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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 13/16with Mage Armor  | HP 24/24 | Init +3 Passive Perception 13 (Pooka 15 smell) | Spells 2/2 (1st) | Inspiration 1/1 | Darts 4/4 | CP 12 SP 5 GP 5


[TIME: AFTER Copper Picked Up Her Gear BUT BEFORE Drift's "Everyone Together, Bathed, & Gear Up" Post]

Copper smile dimmed at the news that mess hall meals would consist of dried rations and bed tasting porridge. She would need to explore alternatives to such a diet. Surely, even in this... isolated economy of harsh living conditions, there would be a blackmarket catering to the appetites of those who had an excess of resources or power.

The smile brightened again at Robear's revelation of the tavern: the Goblet of Gems. Alcohol and entertainment: the perfect place for an enterprising young fingersmith. And more important... "Do they serve meals at the Goblet?"

Chewing another bight of hardtack, Copper followed Robear's talk of the Frostmaiden, her southward-spreading domain of eternal night and winter--which sounded dreadful--and of demonic hordes invading the underdark, driving the duergar to conquer Icewind Dale. She felt bad for the people of that frozen land, but her world had always been so small. Just the seedier parts of one city. Icewind Dale was a far away land of which she knew little. "So, what happened to the drow? Where did they go?" she asked while chewing.

"...This temple was once a grungy, dust-covered warehouse that stored manure..." 

"Wait... what?" Copper blurted around a mouthful of hardtack. "Why would the Hatchet Boys-- I mean, the Axe have had a building dedicated to storing manure within their militia compound?"

"This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna."

The copper-haired girl's mouth was mostly empty when she again interrupted. "Who's this Vecna? Must be important if the date was changed to his name and Volo has an entire Guide dedicated to him. Is he a priest of the Whispered One?"

"The priests of the Whispered One grow edible fungus within the undercity. They also hunt for game in the nearby wilderness. They hoard this food, sharing it only with the citizens in exchange for “secrets.”"

"Dang, Robear, I guess you'll be eating well now that we've arrived!" So there was game in the wilderness. Surely the priests couldn't be the only ones hunting and selling that game. Copper knew little about hunting, but she knew about cities and their underworld economies. Her hopes of better-than-porridge meals rose. And then another thought occurred to the mischievous urchin: perhaps she might dabble in this secrets economy. Kill two birds with one stone. Hmm...

The girl took great interest in what the old man had to say about policing of the city--something relevant to her life in old Mirabar as well as her current situation in this new nightmare Mirabar. But she found it difficult to wrap her head around Robear's words. Still talking around her chewing, she spoke her thoughts aloud. "So you're saying the goblins patrol the city. And will-o-wisps roam around as the Whispered One's eyes, but the real police force is... the people themselves? Reporting each other to the Priests for food? That's, that's... ingenious."

This city truly was a nightmare. What could a thieves guild's intimidation do against the power of hunger in a community where everyone was hungry, and informing on criminal activity was the currency with which the best food was purchased? "So, what happens after someone gets reported. Who comes to get them: a goblin patrol, a will-o-wisp, the priests?"

"Only half of Mirbar remains, everything west of the river was destroyed when the Many Arrow orcs claimed it for the Whispered One once the dwarves left to help their kin."

Copper stopped chewing. For the first time since arriving in this nightmare Mirabar, the destruction spoken of was something she could understand. The scale of it hammered her. Everything west of the river. And the dwarves had abandoned the city. They'd left the humans undefended. She wanted to hate them for doing it, but Robear was describing a world turned upside down. She couldn't really blame the dwarves. Instead, she would blame this Vecna--and his god.

"The occupying Kreeth goblins live in and around the Hall of Sparkling Stones, Mirabar’s former seat of government. The gnome bioengineers, devoted to the worship of Gelf Darkhearth, quarter within the undercity. The clergy of the Whispered One reside in and around the Ministry of Secrets."

The image of rowdy goblins inhabiting the Hall of Sparkling Stones would normally have brought a grin to the girl's face. She carried unresolved feelings toward the elite of old Mirabar. Even without the grin, it was funny to think of goblins replacing the the Council of Barking Crones. She allowed herself that moment of humor before the fall of Mirabar stole it away.

Her mouth empty for a change, she continued with her questions. "I'm familiar with the undercity. And I know about the Hall of Sparkling Stones. But where is the Ministry of Secrets? And how do they fit in with the priests, bioengineers, and goblins. The goblins rule the city in name. The Whispered One's clergy have special oversight of the city--it sounds like they rule in all the matters they care about. The birthing labs and the work of the bioengineers are main reason the priests were given oversight. So how does the Ministry of Secrets fit in? Do they work for the clergy or the goblins or some other group?"


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: none


Actions: 
Bonus Action: 
Move: 
Manipulate: 

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


StrSave +0
Athletics +0
8 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
16 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
13 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
12 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
12

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • 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 ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )

Reactions

  • Opportunity Attack (with additional Sneak Attack)

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

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Sleep1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Edited by Wizard of the Coat (see edit history)
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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

Hachilah was not the brains of their group. She defended, protected, guarded. Those required little thought, little creativity to determine the best outcome. The tribal member saw straight lines, the others she trusted saw the curves.

As Robear explained what he knew, she took in what she could, but as Drift chimed in a cold chill ran down her back. Colder than the vat slime, colder than the Mirabar wind. One thought, one fear, a single straight line. Hachilah stepped forward, her muscular mass a tension cord waiting to spring.

"What of Calisham?"



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Produce flame.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Reaction: Your reaction goes here.

Spells

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


 

Cantrip: Produce FlameCASTING TIME: 1 Action
RANGE/AREA: Self
COMPONENTS: V, S
DURATION: 10 Minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

One Use per Long Rest
1st: Burning HandsCASTING TIME: 1 Action
RANGE/AREA: Self (15 ft )
COMPONENTS: V, S
DURATION: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action
RANGE/AREA: Self
COMPONENTS: V, S, M *
DURATION: Concentration 10 Minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

   

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 HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.


• 
 Handaxe +4 attack, 1d6+2 slashing damage
• Javelin +4 thrown attack, 1d6+2 piercingMoon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +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 
DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.Fire ResistanceYou have resistance to fire damage.Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

•You have advantage on Strength checks and Strength saving throws.
•When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
•You have resistance to bludgeoning, piercing, and slashing damage.
•If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
 

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


AC: 15 | HP: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None | Setting stuff on fire: Always
Spells: 1st (4/4), 2nd (2/2) | Sorcery: 3/3


Andraste probably wasn't one of the brains of the group either. To her credit, she did know a few things about the world, but her education came with much kicking and screaming. Inquisitive was not her watchword. Still, she knew enough to be asking questions. The others were doing a brilliant job of trying to figure out what the hells was going on, which Andraste was grateful for. She should have been doing the same, trying to help suss out the mystery.

But right now she just didn't feel like it. Internally she was a roiling mix of emotions she didn't rightly know what to do with at the moment. On top of that she was thinking about the good people she had left down in Neverwinter. Many of them were probably not alive this far into the future. Valen she missed most of all. She wiped her eyes with her sleeve, tried not to think about it any more.

Andraste came out of her little cell, tying a long white sash around her waist. She had on her bright red traveling robe over top the common clothes she had been gifted. There were more in her backpack should the cold require it, but she was going to have to find a few more winter weather accoutrements if they were going to stick around in this climate for a while. The rest of her personal possessions were there--Oghma only knew how. Even the little amber-encased flame, the only link to whomever had abandoned her to the temple, was intact. That was a miracle of miracles and, she admitted, something for Andraste to feel better about. At least a little. That little stone hung from a leather cord around her neck, flickering slightly as if it were exposed to the wind.

She listened to the others pepper their host with questions, tried to keep it all straight in her head. This was a lot to take in. She might not have felt very much like helping dig in to the bottom of this, but she had enough good sense to pay attention. After a while she finally spoke up, saying, "I'm sorry to interrupt, but what are we going to do about all this? I can't sit idle here for long. I've got family in Neverwinter to find. And vats to smash. And a guidebook to steal. And probably somebody out there needs their teeth knocked in while I'm at it--no particular order, mind." She looked around at the others, hoping for agreement with her action-oriented sentiment. "We are going to get to that soon, right?"


Nothing to see here, chief

Main Hand: -
Off Hand: -


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

     
Edited by Aavarius (see edit history)
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spacer.pngDrift (Tabaxi Druid)


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4
2nd: 2/2
Wild Shape: 2/2
Agility: 1/1
Death Saves: 0S/0F
Conditions:


Drift listens as Robear patiently answers all of our questions. As he tries to piece together what has happened, his mind drifts off to Athkatla. It's been 50 years. My parents are dead. Duke Argys too. Tavani, Oeillet, and Leaf are old, if they still even live. I missed their entire lives. His eyes well up and a single tear falls down the right side of his face. He wipes it away and is grateful that his fur is still wet from his bath.

But then Andraste's outburst snaps him out of his thoughts. In a city run on secrets, the richest man might be the one who learns the newcomers true desires. If Robear knows we will be trouble, that information could be extremely valuable to him. While he agrees with Andraste, he knows we can't let Robear know our plans. He must think we will behave.

He looks to Andraste, stares at her, with his back to Robear. Once she looks back, he slightly, very subtly, shakes his head no at Andraste. His eyes go wide, and he looks askance at Robear as if to say, "not in front of him". Then he winks at Andraste to let her know that his reprimand is not real and that he really agrees with her.

"Andraste. If this Whispered One has taken all of Toril, or even just the Sword Coast, they are too powerful for us to disobey. I think we need to figure out the best way to survive and contribute to this new society."

He again looks quickly in Robear's direction, just a flash of movement in his eyes, keeping his face pointed away from the man and towards Andraste, just enough to let her know that this man could be trouble.

"And in a city run on secrets, we shouldn't even talk about any kind of revolution."

He then winks again at the sorceress so she knows that what he really means is that we shouldn't discuss these plans in front of strangers.


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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 TruthThe Temple of Truth. This temple was once a grungy, dust-covered warehouse that stored manure. Now, it has been converted into a temple to the Whispered One. This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna."

The Goblet and Gems
The Goblet and Gems, before Vecna, this festhall was, according to Volo’s Guide to the North, 'the only exciting and impressive-looking tavern in Mirabar.' Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally festive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because of its ample supply of cheap alcohol and live entertainment, as well as the fact that it is avoided by goblin patrols. It has a stage for live music, a gambling hall in its basement, and plenty of side booths and back rooms for private meetings.

     
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Rise of Vecna Chapter 1: Mirabar

NPC Robear (male human) - Runs the Forgehammer

spacer.png

Mara
"To whom do these gnomes owe fealty?"

"To the Whispered One of course, they create the AAO's under his order." the old man replied.

 

Drift
“What were the previous calamities?” 

"I was only born last year, so I don't know the history directly. Only bits and pieces that I have been told. It seems it all started with the Cult of the Dragon who summoned forth the great wyrm Tiamat from her lair in the Nine Hells. Then four strange artifacts were later found in the Dessarin Valley by cultists of Elemental Evil. This cult went on to raze and destroy much of the Valley. "

"Then something summoned many demon lords of the Abyss into the Underdark. Madness and decimation on a catastrophic scale soon followed."

"Then Elturel and Baldur’s Gate’s were pulled into the first layer of hell itself. Followed by Auril's eternal winter spreading across Icewid Dale."

"If that wasn't enough for the Realms to deal with, soon after an archlich created a device called the Soulmonger, designed to devour the soul of any humanoid that dies anywhere on Toril. It is from this devouring of souls that brought forth the Whispered One as he fed upon them. The entire purpose of the Soulmnonger was to feed the souls to the Whispered One, and the more he feasted, the stronger he became."

“Has all of Toril fallen? You mentioned Waterdeep, but what about Neverwinter, Baldurs Gate, Elturel… Athkatla? Or even farther away? Thay, Mulhorand, and even Halruaa? Have they fallen too? Or are there pockets that still need to be subdued?”

"I can only speak of those places I have heard about. Elturel and Baldurs Gate are gone, sucked into the Abyss. Waterdeep has become the Whispered One's capital and is where his seat of power is located. Neverwinter simply vanished overnight, Neverwinter was replaced by what’s colloquially known as the Tomb of the North, a festering pit of ghouls and other undead. Evernight, Neverwinter's evil twin from the Shadowfell now sits in a perpetual state of shifting shadow, and its image becomes warped when viewed from a distance, thanks to its link to the Plane of Shadow. Those shadows provide the perfect cover for ghouls and ghasts alike to prowl, awaiting their next unsuspecting meal."

"The word is, all of Toril has fallen."

“The other AAO’s that had no assigned purpose. What did they do?”

"Mostly they wander around, with no purpose, or meaning, the goblins have free reign to harass and use them for sport. The others in Mirabar see them as without purpose or use. They are eventually killed or flee and are hunted for sport by the orcs."

 

Copper
"Do they serve meals at the Goblet?"

"They do. If you can afford them."

"So, what happened to the drow? Where did they go?"

"A people without a home, some say they now roam the seas, only making landfall to raid when it is clear to do so."

"Why would the Hatchet Boys-- I mean, the Axe have had a building dedicated to storing manure within their militia compound?"

"For their horses of course, that and the fact that the manure was sold and used in various other task. At least that is the story I have been told."

"Who's this Vecna? Must be important if the date was changed to his name and Volo has an entire Guide dedicated to him. Is he a priest of the Whispered One?"

"You must not say his name like that. He will hear you. You must refer to him as one of his other names. His true name can only be spoken by his clergy. The Whispered One is what I prefer. And no, Volo is no longer among the living."

"So, what happens after someone gets reported. Who comes to get them: a goblin patrol, a will-o-wisp, the priests?"

"Goblin guards, the Blood of the Whispered One, or if you have really done something serious, the clergy itself. Then you are processed in the next lottery, an automatic winner."

So how does the Ministry of Secrets fit in? Where is it? Do they work for the clergy or the goblins or some other group?"

"It used to be the head of Mirabar government, but the building now is filled with a garish display of riches. There are a few hundred clergy that work there."

"The Whispered Ones forces are quartered within similar nearby mansions. The church of Vecna is extremely lawful and has a well-defined hierarchy. A congregation is referred to as an Organ of Vecna. Each Organ is led by a Thought of Vecna. The Thought is typically a powerful lich who has proven their devotion to Vecna. Serving directly underneath the Thought are the Memories of Vecna, lesser priests who enforce the worship of Vecna while handling most of the city’s daily governance. The Teeth of Vecna are specialist wizards, feared for their magical bite. Although their raw power frequently rivals, and sometimes exceeds, that of the Memories, they are often lower in the hierarchy. Below the Memories and Teeth are the Fingers of Vecna. The Fingers are thieves and rogues, responsible for gathering secrets. Last in the hierarchy are the Blood of Vecna, zealous thugs"

And before she could ask, Robear followed "You can use the name proper, when referring to the church or his clergy. That is allowed."

 

Hachilah
"What of Calisham?"

"I am unfamiliar with that name."

 

 

While the questions continue, suddenly another voice enters everyone's head, obviously a telepathic message that they could hear but not respond to. "Deliver the token to Racine at the Goblet and Gems."

 


Streets of Mirabar
11:01 am
(Date Unknown), 5 VR


 

 

Show Active Maps

Not in Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

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

INITIATIVE

Currently Not In Use!!

MECHANICS

Not in Use!!

CONDITIONS

Currently Not In Use!!

DESCRIPTIONS

Currently Not In Use!!

ANDRASTE

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

  • 1st Level: 4/4
  • 2nd Level: 2/2

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

CASSANDRA OF THE SUMMER

Hit Points: 25/25 (divine health)
Hit Dice: 3/3
Channel Divinity: 1/1 *S/L
Divine Sense: 3/3 *L
Lay on Hands: 15/15 *L
Lucky: 3/3 *L
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: 2/2

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

DRIFT

Hit Points: 24/24
Hit Dice: 3/3
Wild Shape: 2/2 *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 OF THE WANDERING SANDS

Hit Points: 35/35 (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 MIKO

Hit Points: 24/24
Hit Dice: 3/3
Ki Points: 3/3 *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 13/16with Mage Armor  | HP 24/24 | Init +3 Passive Perception 13 (Pooka 15 smell) | Spells 2/2 (1st) | Inspiration 1/1 | Darts 4/4 | CP 12 SP 5 GP 5


Copper looked around the room as if searching for some mosquito that had bit her. She noted the faces of some of her companions before turning back to Robear, her own face awash in some new confusion. "So, Robear," she started, uncertain how to ask her question. After a moment spent gathering her thoughts, she pressed on, "when AAOs are assigned a purpose, how does that work? Does the assignment always come through you? Or do the clergy sometimes arrive to extend assignments above your station? Or perhaps a Thought of Vecna contacts the AAOs directly--through magical means?"

As an afterthought, she added, by way of explanation, "I don't like the idea of not having a purpose. Seems to be bad for one's health. So I'm wondering if there's hope that we might yet receive an assignment?"


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: none


Actions: 
Bonus Action: 
Move: 
Manipulate: 

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


StrSave +0
Athletics +0
8 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
16 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
13 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
12 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
12

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • 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 ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )

Reactions

  • Opportunity Attack (with additional Sneak Attack)

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

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Sleep1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Edited by Wizard of the Coat (see edit history)
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Andraste (Half-Elf Sorcerer)token.png.f9e76fe4bce18d36fbb70ba39f1a9f7e.png


AC: 15 | HP: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None | Setting stuff on fire: Always
Spells: 1st (4/4), 2nd (2/2) | Sorcery: 3/3


There was a moment in time, a moment when it looked like Andraste was going to set the tabaxi on fire, a fire that would have made everyone wish they were outside again just to escape the inferno of charred flesh and incinerated cat hair. In her heart of hearts, unmitigated violence was truly imminent and it was obvious to everyone in the room.

And then...

Then she got it. She understood what he was doing. She probably had said too much in front of Robear and Drift was right to have redirected her. Still, changing emotional gears so abruptly wasn't graceful. Andraste looked flustered, stammered, and clenched her fists while she tried to get herself under control again. Eventually she had the good sense to heave a substantial sigh and quietly say, "I don't--I mean... I--sorry. I'm sorry."

She chewed on her lip. How to spin a believable yarn?

"You're right, of course. I'm not keen on dying. Or getting my soul devoured. Again." Andraste looked over to Robear, tried to appear ashamed. "It's just a lot to take in, you know?"

The news about the fate of Neverwinter was enough to shut Andraste back up again. At least for the time being.


Nothing to see here, chief

Main Hand: -
Off Hand: -


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

     
Edited by Aavarius (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


Cassandra made her way to the privy. Once inside, she took off her smock and climbed into the bath.

The water was cold, but she was getting used to that feeling fast. After a few moments, she did not mind the absence of heat any more; instead she proceeded to clean her body to the best of her abilities.

1505 DR... More than fifty years had passed since the graduation at Vance's Academy. Her mother Gellamdys might still be alive if she had survived the entire ordeal of the Whispered One's triumph... But then again, Gellamdys was a Harper; she would not have sit idle; she would have tried to help, thereby putting her own life in danger for the greater good. 

"Mother..." she whispered tenderly.

Joscelyn was probably dead of old age by now... As to her siblings, well - who knew... Barid had probably inherited the Summerdall estates; how he had used his wealth and influence during the Whispered One's rise to power was a mystery to her. She did not know her elder brother so well after all, even though she secretly resented the fact that he had sided with their father against Gellamdys.

She sighed.

One of the tenets of her Oath was the injunction to preserve her own Light:
"Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world."

Whether she could still contribute to the preservation of the Light in the world was uncertain; but she could still try and preserve her own Light. Her body immersed in the cold water, she started singing an old Elvish ballad that Gellamdys had taught her; she kept her voice low, but somehow the song sounded well and filled the little privy's air.

And then she suddenly heard the telepathic message: "Deliver the token to Racine at the Goblet and Gems."

Was it a signal from her God?

She immediately stopped singing and rubbing her body, and rushed out of the bath; she proceeded to dry herself with a nearby rugged towel, put on her peasant's clothes, and moved quickly to join the others, eager to know if they had heard the voice too.



Mechanics

Main Hand: -
Off Hand: -


Action: 
Bonus Action: 
Move: 
Manipulate:

 
Edited by Leonidas1789 (see edit history)
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Mara Jade (Changeling Monk)spacer.png


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


It seemed that this Robear would never be done speaking, certainly not with the barrage of questions that kept coming from her companions. For herself, Mara had already heard what she needed to know: Vecna ran everything in the city, from the goblins to the gnomes to the clergy - Robear too, for that matter. Which meant that they could not look to any of these powers for aid. The only folk here perhaps they could trust were the others that had been reborn, but if they were without hope - which they almost certainly were - then they would likely turn in any who thought of rebellion to buy themselves some measure of safety.

When the voice came into her head, with the instruction to deliver a token to someone named Racine, she did not trust it. Nothing here was as it seemed, of that she was certain. For now they might need to play along while they learned the rules, but sooner rather than later they would have what they needed in order to make a move. She would be patient in waiting for that opportunity, and would seize it when it came along. She asked no more questions, seeking out Hachilah's gaze and quirking an eyebrow, guessing she had heard the voice as well.

At that moment, Cassandra rushed into the room, hair still wet from the bath. The urgency of her movement and the look on her face made it seem as though she had been summoned. Almost certainly by a voice in her head. Mara gave her an almost imperceptible nod, ready to be gone from this place.

"I am ready to explore further."

 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

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spacer.pngDrift (Tabaxi Druid)


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4
2nd: 2/2
Wild Shape: 2/2
Agility: 1/1
Death Saves: 0S/0F
Conditions:


Drift puts his hand on Andraste's forearm, not in the way he used to do when he was flirting with her, but in a way that said thank you. Thank you for not incinerating me. It had been a bit of a risk on his part, but fortunately, she had read him well.

When he hears the voice in his head, he pauses, just enough so others can see that he heard it too. He notices that the others paused as well. If he hadn't heard the voice, he wouldn't have noticed anything different about the others, but it was clear that everyone heard something. Whether it was the same message or not would have to wait until we were alone again. Then when Cassandra breaks into the room a moment later, it appears that she has something to tell us too. He nods at her quickly to let her know he had heard it too.

Drift isn't sure what the voice was, but he is going on the assumption that we were brought here for a reason. He remembers flashes of a ceremony, his friends surrounded by a circle of robes in the dark, Headmaster Vance standing in the runes, and the sky filled with Oghma’s Celestial Scroll crowned by Sune’s Radiance. Hmm. Perhaps that is related. But he doesn't dwell on the memory for long.

Robear had said we could eat at the Goblet if we could afford it. That might be all the excuse we need to take the token to this Racine. He first addresses their host, "Robear. What does the Goblet take as payment for its meals? Is there someone there we should ask for?

He watches the others to see how they react to this plan. If they have a look of recognition, perhaps they received the same message. But mostly he tries to read Robear, to see if the man is getting suspicious, or if he is lying to us or keeping something important from us. He seems to be forthright, but perhaps that is a ruse. Then Drift turns to his friends, "Maybe that is where we should explore first."

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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 TruthThe Temple of Truth. This temple was once a grungy, dust-covered warehouse that stored manure. Now, it has been converted into a temple to the Whispered One. This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna."

The Goblet and Gems
The Goblet and Gems, before Vecna, this festhall was, according to Volo’s Guide to the North, 'the only exciting and impressive-looking tavern in Mirabar.' Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally festive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because of its ample supply of cheap alcohol and live entertainment, as well as the fact that it is avoided by goblin patrols. It has a stage for live music, a gambling hall in its basement, and plenty of side booths and back rooms for private meetings.

     
Edited by BobtheWizard (see edit history)
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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

The glow below her skin increased, motes of light danced beneath the mahogany hue. Those closest to her knew it was a sign of emotional distress. Anxiety, anger, confusion...any or all could cause the fire genasi to allow her elemental side to grow in power. It seemed the lack of information on Calisham was pushing her emotions to the edge.

A voice entered her mind. It was barely a whisper over the heat that flowed like lava between her ears, but she heard it. Hachilah's eyes quickly shifted to the others in the room. She had no concept of subtly, but it seemed her companions did. Mara's gaze helped steady the tribal woman.

Then as Drift spoke, she added her own comment, encouraging the group to leave regardless of payment options. "Perhaps someone there may know of Calisham."  Her heart raced wanting to know what may have come of her family. She began to move toward the door but waited for the others to join her.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Produce flame.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Reaction: Your reaction goes here.

Spells

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


Cantrip: Produce FlameCASTING TIME: 1 Action
RANGE/AREA: Self
COMPONENTS: V, S
DURATION: 10 Minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

One Use per Long Rest
1st: Burning HandsCASTING TIME: 1 Action
RANGE/AREA: Self (15 ft )
COMPONENTS: V, S
DURATION: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action
RANGE/AREA: Self
COMPONENTS: V, S, M *
DURATION: Concentration 10 Minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

   

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 HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.


• 
 Handaxe +4 attack, 1d6+2 slashing damage
• Javelin +4 thrown attack, 1d6+2 piercingMoon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +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 
DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.Fire ResistanceYou have resistance to fire damage.Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

•You have advantage on Strength checks and Strength saving throws.
•When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
•You have resistance to bludgeoning, piercing, and slashing damage.
•If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
 

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


AC: 15 | HP: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None | Setting stuff on fire: Always
Spells: 1st (4/4), 2nd (2/2) | Sorcery: 3/3


Andraste liked where Hachilah was going with this, so she joined the Calimshanite forthwith. "Don your effects. Let's get the lay of the land."

What was Professor Torvin's word?

"Reconnoiter," she quoted as the memory finally bubbled to the surface of her mind. They were all about to find out if all that academy training was worth anything.


Nothing to see here, chief

Main Hand: -
Off Hand: -


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

     
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image.jpeg.8f6ab0a89e429d00cbcba4a0d06d7f1b.jpeg


Rise of Vecna Chapter 1: Mirabar

NPC Robear (male human) - Runs the Forgehammer

spacer.png

Copper
"When AAOs are assigned a purpose, how does that work? Does the assignment always come through you? Or do the clergy sometimes arrive to extend assignments above your station? Or perhaps a Thought of Vecna contacts the AAOs directly--through magical means?"

"Well, for most, there assignment comes with their gear, or shortly afterwards. I have never had AAO's with this type of armament before, so you must have a special purpose. I would expect in such a circumstance to get a visit from the clergy or the gnomes to let us know. I guess it is possible for a Thought of Vecna to contact AAO's directly, but it would be highly unusual." he said as he himself was lost in thought.

 

Drift
"Robear. What does the Goblet take as payment for its meals? Is there someone there we should ask for?"

"It is likely that the meals are much the same as the porridge here, or maybe a little bread, but it is likely unaffordable to most. Although I did notice you have been given coin as part of your equipment. It is much better to barter useful items than pay with coin or gems here. A simple tool, such as a crowbar can get you much more than the gold of its value."

"You will be well taken care of by the Gems while you are there." he added.

 

 

The group braved the cold of Mirabar once again, this time more equipped, but that would not last. they needed some cold weather gear at first chance, before then they would not want to be outdoors for long periods. Luckily The Goblet and Gems lay just across the compound and could be gotten to with just a brisk walk. The tavern’s sign is a shining goblet that seemed to glow even during the day and was easy for them to spot as they came out of the Sign of the Forgehammer, they were met with other humans who were entering. It made sense that such a big building would hold more AAO's than them as they waited for assignments. It seemed the Forgehammer was temporary housing for any that had nowhere else to go. They also understood that once they were given assignments that they would be given houses of their own depending on what their job was to be.

The outside of the tavern was impressive looking, and it looked to have been here longer than a few years, perhaps this compound had changed to a public venue before the fall. It had been fifty plus years since any of them had been here. Quickly entering the doors of the establishment, they were greeted with a general festive mood by the dozen or so patrons inside the establishment. Judging by the scantly clad males and females that were walking around it also had an abundance of cheap alcohol and live entertainment. It had a stage area for live music, currently a male bard sat alone on the stage strumming a soft ballad on his lute. "The Tale of My Lovable Lawyer Sister" seemed to be the name of the slightly offkey tune. They were just catching the first part of the lyrics "It began on a pointy Eleasis afternoon: I was the most lovable consultant around, He was the most lovable lawyer. He was my sister, My lovable sister, My lawyer." when suddenly they were set upon by a beautiful female in a golden and white satin outfit that was both revealing yet eloquent.

spacer.png"Welcome to The Goblet and Gems, I will be your Gem for the evening." she said as she ushered you to an open table "We don't get many armed knights in here, so don't poke me with your swords. OK." she said as you caught sight of a number tattooed on her wrist along with a symbol of a gem.

Looking around you could also see plenty of side booths and entrances to meeting rooms, another door with a big sign over it that said 'Gambling Hall'. It was a lot to take in, up at the bar area was a rather plain looking half-elven young female bartender who wore plain, wine-stained clothing that contrasted sharply with the flashier fashions worn by the Gems. Her only touch of style was a gem-studded hair comb.

Brought back to the matter at hand, your Gem continued, "The meal of the day, is boiled eggs and soft cheese with a tankard of bitter for 3 silver. Our drink specials of the day are our Crunk Tutu Punch, and our Blue Statesman Elixir, either are just 1 electrum piece. We also have pitchers of common wine for 1 gold piece or a fine bottle for 40 gold pieces. Mugs of common ale are 2 silver pieces." she says as she waits to take your order as she winks at Cassandra and runs her tongue across her lip in a very seductive way.

 

 

 


Streets of Mirabar
11:11 am
(Date Unknown), 5 VR


 

 

Show Active Maps

Not in Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

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

INITIATIVE

Currently Not In Use!!

MECHANICS

Not in Use!!

CONDITIONS

Currently Not In Use!!

DESCRIPTIONS

Currently Not In Use!!

ANDRASTE

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

  • 1st Level: 4/4
  • 2nd Level: 2/2

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

CASSANDRA OF THE SUMMER

Hit Points: 25/25 (divine health)
Hit Dice: 3/3
Channel Divinity: 1/1 *S/L
Divine Sense: 3/3 *L
Lay on Hands: 15/15 *L
Lucky: 3/3 *L
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: 2/2

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

DRIFT

Hit Points: 24/24
Hit Dice: 3/3
Wild Shape: 2/2 *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 OF THE WANDERING SANDS

Hit Points: 35/35 (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 MIKO

Hit Points: 24/24
Hit Dice: 3/3
Ki Points: 3/3 *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: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None | Setting stuff on fire: Always
Spells: 1st (4/4), 2nd (2/2) | Sorcery: 3/3


She had heard Robear's warning about bearing symbols of unsanctioned gods. If only for a moment she had considered tucking away the little Oghmanyte amulet that hung next to the scabbard of her jambiya at her waist before her defiant instincts insisted she wear it openly as per her usual arrangement. She wouldn't be flashing it in anyone's face or anything, but it was there for anyone to see who might be familiar with the symbol. In her heart it felt sacrilegious to hide it. Besides, a stylized blank scroll might be mistaken for anything. That's how she justified it to herself.

The Goblet and Gems took Andraste by surprise. It was so very alive considering the frozen hell they had seen thus far. She had never been much of a tavern patron, but by her estimation this place was downright normal. She didn't know if she should be suspicious or grateful.

Andraste smiled at their Gem, both because it was nice to finally see a local who didn't seem miserable and because Andraste saw a reaction from her she was surely going to tease Cassandra about later. The small bit of internal levity did much to ease her troubled spirit for the moment.

"Well," she said to her companions, "you heard the lady. Mind your pointy bits."

Robear had also warned them that coin didn't go far around these parts. The prices quoted were steep. Andraste supposed it made some sense why that might be, but the small handful of coins in her purse weren't going to last long in this place.

"Not sure how ready we are for food and drink just yet. We could use a table to sit and rest at, maybe some news on places to trade for practical supplies. Say...do you have a name my friend here can call you? She's a little shy." Andraste gestured at Cassandra with a quick cant of her head.


Nothing to see here, chief

Main Hand: -
Off Hand: -


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

     
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spacer.pngDrift (Tabaxi Druid)


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4
2nd: 2/2
Wild Shape: 2/2
Agility: 1/1
Death Saves: 0S/0F
Conditions:


This isn't what Drift expected. He thought this would be a run down room full of goblins and orcs and all the decay they bring with them. Instead, it is lively and reminds him of his home. Even the Gem's outfit looks a little like a tearoom girl from Athkatla.

Boiled eggs and soft cheese sound perfect to Drift. Anything to get the taste of that slime out of his mouth. Perhaps the tankard of bitter will be effective for that. He smiles at the Gem, flirting a little, but staying cautious, knowing that it's probably her job to flirt back, in order to get information, or ply us for more coin. He knows that any interest she shows in any of us is purely professional and not true interest.

"The eggs and cheese with some bitters sounds good to me. We could also use a quiet table. But we're new here. Do you have a few minutes where you could give us the lay of the land? Who to watch out for, who to offer our help to?"

 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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 TruthThe Temple of Truth. This temple was once a grungy, dust-covered warehouse that stored manure. Now, it has been converted into a temple to the Whispered One. This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna."

The Goblet and Gems
The Goblet and Gems, before Vecna, this festhall was, according to Volo’s Guide to the North, 'the only exciting and impressive-looking tavern in Mirabar.' Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally festive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because of its ample supply of cheap alcohol and live entertainment, as well as the fact that it is avoided by goblin patrols. It has a stage for live music, a gambling hall in its basement, and plenty of side booths and back rooms for private meetings.

     
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