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Chapter One - Mirabar


bwatford

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image.png.44317179ca9f812166be1538ab13d580.pngHachilah - Fire Genasi Barbarian 3


AC: 17 | HP: 35/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3

She nodded at Cassandra's comment. She understood the frustration. "My mother told me we are all sand from the same desert, but the wind has blown us with different purpose. That does not mean we are not needed, simply that our grain has not yet slipped through the hourglass."  When she turned her head to meet the paladin's eye, Hachilah had found her friend already calling down to the group below, then glanced down to Drift. "Cass is right, they are exploring and discovering, you should join them too. The task of the forge seems uniquely suited for me."

The woman of the Wandering Sands pulled out the gear provided then donned the leather apron and gloves. It was hot in the forge and she could tell the metal would be even hotter. Even with her natural resistance, this task would be a challenge.

Fully prepared, Hachi approached the forge carefully and began to pull the rod that was out of alignment. Her teeth grinded as every muscle of her body joined the effort.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Straighten rod
Bonus Action: ...
Move: Put on gear and move to rod
Manipulate: Your one free object interaction goes here.

Reaction: Opportunity attack.

Spells

Casting Ability: Wisdom
Spell Save DC: 11
Spell Attack Modifier: +3


Cantrip: Produce Flame

One Use per Long Rest
1st: Burning Hands
2nd: Flame Blade (C) -no access till 5th

   

Stat Block

 

Hachilah of the Wandering Sands
Fire Genasi Ancestral Guardian Barbarian (3)


Str 14   Dex 14   Con 16   Int 10   Wis 12   Cha 10
HP 35/35   HD 3d12/3d12   AC 17   Speed 30 ft


Passive Perception 13   Initiative +2
Languages Common, Primordial & Dwarvish
Background Tribe Member: Wandering Sands   Feature 
Wandering Sands Heritage


 Handaxe +4 attack, 1d6+2 slashing damage
• Javelin +4 thrown attack, 1d6+2 piercing
 Moon-touched Greataxe +4 attack, 1d12+2 slashing damage


Proficiency +2   Saving Throws Strength, Constitution
Skills Athletics, Insight, Perception & Survival
Tools 
Cook's Utensils
Instruments ...
Weapons Simple weapons, martial weapons
Armor All armor, shields
Feats None

Features 
DarkvisionFire ResistanceReach to the BlazeRage (3)Unarmored DefenseReckless AttackDanger SenseAncestral Protectors 

Name
Athletics
16
1d20+4 12
Fire Damage
2
1d6 2
Athletics
13
1d20+4 9
Fire Damage
4
1d6 4
Athletics
17
1d20+4 13
Fire Damage
1
1d6 1
Athletics
10
1d20+4 6
Fire Damage
1
1d6 1
Athletics
24
1d20+4 20
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Andraste (Half-Elf Sorcerer)token.png.f9e76fe4bce18d36fbb70ba39f1a9f7e.png

AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None
Spells: 1st:
▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath (Acid) up to 1 minute


It was, undoubtedly, colder in here than outside. Andraste knew that much about what was going on. If, as the Clockwork King had said, this forge had an elemental portal to fire in it, then it seemed reasonable this place would need something equally as...well, elementally to keep it from burning down the place.

That made sense, right? She pondered this as she examined the snowflake symbol. They had all been very hot recently in the forge above. While the heat had been a respite from the bitter cold outside, this room was going to quickly turn into an equally cold danger before too long if they didn't treat it with the same respect. "We should probably put on our furs" she cautioned to the others. She was already doing that herself. "I know we're still sweaty from the forge and the fighting, but if we're going to spend time down here we're going to lose that warmth pretty quickly."

There was more to this, though. They didn't know enough about how this elemental forge worked, and while Andraste may not have been able to figure out the snowflake, she knew at least a little about how the world worked (at least what she had read in all those books). She had an idea that she speculated aloud for the others to hear. "I can't be certain, but I get the sense that if we open up this ice box it will affect the forge above. We might want to get that bar worked out before we accidentally put out the fire."

 

Mechanics

Moving north to get a closer look at the snowflake.

Main Hand: -
Off Hand: -


Action: -
Bonus Action: -
Move: -
Manipulate: -

▣☐

       
       
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CHAPTER ONE - MIRABAR


Copper moved toward one of the massive iron doors that was covered in a thick layer of ice. She already had her tools in hand, but they would need some way to get through the ice first before they could even think about opening the doors.

Mara realized that the words were in the ice but melting faster than she could read them as she moved to join Copper looking at the frozen iron door.

Copper investigated the frozen door as best she could, it was over fifteen feet tall and the handle frozen in the ice was above her, but what she could tell through the thick ice she did not detect anything unusual.... well except the door was obviously built for someone much bigger than her.

Andraste meanwhile moved to investigate the snowflake symbol from a closer distance. It was clearly a six-pointed snowflake design that was cut into the ice very deeply, and very cleanly.

Meanwhile back up time, Hachilah geared up with the equipment provided by the Clockwork King and moved into the burning heat of the forge, she could feel her flesh cooking under the intense heat as she began to swing away with her hammer as she held the adamantine rod in the elemental flames of the forge as it turned red hot. As soon as she had straightened it, she quickly moved back away from the forge and sat the rod down to cool as she checked herself over to see how bad her injuries were.

 


Scene Notes

Adamantine Rod has been straightened.
Any character who stands within 10 feet of the forge takes 3 (1d6) fire damage per round.

Map
Map is active, please use directions (N,N,NW,W) when moving.


On This 4th Day of Chess (March),
in the 5th Year of Vecna's Reign
10:04 am


The 2nd Day of the Campaign

Show Active Maps


TEMPLE OF THE FROST MAIDEN


spacer.png

 


HOUSE OF THE BRIGHT BLADE


spacer.png

Sh

ow Bookkeeping

PASSIVE PERCEPTION

Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9

INITIATIVE

Not in Use!!

MECHANICS

Dire Wolf
Has 26 of 37 hit points remaining.

Hachilah
Takes 8 hit points of fire damage from Elemental Forge (reduced to 4 resistant)
Has 30 of 35 hit points remaining.

CONDITIONS

Environment
The soot and smoke in the air gives everyone disadvantage on ranged attacks.

Drift
Is in Dire Wolf Form (38 minutes remaining)

Mara
Is concentrating on Pass Without Trace (35 minutes remaining)

DESCRIPTIONS

Pass Without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

ANDRASTE

Hit Points: 21/23 (fey ancestry)
Hit Dice: 3/3
Sorcery Points: 3/3 *L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 0/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

CASSANDRA

Hit Points: 25/25 (divine health)
Hit Dice: 3/3
Channel Divinity: 1/1 *S/L
Divine Sense: 2/3 *L
Lay on Hands: 15/15 *L
Lucky: 3/6 *L (6 times a day while in Mirabar.)
Spell Slots (+4, DC 12) *L

  • 1st Level: 3/3

DM Inspiration: 1/1
Experience Points: 900 / 2,700

COPPER

Hit Points: 14/24
Hit Dice: 3/3
Spell Slots (+3, DC 11) *L

  • 1st Level: 1/2

Attuned Magic Items: 1/3
DM Inspiration: 0/1
Experience Points: 900 / 2,700

DRIFT

Hit Points: 24/24
Hit Dice: 3/3
Wild Shape: 1/2 *S/L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

HACHILAH

Hit Points: 30/35 (danger sense, resist: fire)
Hit Dice: 3/3
Rage: 2/2 *L
Reach the Blaze: 1/1 *L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

MARA

Hit Points: 24/24
Hit Dice: 3/3
Ki Points: 1/3 *S/L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

 

 

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Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16  | HP 14/24 | Init +3 P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5


"I don't think we're gonna get this door open," Copper announced with resignation. "We'll have to come back with a plan."

Looking to her companions, she added, "Anyone else find anything worth investigating? If not, it's way too cold down here and I'm ready to go back to the heat."


Mechanics

Main Hand: 
Off Hand: 

Status Effects: none

Active Spells: Mage Armor (8 hrs)


Copper

Free Action: --

Action: --

Move: --

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City Secrets


Str 8 Dex 16 Con 14 Int 13 Wis 12 Cha 12

Proficiency Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming Blade
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light
  • Cunning Action (Dash, Disengage, Hide, Mage Hand Legerdemain)

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

Cantrips Booming Blade | Mage Hand | Message | Minor Illusion | Prestidigitation 

Spells Disguise Self | Find Familiar | Mage Armor | Sleep

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Mara Jade (Changeling Monk)spacer.png


AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1


Mara nodded at Copper's assessment - the door was huge, and so frozen over that it was going to take a good bit of work before they could even attempt the lock. She wondered what sort of creatures needed such a large door, or if it was merely oversized because of the nature of this place. She looked up at the ceiling at the urchin's question, where she could trace the tantalizingly unreadable lines therein.

"There are words in that ice, but the letters melt as soon as they form and I cannot read them. An effect of the forge above, most like."

It was a conundrum, for if the forge were shut down then the letters might be visible but the chamber itself might be unbearably cold. To say nothing of the door which they must first needs unfreeze if they were to open. She stood serenely, hands tucked into the wide sleeves of her robe.

"Agreed, let us go up and decide with the others where to go from here."

Mechanics

Main Hand: Empty
Off Hand: Empty


Action:
Bonus Action: None
Move: Back to the main level
Manipulate: Your one free object interaction goes here.

     

 

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Cassandra of the Summer - Human Paladin (MW Character Sheet)spacer.png


AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14  | DM Inspiration: 1/1


Cassandra turned to Mara.

"Do we really wish to investigate further? For all we know, the words in that ice might well be 'You shall freeze here to your death'; as to that huge door, it seems to have been built for a giant..." she said. "And I haven't fought giants in years."

She paused.

"I agree, let us go up and come up with a plan with Hachi and Drift." she added.



Mechanics and OOC

Main Hand: Longsword.
Off Hand: Shield


Action: 
Bonus Action: 
Move: -
Manipulate: -

 

OOC: Cassandra will use her Lucky feat if hit by a critical hit.

Edited by Leonidas1789 (see edit history)
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Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16  | HP 14/24 | Init +3 P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5


With three votes in, Copper decided to take the lead back up the ladder. She took her time, moving cautiously. No need to take chance. She was glad to be back in the hot building--at lease for half a minute or so, until she warmed up and then became too hot.

She waited near the trap door until the next climber reached the top. While waiting she called to Hachi and the wolf. "We're all coming back up."

Once her replacement was topside, she moved toward the forge and took up a position next to the wolf.


Mechanics

Main Hand: 
Off Hand: 

Status Effects: none

Active Spells: Mage Armor (8 hrs)


Copper

Free Action: --

Action: --

Move: --

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City Secrets


Str 8 Dex 16 Con 14 Int 13 Wis 12 Cha 12

Proficiency Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming Blade
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light
  • Cunning Action (Dash, Disengage, Hide, Mage Hand Legerdemain)

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

Cantrips Booming Blade | Mage Hand | Message | Minor Illusion | Prestidigitation 

Spells Disguise Self | Find Familiar | Mage Armor | Sleep

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image.png.44317179ca9f812166be1538ab13d580.pngHachilah - Fire Genasi Barbarian 3


AC: 17 | HP: 30/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3

Smoke roiled off her skin where the heat from the forge cracked the volcanic lines that spidered across her flesh. Lava flows cracked the surface, casting a soft glow around her. Hachilah was glad her friends had descended and left this work to her.

She turned around suddenly and glanced down to Drift, but realized quickly he could not speak in his canine form, then turned back toward the forge. "You are correct. I am no dwarf. Nor am I a wizard."  Hachi then called out to those below. "I've straightened the rod and I believe there is another mind speaker here."  The genasi returned her attention to the forge, which she now assumed was an intelligent magical device.

"Wait to speak till my party returns. We work as one."



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Straighten rod
Bonus Action: ...
Move: Put on gear and move to rod
Manipulate: Your one free object interaction goes here.

Reaction: Opportunity attack.

Spells

Casting Ability: Wisdom
Spell Save DC: 11
Spell Attack Modifier: +3


Cantrip: Produce Flame

One Use per Long Rest
1st: Burning Hands
2nd: Flame Blade (C) -no access till 5th

   

Stat Block

 

Hachilah of the Wandering Sands
Fire Genasi Ancestral Guardian Barbarian (3)


Str 14   Dex 14   Con 16   Int 10   Wis 12   Cha 10
HP 35/35   HD 3d12/3d12   AC 17   Speed 30 ft


Passive Perception 13   Initiative +2
Languages Common, Primordial & Dwarvish
Background Tribe Member: Wandering Sands   Feature 
Wandering Sands Heritage


 Handaxe +4 attack, 1d6+2 slashing damage
• Javelin +4 thrown attack, 1d6+2 piercing
 Moon-touched Greataxe +4 attack, 1d12+2 slashing damage


Proficiency +2   Saving Throws Strength, Constitution
Skills Athletics, Insight, Perception & Survival
Tools 
Cook's Utensils
Instruments ...
Weapons Simple weapons, martial weapons
Armor All armor, shields
Feats None

Features 
DarkvisionFire ResistanceReach to the BlazeRage (3)Unarmored DefenseReckless AttackDanger SenseAncestral Protectors 

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Drift (Tabaxi Druid)spacer.png


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Features


Drift paces back and forth between Hachilah and the hatch to the frozen basement. He looks down and sees everyone is ok, nodding to them that Hachilah is fine but trying to motion to them to come back up so we can finish this. He then goes back to Hachilah to try to let her know to wait. And then back to the hatch.

 

 

Mechanics
 

Dire Wolf: AC14, HP 26/37

Main Hand: Empty
Off Hand: Empty


Move: Move 20' south
Action: none
Bonus Action: none
Manipulate: none

Wildshape forms

Brown Bear

Brown Bear
Large Beast, Unaligned

Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR19 (+4)
DEX10 (+0)
CON16 (+3)
INT2 (-4)
WIS13 (+1)
CHA7 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Dire Wolf

Dire Wolf
Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.

STR17 (+3)
DEX15 (+2)
CON15 (+2)
INT3 (-4)
WIS12 (+1)
CHA7 (-2)

Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

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

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Giant Spider

Giant Spider
Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

STR14 (+2)
DEX16 (+3)
CON12 (+1)
INT2 (-4)
WIS11 (+0)
CHA4 (-3)

Skills Stealth +7
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Deinonchyos

Deinonychus
Medium Beast (Dinosaur), Unaligned

Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8 )
Speed 40 ft.

STR15 (+2)
DEX15 (+2)
CON14 (+2)
INT4 (-3)
WIS12 (+1)
CHA6 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action.

Actions
Multiattack. The deinonychus makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

 

Notes

Forgehammer – Our home in Mirabar

Temple of Truth

The Goblet and Gems

Hall of Sparkling Stones

Racine - our handler

Clockwork King - can shut down Mephits

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image.jpeg.f84d6435a37f0156df6208c3329af349.jpeg


CHAPTER ONE - MIRABAR


As everyone returned topside from the frozen bowels of the forge, Hachilah spoke out loud to the voice in her head, but it replied now in the common tongue where all could hear. The voice was definitely feminine and definitely dwarvish "Dinna be giving me secrets away. Ye know I once owned this place. Once tha finest swordsmith in all o' Mirabar. Now stuck here in tha ash o' it all."

"Nae exactly a prized ending, be it." the voice was gruff and plain spoken.

"I guess introductions be in order. I be Zespara... Zespara Alather, an' if ye look down here in tha ash o' your feet ye will find me."

Looking around in the ash Hachilah could only see twisted and scorched weapons, and no person. "Over here." the voice called out drawing her attention to a rather plain longsword, which was also covered in soot and scars from the heat. "I know, I ain't much ta look at, well nae at tha moment anyway."

 


Scene Notes

 

Map
Map is active, please use directions (N,N,NW,W) when moving.


On This 4th Day of Chess (March),
in the 5th Year of Vecna's Reign
10:10 am


The 2nd Day of the Campaign

Show Active Maps


TEMPLE OF THE FROST MAIDEN


spacer.png

 


HOUSE OF THE BRIGHT BLADE


spacer.png

Sh

ow Bookkeeping

PASSIVE PERCEPTION

Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9

INITIATIVE

Not in Use!!

MECHANICS

Dire Wolf
Has 26 of 37 hit points remaining.

CONDITIONS

Drift
Is in Dire Wolf Form (32 minutes remaining)

Mara
Is concentrating on Pass Without Trace (29 minutes remaining)

DESCRIPTIONS

Pass Without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

ANDRASTE

Hit Points: 21/23 (fey ancestry)
Hit Dice: 3/3
Sorcery Points: 3/3 *L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 0/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

CASSANDRA

Hit Points: 25/25 (divine health)
Hit Dice: 3/3
Channel Divinity: 1/1 *S/L
Divine Sense: 2/3 *L
Lay on Hands: 15/15 *L
Lucky: 3/6 *L (6 times a day while in Mirabar.)
Spell Slots (+4, DC 12) *L

  • 1st Level: 3/3

DM Inspiration: 1/1
Experience Points: 900 / 2,700

COPPER

Hit Points: 14/24
Hit Dice: 3/3
Spell Slots (+3, DC 11) *L

  • 1st Level: 1/2

Attuned Magic Items: 1/3
DM Inspiration: 0/1
Experience Points: 900 / 2,700

DRIFT

Hit Points: 24/24
Hit Dice: 3/3
Wild Shape: 1/2 *S/L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

HACHILAH

Hit Points: 30/35 (danger sense, resist: fire)
Hit Dice: 3/3
Rage: 2/2 *L
Reach the Blaze: 1/1 *L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

MARA

Hit Points: 24/24
Hit Dice: 3/3
Ki Points: 1/3 *S/L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

 

 

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Andraste (Half-Elf Sorcerer)token.png.f9e76fe4bce18d36fbb70ba39f1a9f7e.png

AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None
Spells: 1st:
▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath (Acid) up to 1 minute


She started to ask Hachilah who she was talking to, but stopped short of doing so when she finally got up from the hatch and got a look at what was going on.

"Oh, gods above." Andraste said with curiosity tinging her voice, "Is that a, uh... talking sword? I've heard of a 'rapier wit' before, but this is..." She trailed off, mostly because the quip didn't need to be completed to express her bewildered amusement at the strangeness of it all.

Andraste walked over next to Hachilah, stooped, and picked up the sword by the pommel. To her credit, she did know which end of a sword to hold, but she didn't look natural handling it. It was awkward looking with such a thing in her hand. One might have gotten the impression she was afraid it was going to reach up and attack her fingers, like she had gingerly picked a pinching crab out of a bucket.

"How in the world did you end up like this?"

 

Mechanics

Main Hand: -
Off Hand: -


Action: -
Bonus Action: -
Move: - North to one of the squares adjacent Hachilah
Manipulate: -

▣☐

       
       
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Mara Jade (Changeling Monk)spacer.png


AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1


Mara's eyes widened slightly in surprise as the source of the voice became known and the implications darted through her mind. How one could go from dwarf to sword was beyond her but it was hard to imagine something so strange would be falsified in order to trick them somehow. She studied the blade in Andraste's uncertain grasp, not expecting to learn anything but trying nonetheless.

"And more importantly," Mara added on, "is there anything we can do to help you?"

She stopped there, though she had many questions of her own. For if this sword had indeed been a dwarf, and the dwarf the owner of the shop, then there was a good bit of knowledge that could be gotten.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action:
Bonus Action: None
Move: Back to the main level
Manipulate: Your one free object interaction goes here.

     

 

Name
Generic Int check
1
1d20-1 2
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Cassandra of the Summer - Human Paladin (MW Character Sheet)spacer.png


AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14  | DM Inspiration: 1/1


Cassandra had heard of intelligent swords before - but she had never seen one; besides, that intelligent sword seemed more cursed than intelligent. Indeed, it seemed to be a prison for the soul of a dwarven Lady.

"Well met, Zespara... I am Cassandra, a Paladin of the Morninglord." Cassandra replied, since introductions were in order and since the "spirit" had given the group its name.

With that, the paladin opened her awareness to the presence of Evil. She intended, through that ability as well as through her coming questions, to test the intelligent sword's ethics and moral perspective. Perhaps the sword could be an ally.

 

Ability Use: Divine Sense.

 



Mechanics and OOC

Main Hand: Longsword.
Off Hand: Shield


Action: Divine Sense.
Bonus Action: 
Move: -
Manipulate: -

 

OOC: Cassandra will use her Lucky feat if hit by a critical hit.

Edited by Leonidas1789 (see edit history)
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Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16  | HP 14/24 | Init +3 P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5


With all her companions up the ladder, Copper closed the trap door and followed them to the forge room. was topside. She stopped just inside of the forge room, just around the west corner, taking cover while peering back down the hallway to the trap door on the previous room. With everyone in else busy in the forge room talking to some sword, she decided she'd keep a watch in case more mephits showed up. She felt particularly brave standing so close to the huge wolf.


Mechanics

Main Hand: 
Off Hand: 

Status Effects: none

Active Spells: Mage Armor (8 hrs)


Copper

Free Action: --

Action: --

Move: --

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City Secrets


Str 8 Dex 16 Con 14 Int 13 Wis 12 Cha 12

Proficiency Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming Blade
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light
  • Cunning Action (Dash, Disengage, Hide, Mage Hand Legerdemain)

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

Cantrips Booming Blade | Mage Hand | Message | Minor Illusion | Prestidigitation 

Spells Disguise Self | Find Familiar | Mage Armor | Sleep

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image.png.44317179ca9f812166be1538ab13d580.pngHachilah - Fire Genasi Barbarian 3


AC: 17 | HP: 30/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3

Hachi's brow furrowed as the sword made it clear that the voice was theirs and not the forge's. "I'm sorry...I..."  Her voice trailed off when Andraste claimed the sword from the dirt and debris. She watched while the sorcerer uncomfortably turned the blade over, holding it awkwardly out. The fire genasi retrieved a cloth from her pack and offered to take the sword back from her friend.

Taking the weapon, Hachilah sat on the ground cross-legged and began wiping the edge off. She looked up to Cassandra and nodded. "Of course, introductions. Cassandra is our most mighty and devout warrior. We are lucky to have her guidance and her prowess. Andraste is possibly the most elegant spellcaster, weaving her magic into words that can take your breath away. Copper...well Copper could steal you from my hands while I was looking at you, and I would have no idea it had been her. Mara is as gifted and nimble as she is caring, her fists can knock one over as fast as she would pick you up if you fell. And then there is Drift. Currently a wolf, but usually the best friend any of could ask for. Plus, I wouldn't want to meet him in a dark alley alone if you cause any of us harm."  She chuckled as she spoke on each of her friends, it was probably more than any had ever heard her speak about them. Her voice faded for a moment, then shook her head. "And I'm Hachilah. It's very nice to meet you Zespara. Is there something we can do to help you?"



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Straighten rod
Bonus Action: ...
Move: Put on gear and move to rod
Manipulate: Your one free object interaction goes here.

Reaction: Opportunity attack.

Spells

Casting Ability: Wisdom
Spell Save DC: 11
Spell Attack Modifier: +3


Cantrip: Produce Flame

One Use per Long Rest
1st: Burning Hands
2nd: Flame Blade (C) -no access till 5th

   

Stat Block

 

Hachilah of the Wandering Sands
Fire Genasi Ancestral Guardian Barbarian (3)


Str 14   Dex 14   Con 16   Int 10   Wis 12   Cha 10
HP 35/35   HD 3d12/3d12   AC 17   Speed 30 ft


Passive Perception 13   Initiative +2
Languages Common, Primordial & Dwarvish
Background Tribe Member: Wandering Sands   Feature 
Wandering Sands Heritage


 Handaxe +4 attack, 1d6+2 slashing damage
• Javelin +4 thrown attack, 1d6+2 piercing
 Moon-touched Greataxe +4 attack, 1d12+2 slashing damage


Proficiency +2   Saving Throws Strength, Constitution
Skills Athletics, Insight, Perception & Survival
Tools 
Cook's Utensils
Instruments ...
Weapons Simple weapons, martial weapons
Armor All armor, shields
Feats None

Features 
DarkvisionFire ResistanceReach to the BlazeRage (3)Unarmored DefenseReckless AttackDanger SenseAncestral Protectors 

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