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Chapter One - Mirabar


bwatford

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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


Of course, Andraste gave up the sword when Hachilah offered to take it. What was she going to do with it, anyway? She probably wouldn't hurt herself with it. Probably.

Besides that, Hachilah made the grandest of introductions, and Andraste wasn't above being flattered. She wasn't remotely as humble and stoic as most of her companions here. It was plain as day she was pleased to get the inherent compliment in Hachilah's introduction.

When she turned around to address the others she looked quite pleased with herself. Putting a hand on her hip she said, "It wouldn't take a lot of magic to project an illusory voice from a sword. Some clever mage could be around the corner pulling a fast one on us." She didn't sound very wary when she said it, because she also said, "But I, for one, am excited for the prospect that she's real."

 

Mechanics

Main Hand: -
Off Hand: -


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

▣☐

       
       
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image.jpeg.f84d6435a37f0156df6208c3329af349.jpeg


CHAPTER ONE - MIRABAR


"How in the world did you end up like this?" Andraste asked Zepara.

"Nae me brightest moment. After Mirabar’s conquest, I feared that I wou' be conscripted ta craft blades for tha Vecnan army. Rather than see me artistry turned ta evil, I arranged ta have me essence embedded 'ithin one o' me blades. Although I did make arrangements ta be smuggled out o' Mirabar, those plans have never came ta fruition." the sword replied.

 "Is there anything we can do to help you?" Mara added.

"Get me out o' this damn city." Zespara replied. "Just take me with ye, i have been covered in soot long enough."

As Hachilah settled into the ashes, she began cleaning the blade, which transformed into a smaller size for her convenience, shifting from a longsword to a shortsword, and finally to an oversized dagger. The blade seemed to be tailored for Hachilah's hand, as the grip was now custom-fitted to her hold.
 

 


Scene Notes

I have uncovered the entire map of the forge and removed tokens as there is no more combat at the moment.


On This 4th Day of Chess (March),
in the 5th Year of Vecna's Reign
10:16 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 (26 minutes remaining)

Mara
Is concentrating on Pass Without Trace (23 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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Mara Jade (Changeling Monk)spacer.png


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


It was an outlandish tale, but she supposed if a dwarf were to transfer their essence into something else a weapon made sense, though she would have guessed an axe over a sword. If Zespara had been here covered in soot since the fall of Mirabar she wouldn't know anything about the state of the city or any of the news since - the mephits seemed unlikely bearers of information.

"Was this your forge here?" she asked, wondering if the dwarf understood the connection to the various planes. "It seems connected directly to the plane of fire, and we found a chamber beneath that seems connected to the plane of frost. I am curious to hear what you know of such things, and there are also great iron doors in the basement chamber - frozen shut now, but if opened I wonder where they might lead."

As she spoke she considered the sword's request, but they were effectively prisoners here as well. At least for now.

"We would be happy to take you with us, but I don't know at what point we will be leaving the city. We only recently found ourselves in this place and we are still trying to understand all that has happened and how we might remedy this situation. I fear it will take some time before we can make promises."

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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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


Copper was not the best lookout. The others knew she was far to distractible to be an effective sentry. And so it was now: she found herself listening with interest to the others as they spoke behind her. She turned to look over her shoulder, getting a good look at the talking sword. Then she started wool gathering--thinking about the pranks one might be able to play with a talking weapon. Of course, with her magic, she was already quite capable of sensational pranks.

But this blade would be of more practical value. It contained the... essence of someone who lived in the city to witness, or hear of, at least some of the events in the Vecnan history book. Perhaps the sword knew things that might help them. The copper-haired girl started making a list of questions she would ask later, when everyone wasn't hogging the sword.


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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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


Mara was on top of things. She had asked everything Andraste would have wanted to know. To be frank, Mara was also probably right about making promises. Beyond this task at the forge, they didn't have a clear next step, much less an understanding of who their allies were and what could reasonably be accomplished in this world, such as it was.

That didn't stop Andraste from continuing to want to kick Vecna's teeth in. What an awful, godsforsaken bastard, she cursed him. He had a lot to answer for. Andraste didn't know if she would be the one to make him do that, but if she got an opportunity to she sure as the Hells was going to take it. It was a far sight better than huddling down in this frozen dead city waiting to starve to death.

She suddenly missed Valen Finch again. It hurt that she didn't even know if she could trust her memory of him. Was he even real? She didn't know right now. But she did have enough anger to hold on to, enough to keep her warm in the bitter cold. That and her friends would have to be enough.


Mechanics

Main Hand: -
Off Hand: -


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

▣☐

       
       
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Drift (Tabaxi Druid) Applicationspacer.png


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


Drift sits next to our new friend. While he can't speak, he licks the sword (making sure not to lick the sharp edge of the blade) to let it know we are friendly. Hopefully the dwarf in the sword doesn't get too annoyed at a wolf giving him a kiss.

He is anxious to get the destruction of the forge over with, even if he is concerned about the frost below. Maybe the forge is keeping that at bay and the frozen world outside will get even colder once we destroy the portal. Maybe Zespara knows the answer. But Drift can't say any of this, since he is a wolf, and he doesn't want to revert yet in case there is any more danger in the area.

Mechanics
 

Dire Wolf: AC14, HP 26/37

Main Hand: Empty
Off Hand: Empty


Move: none
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

Zespara - magic sword

Edited by BobtheWizard (see edit history)
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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


The paladin had not been able to detect any sign of evil using her Divine Sense. Besides, the spirit's words were comforting; if she was to be believed, she had refused to serve Vecna - which was enough to make her likable.

Of course, there was always the distant possibility that she was lying and actually a Vecnan spy - but that seemed unlikely.

Cassandra decided not to voice her concerns for now; instead, she chose to believe the spirit and to give it the benefit of the doubt.

At any rate, the blade had chosen Hachilah, as it now seemed to be tailored for the barbarian's hand.

She let Mara ask her questions to the intelligent dagger.



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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image.jpeg.f84d6435a37f0156df6208c3329af349.jpeg


CHAPTER ONE - MIRABAR


"Was this your forge?" Mara inquired, gesturing to the blade. "Aye," Zespara replied, "The House o' tha Bright Blade."

Mara inquired about the elemental gate and the subterranean chamber, to which Zespara replied, "Initially, i was unaware that tha House o' tha Bright Blade was constructed over an ancient temple o' Auril. Devotees o' tha Frostmaiden wou' sporadically emerge 'ithin tha underground temple ta either worship her or chip away at its walls with picks, searching for an unknown object. Me apprentices frequently had ta expel them. Moreover, we were never able ta open tha doors beneath."

"I chose tha location for its elemental node ta tha plane o' fire, which was ideal for forging tha perfect blades." she concluded.
 


Scene Notes

I have uncovered the entire map of the forge and removed tokens as there is no more combat at the moment.


On This 4th Day of Chess (March),
in the 5th Year of Vecna's Reign
10:21 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 (21 minutes remaining)

Mara
Is concentrating on Pass Without Trace (18 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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image.png.44317179ca9f812166be1538ab13d580.pngHachilah - Fire Genasi Barbarian 3


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

She was glad Mara had taken up the questions. The curious woman in a sword was confounding the genasi's mind. There had been stories all her life of magicked weapons hidden in the sands of the desert, but those were old tales of treasure hunters, most who lost their lives on the fruitless endeavor to the heat and brutal winds.

And yet, here she sat, cleaning a sword that resized itself to fit her hand and spoke into her mind, along with her companions. Hachilah glanced to Cassandra and wondered if she would be better to wield Zespara, though it seemed the blacksmith had made their choice. Perhaps it was because she was the one to reset the forge.

After a few minutes, the Wandering Sands tribal member spoke up. "Zespara...you have been here for many years. Have you heard anything of what has happened to...well...everything everywhere?"

 



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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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


Drift-wolf had moved closer to the sword, leaving Copper alone on watch. She redoubled her efforts, trying her best to resume her previous hiding place in the forge room, peering around the corner down the hall from which they'd come. Visibility was still rather poor. She wondered if her efforts would matter should they be suddenly attack by returning mephits.

She tried not to listen to the continuing conversation with the dwarf-sword, but found it difficult. She started humming a tune in her mind to drown out the words, but found her thoughts wandering toward the tune and where she'd first heard it. The stopped the tune, summoning the full force of her will power to remain alert for movement or sound that might signal intruders approaching from down the hall.

Did mephits make noise?


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

Edited by Wizard of the Coat (see edit history)
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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


Auril. That made sense. The name helped Andraste understand the sigil she had failed to figure out below in the cold chamber.

"Well," she began, "that may explain the bitter, bitter cold outside. Or perhaps it's only distantly related?" She didn't really know. It was just speculation. Still, that helped things make more sense in this senseless world, even if it was only a little.

"Let's keep our new friend and take one final look around this place before we close up the elemental portal. I'm eager to get back to the Clockwork King, but we need to check for supplies before returning."


Mechanics

Main Hand: -
Off Hand: -


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

▣☐

       
       
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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


"Did someone say: check for supplies?" Copper knew her limits: she would not be able to stay focused while the others were looting the building. "Someone else want to take a turn at keeping watch so I can help with the checking for supplies?"

She turned from her post and approached the others, assuming someone would take her place on watch. She cast a cantrip as she came, summoning the invisible hand that enabled her to open locks and foil traps from a distance.


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 frowned at the notion that the dwarves had worked this forge without ever once setting their formidable skill against those great sealed doors in the chamber below. And Zespara had said the devotees appeared in the chamber - not from thin air, surely. The explanation was that they had come through these supposedly impregnable doors. It made her wonder greatly what was on the other side, though she had no notion of how they might manage it.

As she considered, Copper spoke and after only an instant of indecision Mara went to take the orphan's place. Her dark eyes danced at Copper's obvious excitement, and she ignored the twinge of concern at the unknown. The girl was more than able to take care of herself.

"I will stand watch," she said simply, trying to recall if she had been so enthused in matters of the craft even in her youth.

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


So if Zespara was to be believed, she had never been able to open the frozen doors of Auril's temple downstairs.

That shed a new light on the party's chances to solve the issue there and now.

"If Zespara and her companions were never able to open the huge frozen doors downstairs, it is very unlikely that we can hope to succeed today without proper preparation." Cassandra said.

She paused.

"I am not a great scout, but I can stand watch together with Mara." she finally said. "Take your time and check for supplies."



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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Dungeons & Dragons 5e with DM BWatford


"Zespara...you have been here for many years. Have you heard anything of what has happened to...well...everything everywhere?" Hachilah inquired.

"Well, I know that Vecna had control o' most everything, he saved my people for last since our leaders had chosen nae ta help tha south an' withdrew into tha frozen north. Tha rift between dwarves an' humans had been happening for years 'afore Vecna showed up. When Vecna came for tha elves, our leaders still withheld our aid. Tragically, when Vecna came for us, there were none left ta save us."

"Citadel Adbar fell first. Its conquest was a historical embodiment o' Vecna’s key principle, 'Everything, even tha most impregnable fortress, has a secret that can bring aboot its demise.' apparently King Harnoth who ruled tha citadel had been replaced years earlier by tha citadel elders with a doppelganger after tha king died in battle. Which they used tha creature as their mouthpiece, allowing them ta secretly rule. Vecna simply exposed tha lie."

"An' so, Citadel Adbar, tha dwarven stronghold that for eighteen centuries had stood firm against every threat from every foe, was brought low by a secret."

"Once Adbar fell, tha others soon followed. One after another, Citadel Felbarr, Sundabar, Mithral Hall, Gauntlgrym, an', o' course, Mirabar, fell ta Vecna’s militaristic machinations. Many o' me people died. We had bled much for our ancestral homelands, an' we loathed tha thought o' fleeing. However, it soon became evident, even in tha face o' such stubborn valor, that fighting Vecna was a lost cause."

"So, I arranged ta have by essence put into me blades an' ta be smuggled out o' Mirabar... well.... ye know tha rest."

As the conversation went on, the others began to sift through the remnants of the spacious office, now cluttered with the debris of shattered furniture. Thankfully, its walls provided some respite from the intense heat of the forge.

Sifting through the debris, they discovered eight spindle-shaped black iron trade bars with squared ends, each weighing approximately two pounds.
 

Mirabar

On the 4th Day of ChessMarch
in the 5th Year of Vecna's Reign
10:33 am
Day 2

 

Scene Information:

Map Information: I have uncovered the entire map of the forge and removed tokens as there is no more combat at the moment.

Show Active Maps


TEMPLE OF THE FROST MAIDEN


spacer.png

 


HOUSE OF THE BRIGHT BLADE


spacer.png

Sh

ow Bookkeeping

PASSIVE PERCEPTION

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 (21 minutes remaining)

Mara
Is concentrating on Pass Without Trace (18 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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