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Chapter One - Mirabar


bwatford

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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 fascinated by Lapiz' description of Zain. He sounded like her kind of of scapegrace. "So, wait a minute... this Zain fellow is part of the resistance? Or is he just a black marketeer?"

Briefings and debriefings at the academy had always made Copper feel dumb. The others were more experienced, their minds more... tactical than hers. She was a survivor. And she could plan a heist, a smash-and-grab, or some three-man finger smithing with ease. But when the telepathic info dump started, she grew self-conscious, wondering why so much of the information had been withheld.

She let the others speak before mentally adding her two coppers worth. "I'm confused." The girl usually started her questions and remarks this way during briefings. "Are you saying the envoy carrying this super important package was traveling alone through the underdark? And if he's been missing twelve days, does that mean he's overdue twelve days or are you in communication with someone at the other end, and this guy left them twelve days ago, but he's only a few days overdo? And while we're talking about travel time, how many days travel was the envoy's journey from underdark to here?"

She'd had more questions, but forgot them in her excitement.


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


"Zespara...would you know the routes of dwarves in the Underdark?" Hachilah asked as she reached out with her mind to the sword at her waist. 

"The Great Underground Highway is the path they would take," the sword responded. "By dwarven standards, it's vast and spacious, nearly 30 feet in height and width. Despite its age, its craftsmanship rivals or surpasses modern architectural wonders. It stretches about 300 miles eastward, leading to Mithral Hall. Dwarvish runes etched into the walls serve as mile markers, indicating the distance traveled." Zespara suddenly became aware of her rambling and ceased speaking abruptly.

Then Hachilah cleared her throat and thought to Racine instead. "What makes you believe we are capable of succeeding where dwarven warriors may have failed?"

Racine responded, "Frankly, and to be honest, you are our best—and indeed, our only—hope of recovering the gemstone. That makes you the prime candidate to at least attempt it."

"We'd need a lot of detail on what this gemstone is," Andraste 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."

Racine replied, "The information within the resistance network is highly compartmentalized to prevent one cell's compromise from affecting another. As a result, most information is restricted. Therefore, I don't know the name of the contact; I only know he's a male dwarf. What I do know is that he was traveling on an abandoned underground highway connecting Mithral Hall to the Mirabar mines."

“I can guide you to the mine’s threshold, situated roughly fifty miles to the northwest of Mirabar. The true challenge, however, is the sealed grand entrance to the mines. Yet, considering your ties to the Clockwork King, it’s whispered that he possesses a master key capable of unlocking those formidable doors. Given his prior cooperation in our mephit dilemma, he might be inclined to assist.”

“Once you’ve gained entry to the mines, your path is straightforward: trace the forsaken highway leading to Mithral Hall, and there, amidst the echoes of ancient hammers on anvils, you’ll hopefully find the dwarf. That’s the extent of our knowledge.”

Copper was fascinated by Lapiz' description of Zain. He sounded like her kind of of scapegrace. "So, wait a minute... this Zain fellow is part of the resistance? Or is he just a black marketeer?"

"Zain is not a member of the resistance; his loyalty is to greed," Racine replied. "However, I don't believe he would betray his top customers. The resistance's existence has been quite profitable for him. Why would he bite the hand that feeds him?"

The Copper added "Are you saying the envoy carrying this super important package was traveling alone through the underdark? And if he's been missing twelve days, does that mean he's overdue twelve days or are you in communication with someone at the other end, and this guy left them twelve days ago, but he's only a few days overdo? And while we're talking about travel time, how many days travel was the envoy's journey from underdark to here?"

“The identity of the courier’s companions remains unknown to me, as does their exact starting point on the desolate highway. However, it’s certain they’re twelve days behind schedule. The highway stretches for 300 miles from here to Mithral Hall. Among all the dwarfholds along the Sword Coast, Mithral Hall has endured the greatest tribulations. With Tiamat’s resurgence, she commanded the resurrection of Shimmergloom as a dracolich. This malevolent shadow dragon, once the tyrant of the hold for ages, unleashed his vengeance without mercy, seeking retribution for his demise. Now, the Cult of the Dragon holds sway over the Hall. It’s likely, then, that the courier set out not too far from here, and not from Mithral Hall itself.” Racine concluded.
 

MIRABAR

On the 4th Day of Chess
in the 5th Year of Vecna's Reign
11:47 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

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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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


"Ohh...kay," Andraste muttered aloud. It was just a reflex, shock at the sheer magnitude of the search area described to her. She looked every bit as intimidated by that number as she felt. "So..." She stopped and then tried again, this time remembering not to talk out loud. "Tymora preserve us. So, um, if we're lucky we find him nearby."

She tried to do the math of survival in her head and didn't like the results she got. "Maybe we talk to this Zain fellow and see if he can supply us for cave trekking for, what, a week? Two? Hopefully that crazy dwarf has the key."


Nothin' to see here, chief

Main Hand: -
Off Hand: -


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

▣☐

       
       
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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


Dracoliches, shadow dragons, the Underdark...

Cassandra had only heard rumors and legends (whether true or false) about these frightful monsters and places.

She sighed. Her duty was to face them all, and to protect the party under her care.

She would do what needed to be done.

"Very well" she thought. "I am ready to go whenever the others are. I am not much of a planner, but you have my sword."

With that, she muttered a quick prayer to Lathander and Tymora, the two benevolent deities that had helped her since her arrival in that wretched land. She took solace in the thought that she was not alone; the Gods were not dead, and Hachilah would help her face the demons and monstrosities that Vecna's rise to power had awoken.



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


Copper was twirling her knife--not the nervous twirl, but the impatient twirl. At the next adequately lengthy lull in the conversation, she asked, "So if we're gone for a week or more, will that get us in trouble with the powers that be here in the city? I mean, they know where we live and I get the impression our cover story doesn't include disappearing for days or weeks at a time."


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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Dungeons & Dragons 5e with DM BWatford


"So, if we're gone for a week or more, will that get us in trouble with the powers that be here in the city? I mean, they know where we live and I get the impression our cover story doesn't include disappearing for days or weeks at a time." Copper asked.

"We are working on that, new orders, for your group to root out wayward AAO's and rebels that may be hiding in the mines. Should cover you with the goblins at least. As you will be exiting the city beneath it, hopefully the Clockwork King can give you some advice as well.  However, use caution, we need that gemstone he is carrying.  That is the first priority." Racine added.
 

MIRABAR

On the 4th Day of Chess
in the 5th Year of Vecna's Reign
11:50 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

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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Dungeons & Dragons 5e with DM BWatford


As the group left the confines of the Goblet & Gems they wandered out into the market, the market stands as a stark reminder of a world that once was. Amidst the icy winds and the snow-covered stalls, a few resilient souls wander, their breaths visible in the frigid air. The market, once a bustling center of trade, now lies in quiet desolation.

The stalls are sparse and scattered, with goods that speak to the necessity of survival in this new age. Here, a vendor displays a collection of furs and woolen garments, essential for warding off the relentless cold. There, a blacksmith offers a few hand-forged tools and weapons, their craftsmanship harking back to a time of knights and castles, now repurposed for the needs of a harsh and unforgiving world.

The few people who roam the market do so with purpose, their eyes scanning for anything that might make life a little more bearable. Bartering is the norm, as currency has lost its value in the face of survival. A hunter exchanges a fresh catch for a sturdy pair of boots, while a mother trades heirloom seeds for a warm cloak for her child.

In the distance, the remnants of grand structures loom, their once-majestic forms now serving as a backdrop to this small pocket of human resilience. The air is filled with a quiet murmur, a mix of haggling voices and the occasional clang of metal, a haunting echo of the vibrant life that once filled these streets.

This market in Mirabar is not just a place of trade, but a symbol of hope—a testament to the enduring spirit of humanity, even as the world around them has fallen into ruin. It’s a place where the past and the present merge, and where life, against all odds, continues. 

Among the sparse stalls, one encounters Zain, whose greed is such that he can procure almost anything for the right price. It is in this place that the group engages in transactions for the necessary goods.

After concluding their business, the group faces a tough choice. Andraste, Cassandra, and Copper decide to venture north to the domain of the Clockwork King to obtain the key to the great doors of the Underground Highway. Meanwhile, Hachilah and Mara Jade plan to regroup with Drift, aiming to discover the most discreet and safe route for the group's departure from the city.

Upon their return to the realm of the Clockwork King, the three souls encountered the dwarf, who was astonished by their swift return. He pondered whether an observer might spot them traversing the same path and decide to search for whatever they had unearthed. Paranoia, perhaps, but it was a necessary trait for survival.

When the group brought up the key, the Clockwork King revealed that the clockwork key was among his initial creations. Due to its sentimental value, he is not interested in selling it for money. However, after some negotiation, it became clear that he is open to a trade, especially since the group performed admirably on their last task. He is prepared to exchange the clockwork key for a complete set of gears, also known as a gear train, which is essential for one of his current projects. He tells the group that a large well in the town's central garden was once operated by such a gear train. The gardens, now overgrown with weeds and rumored to be haunted, still house the well. Lastly, he gives the group directions to the Boulevard of Religious Freedom and instructions on how to find the garden's entrance.
 

MIRABAR

On the 4th Day of Chess
in the 5th Year of Vecna's Reign
1:50 pm
Day 2

 


Scene Information: We can handle any transactions from the market in the OOC thread as not to take up anymore of game time. I also summarized the scene with the Clockwork King for the same reason.

Active Maps

Not in Use!!!

Bookkeeping

PASSIVE PERCEPTION

Cassandra 14 | Copper 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!!!

CHARACTER #5

Not in Use!!!

CHARACTER #6

Not in Use!!!

 

 

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