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Durlag’s Tower


Poor_Knight

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You have been summoned by SEER to a private room in the Red Sheaf Inn and Tavern in Beregost. SEER, a female Shou mage of no small talent, has taken up temporary residence in this high-cost traveler's sanctuary, far from the relative safety of Baldur's Gate but still very much under the watchful eyes of both her Lords' Alliance employers and the Flaming Fist - the organization tasked with keeping law and order in Beregost. SEER is an agent of the Lords' Alliance, but it is obvious that she only truly answers to herself.

The meeting begins in the early morning.

"Visitors, ah, yes, good. Very good."

A wizened Shou woman enters this private meeting room and makes her way around the long ebony table. With a grace that would defy her apparent age, she seemingly at once takes a seat and makes a silver platter with a steaming tea pot and eight delicate cups appear. The room instantly smells of a heavy mix of mint and cinnamon.

She motions to the tea cups, which are all somehow immediately filled. "So we meet again. But more importantly, I have need for you lot once more and an interest in what lies before us. As we begin, might we all share some pleasantries?"

SEER takes a moment to engage in conversation with you, asking you about things from your past you're quite certain you've never shared with her. After some time at this she gets down to business.

"It has come to my attention that Baron Rajiram, a cloud giant of well-earned ill repute, has turned his vision in-land for once. While historically he has focused his attention on the Sword Coast and the ocean, the Baron has begun mobilizing his forces in an effort to breach Durlag's Tower. The Lords' Alliance, would like you to ensure that this does not happen - and we will reward you handsomely for it."

As SEER speaks, a small, golden pseudodragon with milky, white eyes fades into view snuggled around her shoulders. They share a series of rapid facial muscle twitches, after which the beast wraps itself tightly around SEER's shoulders and dozes off to sleep.

"Hsing tells me that our situation is escalating, and our previous timeline is no longer correct." She sighs, swirls her tea, and continues: "I do so loathe it when they don't respect the rules of the game. Giants. Psh. Impetuous, no matter what they say about us 'small folk'."

OOC

@cheezal @Djacob91 @Dmitri_Ravenoff @omegoku @8w_gremlin @Sylas

Once again, let's remind each other about your characters with an intro. Once everyone has posted we'll move along.

Feel free to ask questions of SEER as well.

 

Edited by Poor_Knight (see edit history)
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Eireann III

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High Elf Swashbuckler 
HP: 84/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep.

ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception)
 Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc]
 Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
 Rakish AudacityStarting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
 
Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[
 Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
 Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can
use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) 

Magic

Cantrip Known  Booming BladeEvocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. 
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Equipment 

Consumable (10) 

Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action  *2  Potion of Greater Healingregain 4d4 + 4 hit points  Potion of Superior Healingregain 8d4 + 8  hit points  Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score

Common (5)


Uncommon+ (6)

Bracers of ArcheryWondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide.
These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.
In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
  Headband of Intellect Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it
  Cloak of DisplacementWondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die."
 
Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6
Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7

Eireann was a lithe, pale elf bedecked in the finest clothing and lounged like the nobility he was. He was well used to being wined and dined, and he was at home at the fanciest balls as he was in the seediest bar. He sipped his tea and spoke pleasantry's as if he was simply meeting friends in a Baldur's Gate tea shop. In truth, he was nursing a hangover from the night before, and possibly a few nights before that too. Only those who had known him a long time would notice the edge of his almond eyes or the twinge on his thin lips that might betray his pain.

"We have dealt with plenty of giants! I am sure this one will fare no better against us. I am just glad to be out of those cold mountains. The others did suffer so."

As he said this, he consciously rubbed his bulky hexagonal bracers. They were currently dull and dark, but lit up in cold or heat, and Eireann had been glad of them on many of his past adventures. He took another sip of his tea and continued.

"So what do we know of this Baron Rajiram character, and what is the Durlag's Tower that he wishes to penetrate so?"

Behind him sat his pack, ready to go once the formalities with SEER were completed. draped over it was a dark fur cloak and his well worn leather armour. A short bow and quiver of arrows sat beside the pack. Propped against his chair was his finely made rapier. It had seen him out of many messes and he would not go farther than the bathroom without it.

 

 

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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren walked about the town of Beregost with a friendly smile, though he spent far less time among the locals as one might expect of the friendly bard. Instead, he found himself among the traveling caravaneers, those merchants making their way up or down the Coast Way. During the day, he traded news and gossip like old friends catching up on old times with more than a few of them. Including a couple that actually were old friends from days past. And The greens and yellows that the bard wore were perhaps not a simple as the cloths of most of his fellow wandering merchants, though his travel worn boats were an all but perfect match in style. At night, he could be found in one tavern or another, trading songs and stories around mugs of ale with whoever felt like sharing, indeed, he ended up playing quite a bit less than was normal as he found himself listening and watching more than playing. Which is not to say that he did not, indeed, if the stories he shared were anything to go, their names, and the legend of Hartkiller's Return, would reach up and down the coast soon enough.

 

On the Seer's meeting, Theren walked in with his customary grin before laying eyes on the old woman herself. "You know, you really should have seen this coming and timed this all better." Theren said, putting on an off put look that was far more dramatic than could be taken seriously. "I mean, my old troupe was here barely more than a month back. That would have been a reunion. My folks, a brother, even a cousin were with them. We could have put on a show to coax even Melira Taralen to join us." He said with a wistful sigh at the thought. Of course, whether one thought a half dozen Therens put together was a good idea or a bad one was perhaps less obvious than the half elf made it out to be. "But no, instead we got to wander the cold mountains for far too long. But alas, maybe we can catch up next time." He offered with a wave and a shrug. Sitting down, he took some tea and was more than willing to share the stories of their time in the mountains with the Seer. When the conversation drifted back around towards the tower, Theren nodded towards Eireann. "That is actually a rather good question. I would imagine that a baron would be more interested in Baldur's Gate. Its not that far north, on the coast, and the tolls, tariffs, and such they collect for goods moving back and forth must be worth a ton. And I mean that literally, like a ton of gold coins just sitting somewhere for all the goods moving in and out."

Actions/OOC

Actions listed here

 

Concentration:

Conditions:

HP: 67/67

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +4
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 3/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 7/7 charges; DC15

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 3/3
LVL 4: 3/3
LVL 5: 2/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

Edited by Djacob91 (see edit history)
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Bloodaxe Headsplitter once again had answered the summons of Seer,and had come as quick as he could to Beregost.

He did wonder if his past companions he had travelled with on many occasions would once again also be summoned and his ponderings were not wrong,as he saw them all  upon entering the proposed meeting spot.

But having no time for chat,he heard the latest news from Seer, This time about a Cloud Giant..

He called out across the room to Theren , " I hope you have been taking notes on all these fallen Giants we've dealt with, and no doubt this one, You might be carving with Ilsenstaad for 100 years.."" he jested..

He thought to himself have all the Giants in this world gone mad....

Edited by cheezal (see edit history)
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Vall nailo
True Neutral, Male Drow Druid

Character Sheet

Vall Nailo
Drow Druid 12 True Neutral

AC 14 HP 77 Speed 30ft

Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0)

Attacks
Wooden Staff* +4 1d6+0/B
Sling +6 1d4+3/B

Darkvision 120'

Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep.

Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping.

Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight.

Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma).

Spellcasting
--Ritual Casting

Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food.

Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest.

Druid Circle - Circle of the Moon
--Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot.
--Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental.

Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks.

Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher.

 

The dark, brooding form of Vall stumbled through the entrance to the inn, still wearing the complete set of winter gear he'd acquired far to the north. Would his eyes truely never adjust to the surface?

He makes his way through the bar to the private meeting room where he finally sheds some of the winter outfit. He didn't really seem to have been overheating while wearing at, although it would be tough to tell anyways given his obsidian-black skin.

 

He accepts one of the cups and takes a sip of the fragrant tea while he took in the room. He did pause for a moment to think about the teaset itself though. "Forgive my boldness Seer, but I just had a errant thought... Do you still need the teapot if you can magic the teacups themselves?"

When they begin talk of the tower he asks, "would you rather we stop this baron-giant before he reaches the tower, or capture the tower before him?"

 

Crunch

 

 

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  • 2 weeks later...

 

 

Duncan Tallheart

Character Sheet


Duncan had once again responded to the call from SEER, though he really wasn't sure why anymore. The last adventure had nearly left him in the gullet of a massive worm beast, and he wasn't looking forward to another experience like that again. He hoped that maybe this one wouldn't be quite so... well, so full of giant man eating worms.

Giants were another issue. They were just so damn tall! Duncan was on the shorter side by human standards, and while this didn't bother him normally, when dealing with giants, well it put him at further disadvantage and he didn't much care for it. He even had trouble knocking them down with his trusty shield bash technique, as they were just too big to throw off balance. Many moons ago, his friend Eire had taught him some ways to be lighter on his feet and use the openings he created with his shield bash to better advantage. Duncan would never be a proper agile fighter, but that little bit of extra ruthlessness came in handy sometimes.

As he entered the Inn and got to the meeting, he sipped at his tea and sighed. It really was good tea, and nothing he would typically drink if not out of hospitality.

"More giants, eh?" he shook his head "I'll just hope they aren't accompanied by a giant man eating worm beast this time."

"Vall makes a good point. When and where do you think we should strike? We'd hate ta spring a trap too late."

 

Abilities and FeatsFighting style: Duelist:
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

 

CURRENT HP: 113/113

Superiority Dice: 4/4

 

 

 

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  • 2 weeks later...

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"Forgive my boldness Seer, but I just had a errant thought... Do you still need the teapot if you can magic the teacups themselves?"

"It's the ceremony of the act, I suppose. It's as much a part of having tea as is the drinking of said beverage."

 


"So what do we know of this Baron Rajiram character, and what is the Durlag's Tower that he wishes to penetrate so?"

"Durlag's Tower is the tomb of an ancient dwarf hero, and is rumored to have never been sacked or even fully breached. The tower is built of hizagkuur, a rare enchanted stone made by the dwarves of Eartheart, far to the east, on the edge of the Great Rift. Hizagkuur is thought to contain the spirits of great dwarf warriors and clerics, and to reflect magic back at its caster."

"I feel that there is sufficient evidence to indicate that a potent dwarven artifact lies below the tower - not above in its upper reaches."

Hsing confirms this suspicion, but neither elaborates further.

Hsing tells you of Bahldrak & Bellegia Slagspit, suggesting that they are already at the tower.

"These vicious dwarf twins from Neverwinter, one male, one female, are known mercenaries and assassins."

SEER warns, "They are known to employ invisibility spells and seem to greatly enjoy inflicting pain and misery upon their victims prior to striking a killing blow - similar to a game of cat and mouse. They were once Zhentarim but struck out on their own in order to make more gold in less time."

SEER describes the forces of Baron Rajiram as consisting of the cloud giant, a contingent of oni, two airships, and "a whole mess of uncouth vagrants, classless barbarians, and other indescribable miscreants from the Nelanther Isles."

 


"...would you rather we stop this baron-giant before he reaches the tower, or capture the tower before him?"

"You should make haste to the tower, as the challenges surrounding that place are far simpler than facing the forces of the Baron. I'm not certain about what the Baron seeks, but I know that Durlag's Tower houses ancient lore and treasures - none of which should fall into the evil giant's hands."

Hsing relays that horrid demons and devils are plentiful in the area, and that proper precautions should be taken.

They both comment that the upper reaches have been entered several times, but they are unaware of anyone entering the lower levels. As scrying magic does not pierce the tower’s protections, they feel that the Baron’s efforts are focused there.

SEER adds, "I've encountered Baron Rajiram and his forces before, and that encounter ended poorly for everyone - especially unlucky Bitter-root."

Hsing describes Bitter-root as an "erstwhile ally of the Lords' Alliance, though she can be a bit salty at times. It's best not to mention SEER around her if you meet her."

 

OOC

@cheezal @Djacob91 @Dmitri_Ravenoff @omegoku @8w_gremlin @Sylas

Apologizes again for the delays, but off we go...

 

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The mere Tale spoken by Seer,intrigue's Bloodaxe,he stretches his mind back to recall if he had heard anything further about the Enchanted Stone of his Dwarven Cousins,and contempt comes across his face when he here's about Bahldrak & Bellegia Slagspit and their chosen profession...

 

 

Edited by cheezal (see edit history)
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 
HP: 84/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep.

ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception)
 Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc]
 Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
 Rakish AudacityStarting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
 
Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[
 Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
 Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can
use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) 

Magic

Cantrip Known  Booming BladeEvocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. 
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Equipment 

Consumable (10) 

Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action  *2  Potion of Greater Healingregain 4d4 + 4 hit points  Potion of Superior Healingregain 8d4 + 8  hit points  Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score

Common (5)


Uncommon+ (6)

Bracers of ArcheryWondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide.
These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.
In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
  Headband of Intellect Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it
  Cloak of DisplacementWondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die."
 
Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6
Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7

Eireann listened to the warnings and asked another question

"We might clear out the tower before the Baron and is rabble arrive then, but we should watch out for a pair of invisible dwarven assassins? And you say Devils and Demons stalk the lands? Are they not enemies Chaos and Order fighting pointlessly for infinity? Is there anything about them, like weaknesses or immunities, we should know about?"

Eireann wondered what they might find under the tower. Dwarves knew how to build things to last, and liked to defend them with clever traps and difficult to find entrances. It would be no easy task to get inside and find whatever the treasure was.

 

 

 

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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren nodded in thought for a moment before giving a grin. "A chance to explore an ancient dwarven ruin untouched by mortal hands in counted years. That sounds like promising. You say that the spirits of dwarven warriors and clerics reside within the place, are they known for speaking with visitors? They could have some ancient lore worth recording. Or some really out of date gossip. Also, have any of the previous people who ventured within left behind anything of note? Maps, notes, journals of trials and tribulations located within perhaps. Such an account would make diving within easier, or quicker at the very least."

Actions/OOC

Actions listed here

 

Concentration:

Conditions:

HP: 67/67

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +4
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 3/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 7/7 charges; DC15

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 3/3
LVL 4: 3/3
LVL 5: 2/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

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spacer.png

(not to scale)

SEER answers more of your questions while she prepares to send you on your travels by deftly flipping over the silver platter and gazing intently at the glyph inscribed upon it (a pictogram of a teacup).

"Over the centuries many adventures, robbers, and monsters sought to break into Durlag's Tower and steal the treasures from within. Rumor has it that nobody has successfully plundered the tomb, but legend also has it that many powerful demons, devils, and undead now inhabit that place – as if the magical wards allow them to come close but they can never leave."

"Arm yourselves with enchanted or silvered weapons for anything else will be less effective against the fiends. And your spells of poison and fire will wash over them like water from a ducks back."

With one last look at each of you SEER activates the glyph. SEER's abrupt transportation method instantly teleports you to the outskirts of Durlag's Tower. As you take stock of your situation, Theren finds that a specialized version of a spell scroll of teleport has been inserted into his pack. This version shows SEER's crest at the top, and seems to have some extra sigils in reference to piercing arcane protections. A note on the back says:

"Once the elevator is secured, you can use this to return to me. I apologize for the abrupt nature of our discourse, but time is of the essence."

The lands that surround Durlag's Tower are littered with stones and collapsed buildings, many of which were hastily erected by would-be treasure seekers. It's late morning, with very little cloud cover. The air is cool and crisp, and wildlife can be heard in the distance. Every so often, a tumbling stone can be heard - perhaps kicked by an animal, or perhaps just the ongoing decay of the tower and the land surrounding it.

How do you proceed?

OOC

@cheezal @Djacob91 @Dmitri_Ravenoff @omegoku @8w_gremlin @Sylas

For info on Hizagkuur: Intelligence (History) check 

DC15

Hizagkuur is a rare stone mined from the Deep Rift far to the east. This stone is considered by dwarves to be significant to their heritage, and possibly even quasi-sentient; many of the stout folk believe that some of their greatest fighters and crafters live on in spirit form inside the stone. Hizagkuur reflects spells back their caster - even non-damaging spells make for a potent deterrent. The stone is immune to physical damage, and can’t be removed from the tower. It's been imbued with powerful magic and the dwarves and faithful of Moradin.

 

 

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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 
HP: 84/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep.

ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception)
 Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc]
 Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
 Rakish AudacityStarting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
 
Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[
 Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
 Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can
use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) 

Magic

Cantrip Known  Booming BladeEvocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. 
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Equipment 

Consumable (10) 

Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action  *2  Potion of Greater Healingregain 4d4 + 4 hit points  Potion of Superior Healingregain 8d4 + 8  hit points  Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score

Common (5)


Uncommon+ (6)

Bracers of ArcheryWondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide.
These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.
In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
  Headband of Intellect Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it
  Cloak of DisplacementWondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die."
 
Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6
Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7

Eireann nodded as SEER told them a few factoids about the devils and demons. He was pretty surprised to find himself shunted the many miles to the tower. He tried wracking his brains about Hizagkuur  but he didn't know anything but the name. Something to do with dwarves.

"Should we clear out the surrounding buildings first? There could be something camping or nesting within?"

 

 

 

 

Edited by omegoku (see edit history)
Name
History
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1d20+8 4
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren blinked in surprise at the sudden change of location. "Well, that is one way to travel. On one hand, no walking through blizzards. On the other, it feels a bit hurried for my taste. Somethings you just have to put the time in, make it special, you know." He added, smiling as his thoughts drifted to past nights. Shaking his head, he looked around a bit more before giving a shrug. "It would probably be a good idea. Better to check now then have someone pop in uninvited at an awkward moment." Hefting his pack, he frowned at its change in weight. Pulling it off, he reached in and found the new scroll. Looking it over, he nodded before putting it back. "I guess Seer really is in a hurry. This should get us back to her, if this seal is any indication. And this looks like it could even take us out of the tower itself in case we get stuck. The stone is definately magical, sentient even, if the legends are true. It is also suppose to reflect magic, so do watch your spells down there."

Actions/OOC

Actions listed here

 

Concentration:

Conditions:

HP: 67/67

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +4
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 3/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 7/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 3/3
LVL 4: 3/3
LVL 5: 2/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

Edited by Djacob91 (see edit history)
Name
History
15
1d20+12 3
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Duncan Tallheart

Character Sheet


Duncan had been rather shocked by the quick transport. He teetered slightly as his orientation came back to him. 

As hhefound his balance once more he looked about and shrugged. 

"Might have been nice to let us equip ourselveswith silver arrows and the like before we got dumped here." he shook his head "Demons and Devils then? I didnt much care for the giants, but I don't think these devils will be any better. "

"Keep your eyes and blades sharp people."

 

Abilities and FeatsFighting style: Duelist:
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

 

CURRENT HP: 113/113

Superiority Dice: 4/4

 

 

 

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