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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


After they had looked over the place for supplies, Andraste dusted off the last of the soot from her hands. She had employed a bit more prestidigitation magic to clean off herself, and for the moment she didn't look like she had been sliding around on the floor in ash and embers. As she stood around with the others, she put her hands on her hips and said, "If all goes well, this forge may become a secure place for us to make our own." She looked around a bit at the place, surveying the feasibility of her own idea. "Four solid walls, a roof over our head, and no cold to speak of. Plenty of firewood. Just needs a little tidying up."


Mechanics

Main Hand: -
Off Hand: -


Action: -
Bonus Action: -
Move: -
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


Aided by a few of the others, Copper completed her search of the building. From her small crossbody bag, she'd drawn an empty sack which now held the iron bars that constituted their loot. The King might thing the bars worth a trade, and she was eager to find out. The bars were heavy, but she thought it best to keep the loot in one container all of them could recognize should the carrier fall.

She was about to speak when Andra began her musings. The girl listened, confused. "Wait... You remember the part of the plan where we close the portal to mephitland, right? The portal that keeps this place heated?"

Copper paused, looking to the others. "Or did I miss something while I was searching for the goods?"

The copper-haired girl looked to Hachi. "So, can we close that portal and get out of here now? These iron bars are burning a hole in my pocket."


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 could see the eager gleam in Copper's eye - no doubt she was eager to get to the Clockwork King and trade for some of his goods. It was true that they needed to close the portal of flame here, but that alone did not negate the worthiness of the structure. A more normal fire could be lit, likely without drawing suspicion. Perhaps this would make a decent base for them; perhaps not, also, but she did not see any reason to rule it out.

"Zespara, do any apart from the Mephits come here now? Guards or priests or the like?"

It might give them time to figure out the mystery of the doors down below also. It still bothered her that the dwarves claim to have never been able to open them. It didn't seem right, but then she'd no idea how they might be opened either.

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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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


"Portal doesn't matter so much as the stone walls," Andraste explained to Copper. "Don't get me wrong, I'm not looking forward to going out in the elements again, but this place seems a lot less...ramshackle than the other buildings. And it's not currently occupied by people that want to enslave or kill us.

"Finder's keepers, yeah?" She gave that last remark with a big smile. Maybe all of this was wishful thinking, but it was pragmatic, too. There was still the matter of the ice box down below to be sorted out.

"I'm with Copper, though. Let's make our way back to the Clockwork King. We can see about sorting out the rest of this place after that. Or...I don't know, maybe our mysterious benefactors out there can provide more for us?" She made a broad gesture to indicate "out there" somewhere.


Mechanics

Main Hand: -
Off Hand: -


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

▣☐

       
       
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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

Hachilah nodded at Copper and moved to complete the task the Clockwork King had given them. "A place away from the others in this city would be welcomed. But let us finish one mission before starting another."  The genasi thought back to their school days. They were often split into two, those who wished to stay the course and the others who wanted to push on to the unknown road. It made them better, question each other and find the ways that led them to be a successful adventuring party.

She looked around the forge once more, gripping Zespara firmly. "We will return."

 



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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Dungeons & Dragons 5e with DM BWatford


"Zespara, do any others besides the Mephits come here now? Guards, priests, or similar?" Mara inquired of Zespara, to which the blade replied, "Nae one comes here, tha goblins be afraid o' tha mephits an' Vecna's clergy kinna be bothered.."

Hachilah ushered everyone away from the forge, preparing to approach once more, this time with the Dimensional Nullifier gripped firmly, her finger poised over the button. Once a safe distance was ensured for all, she stepped forward, a wave of heat engulfing her as she pressed the device into action. A pulsating wave emanated from it, and the forge's intense heat diminished rapidly as the link to the plane of fire was cut.

Copper observed in the corridor as the ice over the trapdoor thickened rapidly, eventually sealing the descent. As the temperature dropped, Zespara sighed, "She was a right good forge. Dinna find ta many o' those fire nodes just laying around. Hate ta see her grow cold. But all things must end I guess."

With that, the group ventured back into the chill of Mirabar's streets. Drift opted to return to the Forge Hammer and await their return as the others began trudging across the city, they followed Copper's lead to the realm and the labyrinth of sewer tunnels that descended to the Clockwork King. Upon arrival, they returned the borrowed device to the dwarf, along with the straightened axle rod, prompting a broad smile from the man. "Mighty fine job," said the dwarf, passing the rod to one of his mechanical servants.

Copper was engrossed in examining the items for sale once more in the area known as the Clockwork Bazaar, a name given by the Clockwork King.
 


CLOCKWORK BAZAAR


  • A small, handheld device called the clockwork quantifier (worth 100 gp). If a character uses an action to wave the quantifier before a group of items, the quantifier announces, in a loud dwarven voice, the exact number of items in the group. The quantifier has ten remaining charges.
  • A mechanical crab called a clockwork familiar (worth 200 gp). If a character places a drop of blood into a receptacle within the crab, then the crab bonds with the character as per the find familiar spell. The crab can use an action to transform, with a rumbling of gears, into a seahorse. Similarly, it can use an action to transform from a sea horse into a crab. If reduced to 0 hit points, the clockwork familiar is permanently destroyed.
  • A small, toy coffin (worth 10 gp). Any character who succeeds at a DC 12 Wisdom (Perception) check can hear what sounds like dozens of tiny fists pounding to get out of the coffin. The coffin is locked. Although too delicate to be forced open without destroying it, the lock can be picked by a character who makes a successful DC 10 Dexterity check using thieves’ tools. 
  • A mind-sharpened armor (chain shirt) (worth 250 gp) This infused armor can send a jolt to the wearer to refocus their mind. The armor has 4 charges. When the wearer fails a constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the armor’s charges to succeed instead. The armor regains 1d4 expended charges daily at dawn.
  • A clockwork amulet (worth 150 gp). When a character makes an attack roll while wearing the amulet, they can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
  • A musician’s clockwork companion (worth 250 gp). This bundle of gears and string still needs to be completed by the Clockwork King. Given 1d4 days, he can turn it into a clockwork instrument functionally equivalent to an instrument of the bards. It can be turned into either a lute, bandore, or cittern, depending on the purchasing character’s preference. Once this configuration has been completed it is irreversible.

The following potions brewed from a clockwork alchemist’s set that looks similar to a modern-day coffee maker: 

  • three viscous potions of healing (worth 50 gp each)
  • one viscous potion of greater healing (worth 100 gp)
  • two viscous potions of resistance (fire) (worth 100 gp each)
  • one viscous potion of vitality (200 gp). 

Viscous potions, being thick and syrupy, take longer to consume than usual. If one is taken during combat, its effects will not manifest until the character's next turn in the following round.

*Keep in mind that Mirabar is a trading city where items of equal value can be exchanged, and coins are valued at only half their worth.

Mirabar

On the 4th Day of Chess
in the 5th Year of Vecna's Reign
11:08 am
Day 2

 

Scene Information:

 

Active Maps

Not in Use!!!

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

Not in Use!!

DESCRIPTIONS

Not in Use!!

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

CHARACTER #4

Not in Use!!!

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


It's not that Andraste was ungrateful to the Clockwork King for his fair dealing with them. Indeed, he had been the most refreshing thing she had seen since awaking. Despite his many, many quirks and oddities, the man was straightforward and plain about his intentions. All the double-speak and secrecy required with everyone else was getting tiring. The problem was that in her mind this little venture was a favor for a favor: an undesirable duty that she had to get done to get to the--in her mind--more important tasks.

At a time and place nearby when she thought the Clockwork King couldn't overhear Andraste said quietly, "I'm eager to get back to Racine, to see what this Silent Axes organization she's part of is all about. I think they owe us some more answers after what we've accomplished today. " She looked around a moment, then added, "At the very least she owes us that gemstone and access to an outfitter."

Still, it was good they had ended up with a favorable outcome with this self-styled king. They probably needed all the allies they could get, even the quirky ones.

 

Nothin' to see here, chief

Main Hand: -
Off Hand: -


Action: -
Bonus Action: -
Move: -
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


Standing once more in front of the Clockwork King, surrounded by his mechanical contraptions and forge-crafted servants, Mara felt the full weight of the oddity of their situation hammering on her being. It was not just that they had been catapulted to the alternate reality, severed from almost everyone they had know, nor was it merely that the world had slid inexorably into a nightmare of its former self. Worst of all for her was the idea that she was like these automotons - created, not born, with nothing real of her own. Tucked within her sleeves, she pressed her slim hands against her belly, closing her eyes for a moment, recalling a time long ago and the beginning of a life anew. The memory pushed back the darkness that surrounded her, lent an inner calm that squashed her nagging doubt. Her eyes opened again, surveying the scene with serene patience. Mara glanced at Andraste beside her.

"Yes, I agree. We have accomplished much, hopefully proven ourselves to her so that she will trust us with more information."

She gave a brief smile, like a ray of sunlight peeking through the clouds. Despite the somberness of all they had been through, her dark eyes danced merrily.

"We put our past lessons to good use today - a difficult task, handled with skill. I will take it as a sign of our good fortune in all of this ill we have found."

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 did not like the idea of Drift heading back to base on his own. Possibly, there were still mephits out there--and patrols. She tried to talk him out of what she considered a rash decision. Failing she pulled him aside and asked if he had any healing spells he could give her before departing--the burns on her face and neck remained painful when she moved.

The second time through the sewers, Copper drew her scimitar--rather than ask someone besides Drift to lead her. She seemed eager to reach the Clockwork King's lair. The girl enjoyed shopping almost as much as she enjoyed thieving.

At the Clockwork King's lair, she was quick to display one of the iron bars, asking how much it was worth to the King.


At a point where the King stepped away from his counter to check on something, she joined the others for the brief conversation. "Hmm." she added sagely. "I like the idea of getting more answers. Should we tell them about the trap door to the chamber beneath the forge or do we keep that too ourselves? And what about our chatty new sword friend--do we tell them about him, er, it?"


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: No


"I don't know," Andraste replied to Copper. "I'm of two minds about how the...well, the economy works around here. Secrets seems to be the most valuable thing, so having some of our own seems prudent. Then again, I'm in a mood to flip a few tables and spill all the secrets into the open, just to spite the bastards."

She put her hand on the jambiya dagger's hilt tied into the sash around her waist. Her symbol of Oghma usually hung there out in the open. Recent events had made her pack it away out of sight to protect it from prying eyes, but now she wondered if that had been the wrong decision. Knowledge was meant to be shared--secured, certainly--but shared all the same. Secrets were not the Binder's way. Maybe she had been acting out of fear when she should have been acting out of faith?

After this moment of introspection, she finally blurted out, "You know what? Let's spill it all. Secrets are how Vecna stays in power, so if we make people comfortable with openness again then we'll limit his ability to control everything."

 

Nothin' to see here, chief

Main Hand: -
Off Hand: -


Action: -
Bonus Action: -
Move: -
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, in whom a secretive nature was part and parcel, felt a small stab at the idea that she was somehow in support of the evil that was Vecna. Secrets were a part of life, and as with much else it was how they were used that determined morality. What Vecna thrived on was a lack of trust and a requirement of utmost selfishness in order to survive - secrets were only a means to that end. Even so, she might have simply nodded if it weren't for the magical sword, a plight that struck very close to home.

"In good faith, we can speak of all save Zespara. The dwarf adopted their current form as a means to save themselves; to give up that information without consent would be a betrayal of trust."

 

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 marveled at Andra's bold conclusion. Despite her cheery disposition and irrepressible optimism, the Mirabar urchin had developed a healthy penchant for paranoia in this twisted future, and the idea of sharing all acquired secrets terrified her.

Mara spoke up and the copper-haired girl nodded agreement with the odd notion that the sword had a right to privacy. Her eyes shifted to the chatty blade, wondering if it would speak up.

Then Copper remember something one of her Academy instructors had said, blurting it out loud. "One bakery can't lower the price of bread by giving theirs away for free." Struggling to remember the proper terms and principles, she pressed on. "The price of... stuff is not simply a matter between the buyer and the seller. It depends on how many other sellers at the market are selling the stuff, and how many other buyers at the market are... wanting to buy the stuff. I don't think freely giving away our secrets is going to impact the market for secrets in any big way. If we want to lower the price of bread, we need to do more. I don't remember the details, I slept through much of it, but I remember Master Maldavio talking about shocks that dramatically alter markets. That's what we need to do: dramatically alter the market by delivering a powerful shock."

Copper didn't know if she'd made any sense at all, so she provided the short version. "I think we should hang onto our secrets for the time being."


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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Dungeons & Dragons 5e with DM BWatford


"And what about our talkative new sword companion—should we inform them about her?" Copper inquired, just as the sword interjected in her mind, audible only to Copper, "I am not an 'it'! I am a 'she'. Please show more respect to your elders, child."

Having finished their dealings with the Clockwork King, the group retraced their steps out of the sewers and headed south, returning to the compound where they had initially awakened. They proceeded straight to The Goblet and Gems to meet with Racine. Upon showing their coin, they were swiftly escorted into the cozy room by Lapis, the AAO. Comfortably seated with the man, they heard Racine's voice in their minds once more as they reported the successful completion of their mission.

As if on cue, Lapis extracted a small tin from his robes and slid it across the table. Inside the unassuming tin lay four gemstones, each worth 100 gold pieces, as promised. Racine also made good on the other promise, revealing that a man in the market named Zain could procure almost anything, within reason, for the right price. They were cautioned that Zain was a sly character, enshrouded in the bustling shadows of Mirabar’s market. With keen eyes and eloquent speech, he specialized in discreet transactions and quiet agreements. His clothing, as unremarkable as his stall, allowed him to merge with the market crowds, yet to those in search of the prohibited wares he offered, his presence was distinctly apparent. Zain's reputation for secrecy and his ability to source rare, sometimes illicit items had been well-earned. Despite the inherent dangers, his extensive network and talent for obtaining the unobtainable rendered him an indispensable figure in Mirabar's clandestine network.

Having concluded their business, Racine stands ready to answer any questions the group may have before she presents her second offer...

"Over time, it has been established that Vecna derives power from three gemstones. Our operatives have attempted to purloin these stones, aiming to precipitate the lich's defeat. It was ascertained that one was hidden deep in the Underdark, prompting an alliance with the dwarven resistance to obtain it. We have been informed of their success. Yet, the envoy tasked with its delivery to us has been missing for twelve days, raising concerns. We urge you to locate this envoy and retrieve the stone. A reward of eight gemstones awaits you upon successful completion."

She halted momentarily to gauge their reaction to the opening proposal.
 

MIRABAR

On the 4th Day of Chess
in the 5th Year of Vecna's Reign
11:44 am
Day 2

 


Scene Information: Drift would have fully healed Copper before leaving earlier. The previous message might seem rushed, but it is an attempt to progress since we have been on mission #1 for an extended period.

Inventory: Four gemstones, each valued at 100 gp, have been added to the party sheet. Locally, these gemstones are often referred to as "ice diamonds," or simply "ice."

Active Maps

Not in Use!!!

Bookkeeping

PASSIVE PERCEPTION

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

INITIATIVE

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Not in Use!!

DESCRIPTIONS

Not in Use!!

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: 24/24
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

CHARACTER #4

Not in Use!!!

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

Upon arrival at the tavern, Hachilah scanned the room again, hoping to see some details that would imply there were not only mindless activities present, but they were quickly ushered to sit with Lapis once more. The deal concluded and new mission offered, the Fire Genasi's lips dipped in thought. Her mind reached out to the sword that hung at her hip. "Zespara...would you know the routes of dwarves in the Underdark?"  She raised a brow and awkwardly motioned her head to her own mid-section, hoping to get her friends to have the same thought.

But then she cleared her throat and thought to Racine instead. "What makes you believe we are capable of succeeding where dwarven warriors may have failed?" Hachi knew she and her party were skilled, but they were, for all intents and purposes, university graduates with little adventuring life experience. Why were they special? Why were they so special to be summoned back from the past?

 



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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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: No


All this sounded highly dangerous. The Underdark wasn't a place Andraste had ever been, but she had heard stories. Drow and beholders and bugbears. Oh my! Fear wasn't a normal motivating emotion for her, so it wasn't so much that Andraste was afraid to go into a dangerous situation as it was that she didn't yet trust their benefactor. Other than those companions here at the table, she hardly trusted anyone in this frozen hole.

And that's precisely how Vecna wants it, she reminded herself. All this skulking around was frustrating to her.

"We'd need a lot of detail on what this gemstone is," she mentally telegraphed to Racine, "as well as details about how this envoy was supposed to make contact and navigate the Underdark. If we're to retrace his steps, we need to understand the steps."

If, if, if. So much non-committal language. It wasn't like Andraste had anything better to do. Sitting around in desperation awaiting the world's inevitable doom wasn't something she was prepared to do. Still, she didn't want to commit anyone to anything without first getting more information. She was certainly impulsive enough to leap without looking at times, but very occasionally she did the opposite.


Nothin' to see here, chief

Main Hand: -
Off Hand: -


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

▣☐

       
       
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