you. How far back do you want the rest of us?"

He waits for her response, ready to follow her down the rope. 

 



Mechanics

Main Hand: crossbow 
Off Hand: Empty


Action: dash
Bonus Action: none
Move: Follow Eve and Zuma.
Manipulate: none

     

 

Edited by BobtheWizard (see edit history)
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Book 1: Shadows of the Underworld Chapter 3: The Darkness Revealed


With everyone back safely on the surface they took a few minutes to sort out their options. As they discussed the issue at hand and talked of the undead being in league with this drow they kept talking about Alexandria interrupted "No sure I am following your train of thought here. Why would they be guarding a hole that did not exist until you dug it up? I mean from the looks of it, likely that hole has been covered for a might many years. And by looking at all of you. If that thing has already run back to warn someone else, then it is likely you aren't going to catch it.  Best you rest up and tend to those wounds before you go chasing after creatures down a dark hole."

"Post a guard out here, maybe this kobold fellow. The rest of you, come back inside. Let us not make a rash judgement." she pleaded with the newcomers.
 


Entering Adrik's Folly
10:49 am


WE ARE OUT OF COMBAT

XP AWARD
14 XP each.

CONDITIONS
Shayne (hit point maximum reduced by 5)

MAP IS ACTIVE
Please state directions when moving (N,S,E,W, etc)

Show Active Maps

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Chapel of Flaesuros Map
(Click Map for Larger Image)


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Rybalka Regional Map
(Click Map for Larger Image)

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Eve 14 | Zuma 14 | Sabyne 13 | Shayne 13 | Fritz 10 | Amber 9 

INITIATIVE

Not in Use!!

MECHANICS

Wight
Has taken a total of 11 hit points of damage.
Is moderately wounded.

Zombie #2
Has taken a total of 14 hit points of damage.
Is heavily wounded.

CONDITIONS

Shayne
Hit point maximum reduced by 5.

DESCRIPTIONS

Hit Point Maximum Reduced
This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

AMBER PYRESOUL

Hit Points: 20/23 (brave, lucky)
Hit Dice: 2/3
Spell Slots

  • 1st Level: 2/4 (+5, DC 13) *L
  • 2nd Level: 1/2 (+5, DC 13) *L

Sorcery Points: 3/3 *L
Hero Points: 2/3
Experience Points: 2,427 / 2,700

EVEDRIEL BREGENETH

Hit Points: 25/25 (fey ancestry, gloom stalker)
Hit Dice: 3/3
Spell Slots

  • 1st Level: 0/3 (+4, DC 12) *L

Hero Points: 3/3

Attuned Items: 0/3

Wand of Snares: 3/3 *L (Gains 1d3 charges on long rest)
Experience Points: 2,427 / 2,700

FRITZ

Hit Points: 20/20 (brave, luck)
Hit Dice: 3/3
Current Wild Magic Chance: 5 in 20
Tides of Chaos: 0/1 *L
Sorcery Points: 2/3 *L
Spell Slots

  • 1st Level: 1/4 (+5, DC 13) *L
  • 2nd Level: 2/3 (+5, DC 13) *L

Hero Points: 3/3

Attuned Items: 1/3 (ring of protection)
Experience Points: 2,427 / 2,700

SABYNE KUZNETSOV

Hit Points: 10/28 (Divine Health)
Hit Dice: 2/3
Divine Sense: 3/3 *L
Lay on Hands: 5/15 *L
Harness Divine Power: 1/1 *L
Channel Divinity: 0/1 *S/L
Spell Slots

  • 1st Level: 1/3 (+4, DC 12) *L

Hero Points: 1/3
Experience Points: 2,427 / 2,700

SHAYNE KUZNETSOV

Hit Points: 14/(19)24
Hit Dice: 2/3
Healing Light: 2/4 *L
Spell Slots

  • 2nd Level: 0/2 (+5, DC 13) *S/L

Hero Points: 2/3

Attuned Items: 1/3 (pearl of power)
Pearl of Power: 1/1 *L
Experience Points: 2,427 / 2,700

ZUMA

Hit Points: 28/28 (sunlight sensitivity, +1 AC versus slashing)
Hit Dice: 0/3
Grovel: 1/1 *S/L
Superiority Dice: 1/3 *L
Hero Points: 3/3
Experience Points: 2,427 / 2,700

 

 

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Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 0/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

A strange sort of nostalgia crept over Shayne. When was the last time Sabyne had held his hand? The memory came flooding back to him with perfect clarity, like they all did. It had been the winter of their tenth year. Kazimir Orlov had thrown a snowball with a stone in it. He could still picture the small cut on the side of her head. A minor thing, but she'd been a bit of a twig back then. Shayne had never beaten anyone so badly in his life. He'd grabbed her by the hand and taken her home, promising it wouldn't leave a scar. Shayne had been her protector back then. And now the situation was...uncomfortably reversed. Still, he'd made his choices in life, and he certainly didn't regret them.

He looked over and tussled her hair like he had when they were younger. He couldn't understand what her obsession with knowing where he had vanished to was, but it was a bit of a relief she was starting to get over it. Someday, Shayne could figure out a way to explain everything to her, despite his...inability to do so now.

He felt a surge of healing flow into him. His lungs still felt crippled from the wight's touch, like no matter how hard he tried, he just couldn't take in a full breath. "These are dangerous times, Bean. After the hell we've already been through and how much worse I imagine it will get...All I can promise is that I'll have your back every step of the way. Just like I know you have mine." He gave her a smile and a soft sigh before turning to the others.

Try as he might, the problem with remembering everything is that it made things impossible to ignore. The groups constant back and forth was the main reason Sabyne's recklessness at times had driven them 'forward'. Not that he always agreed with that by a long shot. As much as he considered Alexandria a wench for slapping him, he felt like she was correct. He let out another sigh, trying to be the bigger person and ignore Eve's constant prickling. It was something he would have to address at some point. "I don't trust Alexandria any further than I can throw her." He paused, wanting to make sure that point was perfectly clear. "So trust that I'm the last person willing to take this slap-happy woman's advice. Not to mention her argument doesn't really even make sense. There were undead among the creatures that attacked Rybalka. There were undead in the crypt of the church. We clearly fought other undead during the many ambushes we...stumbled into.

But the rest of you didn't see the tombstone. The grass and earth was so set in place I doubt this has been opened for a very long time. It took both of us to even open it. Having a group of undead lying in wait for a way into a fortress that no one has found in years? That seems ridiculous, and this is coming from a guy who met multiple plant demons who tried to eat us on the way here!

And it doesn't matter if they are in league with the Drow or not. Because if they aren't, we'll deal with them. And if they are, she is right that we won't catch them. Or worse, we'll stumble into more dangers rushing after them.

Now I can speak from experience when I say that wight can hit you so hard you won't feel whole again. So let us talk about what we have, and what we don't have. What we have, is a potential way into that fortress that is tenable. Since I assume no one here wants to scale the walls. If those undead serve the Drow, they may come kill us all anyway. So we're no worse off waiting. What we don't have in abundance though, is healing. So when people inevitably start to fall, they are screwed. I can have spells again if we wait an hour. Then at least if you all want to go get murdered in a hole, there is a better chance of surviving." He didn't bother to point out that a better chance and a good chance, were not the same thing.

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Bonus Action: N/A
Action: N/A
Move: N/A
Manipulate: N/A

     

 

 

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