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Chapter One - Mirabar


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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 1/2 (1st) | Inspiration 1/1 | Darts 4/4 | CP 12 SP 5 GP 5


An image of revelers at the Goblet triggered a thought in Copper's head. Such was the way of her mind, taking great leaps across seemingly unrelated idea, rather than walking some steady path of logical steps. Something had been nagging her about Robear's life-death-balance explanation. And in a flash, the image of tavern revelers had made the problematic explanation clear to her. She opened her mouth to ask another question--to confirm her suspicion--but then Mara suggested it was time for exploration, with Drift suggesting they begin at the Goblet and Gems.

"YE-! sss," Her one word response started as an exclamation, but she caught herself and turned it into a less enthusiastic statement of agreement. As an afterthought, she added lamely, "I agree with Drift."

All thoughts of revelers and the life-death-balance where swept from Copper's mind. She'd been wanting to bring up exploration of the tavern as their next step--even before the magical sending--and now Drift had beat her to it. Good ole Drift! He hated planning more than she did. And thank goodness for that mysterious mental sending--she guessed most of the others had also received it and would agree with the tabaxi.

But the token?

Copper drew up her hood and headed for the door. As soon as she was out of Robear's sight, she cast an abjuration of invisible armor upon herself. One never knew when a bar fight might break out. And she'd not liked the idea of goblin patrols looking for AAOs to harass.

Outside in the arctic wind, she held her hood down tightly with one hand, and drew her knife with the other. With both her hooded tabard and hose warmed by magic, she thought the wind's bite might have fewer teeth to it. But it could have been her wishful thinking.

Rather than attempt a group conversation over the howling wind, she cast a series of simple message spells as she and her companions marched through the lethal cold, each spell targeting one of her companions and asking the same two questions, "Did you receive a sending telling you to deliver a token to Racine? And do you know anything about this token?"

As her band of AAOs approached the Goblet and Gems, Copper thought she perhaps remembered the place. Once, when she was nine or ten--the count having glamoured her as a halfling--she'd accompanied the him to a clandestine meeting at a similar looking tavern. With arctic wind blowing her toward the Goblet, she cast her a cantrip, summoning an invisible arcane hand that only she could see and manipulate. Of all the magic the Count had taught her, this was her favorite! She wanted to have it ready in case an... opportunity presented itself.

Inside the Goblet and Gems, Copper's attention was immediately drawn in several directions at once: marks who might be too soaked to notice her fingersmithing, scantily clad wait staff, a stage with a lame bard, a gambling hall, and... the smell of food!

Their waitress, or Gem, approached and introduced herself. She didn't offer a name, but wore the tattoo of an AAO. For an AAO, she seemed to have more personality than Robear's characterization had suggested.

Boiled eggs and soft cheese? Why would anyone waste a perfectly good egg by boiling it? Eggs were made to be fried! And soft cheese? A cheese omelet would be so much better!

Copper's thoughts were torn from her mental rant at the sight of the Gem's wink. The words of the bard's song finally penetrating her thick skull. Revelers. The life-death-balance. Is that how Vecna managed it? Her gut told her this was important. Or maybe that was just all the snacks she'd eaten since falling into this hell hole on an empty stomach.

As much as she wanted to eat something hot and not-wooden, the sulfurous smell of boiled eggs was one of her least favorite smells. And the wind it produced... nope! Copper's smile sank as she realized she would be eating wooden porridge back at the Forgehammer.

Before resigning herself to her fate, before even taking a seat at the table, she had to ask. "Any chance the cook could do a cheese omelet?"

 


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: Mage Armor (8 hours), Mage Hand (1 minute)


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

It was cold outside. She had felt the cold before, obviously, but then she had an urgent purpose. Ensure her friends were safely brought to the Forgehammer. But now, now they simply had to walk across the compound. There was urgency, though not of a life and death nature.

Hachilah's teeth began to chatter, the bitter air biting through her warm skin. Life in the desert had not prepared her for the arctic chill. Her arms were wrapped around her body, hands rubbing vigorously up and down her biceps, as they entered the Goblet and Gems. Her forehead cracked along the black cold lava flows. What were the others doing? Copper confirmed with us all about the message.

Before their host could depart, the genasi spoke through clacking teeth. "We...we're....loo...ooking for Ra...Racine."  Her emerald gaze glanced around the room, expecting the numbered gem to point to where Racine sat.



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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Rise of Vecna Chapter 1: Mirabar


Andraste
"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?"

The beautiful girl just looked at Andraste as if she had never heard that question before "What practical supplies are you looking for? Once you are assigned a purpose, like me, you will receive all that you need to fulfill that purpose to society. Life... only through death. We live to serve, and in death we serve a even greater purpose."

As Andraste looked around she noticed that every scantily clad girl in here looked identical to this one and every scantily clad male looked like every other scantly clad male, she was about to say something when the girl interrupted "I.... I am Peridot." she said before adding "What is your name?"

Drift
"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?"

"Sorry, my designate is to serve, in whatever way you ask. What are you looking for? I only know this establishment. I mean, we serve here, and when I tire, I sleep upstairs. So, I only watch out for the needs of you." she said, slightly confused.

"Who would need the help of one that has not been assigned to help them? That would break down the function of society. To do something out of your place, order would be broken, then chaos would follow. The Whispered One took away the need for all that and designed a perfect society where everyone has a place, and the infidels were punished." she assured the tabaxi.

Drift took a look around, the other patrons in the establishment looked to be dressed in old, dirty, stained clothes, they looked to be out of place. Some were drinking as fast as they could slam the alcohol back and others were cramming their faces with food like they had not eaten before in their lives. Still others were groping the scantily clad and being taken to private rooms, either upstairs or down a long haul. They certainly did not look like regulars to such an establishment.

Copper
"Any chance the cook could do a cheese omelet?"

"I'm sorry, we do not have a cook, the food is brought to us by the priest every morning, already prepared for that day. We simply serve the dish that they have prepared. All is provided for, as was promised." she said "I can only assume that you too have told a great secret to be able to come here and enjoy the riches of the Whispered One. He provides for those that serve."

Hachilah
"We...we're....loo...ooking for Ra...Racine."

The girl glanced up to the young, plain, elven girl at the bar who was still busy making drinks for the patrons that had ordered them. Her wine-stained clothing in contrast with her surroundings. "That is Racine, she owns the joint."

image.jpeg.7bf0e592c86a929d6b9325929bf0ec6a.jpeg

 


Streets of Mirabar
11:15 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: 1/2

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


"Oh. Uh..." Andraste had expected a response that was a little more lively. Rehearsed wasn't quite the word for it. Wooden didn't do it, either. Soulless seemed more accurate--and that was a disturbing thought. She supposed the way Robear had described the AAO folk made a lot more sense now that she saw one of them in action.

Suddenly...this wasn't so funny anymore.

Whatever they were, she was sure she wasn't one of them. Couldn't be one of them. No, she and her companions seemed to be a different kind of person, she assured herself. So instead, she tried to approach this like she was a local. "Thank you, Peridot. Our purpose puts us out in the cold frequently and we could use a lead on warmer clothing before we are resupplied. We have secrets with which to barter for it."

Andraste genuinely hadn't thought about just asking about Racine in a straightforward manner. Being so open wasn't her first instinct. Pretending they were supposed to be here seemed more natural to her, but, well, Hachilah clearly didn't operate that way. Whether she disagreed with that tactic or not, Andraste was beginning to recognize that the AAO folk might not be canny enough to notice she and her friends clearly didn't belong here.

So long as we don't rock the boat, of course.

Now Andraste had her doubts as to whether this Racine woman was going to be a full fledged person they could speak plainly to. If Racine couldn't give them answers without heaping too much suspicion on them, Andraste wasn't sure who else they might go to after this. All the other options felt like walking into a nest of vipers.


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:


This makes makes more sense. There is the rot he expected here. The gems are all clones and are never allowed to leave. The citizens are starving and can only eat if they report on their neighbors. It’s genius and diabolical. He wonders what secrets this Peridot has overheard. Or what she might do with anything she overhears from us as we talk to Racine. He decides to distract her.

"So it sounds like we've all got nothing to fear, and we've all got nowhere to go. Could you sing us a song to enliven the evening? I bet you’re better than him. Maybe something about Vecna. Something about life and death and love and birth, and peace and war on the planet Toril."

 

 


Mechanics

Peridot’s song in Steven Universe
 

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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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 1/2 (1st) | Inspiration 1/1 | Darts 4/4 | CP 12 SP 5 GP 5


Peridot's words took the wind from Copper's sails. The patrons were not particularly wealthy potential marks--they were just desperate or unprincipled citizens willing to rat on their neighbors. And no, Peridot didn't have much of a personality. And worst of all, there was no cook on the premises. Peridot continued speaking to Copper, but the girl didn't follow it. Her attention shifted to the bar: a fleeting hope drawing her to the half-elven bartender. She turned from the table, somewhat downcast, and shuffled toward the bar. She never heard Hachilah's question, nor Peridot's reply.

At the bar, Copper waited her turn. Eventually, the young half-elven woman looked to her, signaling it was her turn. "Have you got something hot? Maybe a hot mulled wine? Or tea? Or kav?"

If she couldn't get a hot meal, she held out hope that she might at least get a hot drink.


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: Mage Armor (8 hours)


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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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


As they walked towards the tavern, Cassandra replied mentally to Copper's telepathic messages: "Yes" to the first question, and "No" to her second.

Once inside, Cassandra was the first to sit at their designated table. She was rather clueless as to what to do next; asking for Racine made sense, but then what? She had no idea what the token might refer to.

But then the group's waitress winked at her, running her tongue across her lip... Cassandra blushed slightly, just as Andraste commented that she was a bit shy - which added to the paladin's embarrassment.

In truth, she had always liked boys, but it seemed they were often put off by her masculine interests and occupations; and the few that showed genuine interest - like Drift had back at the Academy - had not been creative and persistent enough in their courting to really woo her the way she dreamed of being wooed, or even seduced.

Cassandra's destiny, it seemed, was not to be feminine. "Feminine", to her, was mainly a set of characteristics that men prized, and, in her eyes, the goal of being "feminine" was to attract men. There was nothing wrong with that; yet she had chosen a different path, and hoped to attract a man too, in her time - ideally a knight of some sort, who would share her values and chivalrous ideals... Better still, a knight who would also be a poet...

Lost in her thoughts, she sighed. Her knight in shining armor was nowhere to be seen, and it would be difficult to find him in this, Vecna's hostile and evil world.

"I, too, will have the eggs and cheese with bitters, Peridot." she finally told the waitress.

For now, she decided she would let her companions deal with the mystery of the token before addressing Racine. Who knew, perhaps one of them knew what it referred to.



Mechanics

Main Hand: -
Off Hand: -


Action: 
Bonus Action: 
Move: 
Manipulate:

 
Edited by Leonidas1789 (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


Andraste mulled things over in her head a little while as people chatted up Peridot. It wasn't so much that she wasn't interested in what they were asking about, but more that she was worried they already stood out like sore thumbs. It wouldn't do to be any more conspicuous than she felt like they already were.

Maybe it's just in my head. Could be the Whispered One's knights roll through these parts regularly--perfectly normal, nothin' to see here, folks. That's what we are, right?

That's what Peridot assumed they were. And Andi wasn't about to abuse her of that notion.

"Say, Hachi..." She said aside to the genasi woman. No sense in bringing the whole crowd into her scheme. "You think that coin you picked up outside is what this whole affair is about?" Andraste didn't wait for her friend to answer. "Let's, uh, sidle up to yonder bar, see if this Racine woman recognizes it. While everyone else is distracting our little hostess, that is."

Mayhap doing subterfuge with Hachilah wasn't the right first choice for that approach. Or the second.

But you dance with the girl you brought with you, right?

Andraste put her hand over her mouth to suppress her amusement. That wasn't exactly the way that saying was intended to be used, but this upside down and backwards context they now lived in seemed apropos to proverbially flipping a few tables. For the moment, sticking exclusively to figurative linguistic flipping would have to satisfy. A part of Andraste that was still angry hoped they would get to the literal flipping soon.

When they got to Racine, Andraste gestured at the coin Hachilah had in her hands. "We received a Sending about giving this to you," she said quietly to the bartender. "Hoping you know what it's about."

Nothing to see here, chief

Main Hand: -
Off Hand: -


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

     
Edited by Aavarius (see edit history)
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image.jpeg.8f6ab0a89e429d00cbcba4a0d06d7f1b.jpeg


Rise of Vecna Chapter 1: Mirabar


Andraste
"We have secrets with which to barter for it."

Peridot smiled "Then you should really go to the Ministry of Secrets, they often give food, coin, or both for secrets. Perhaps even outfit you in the gear that you seek. Truly, they are here to help you in any way that they can."

Drift
"Could you sing us a song to enliven the evening?"

Peridot turned to look at the tabaxi and replied "I'm sorry, that is not part of my assignment here.  Perhaps I could get Chance to sing something special for you about the Whispered One."

Copper
Up at the bar Copper asked "Have you got something hot? Maybe a hot mulled wine? Or tea? Or kav?"

The bartender seemed wrapped up in her work and at first Copper thought she might not have heard her completely when Racine turned just for a moment, long enough to add "Mead, perry, beer, wine, bitters, Crunk Tutu Punch, and our Blue Statesman Elixir." the woman did not seem to care that Copper wanted something special, something warm. She just spouted off what they had.

Soon Copper was joined by Andraste and Hachi at the bar as well. 

Andraste
"We received a Sending about giving this to you, hoping you know what it's about." she said as the coin was slid over to the barkeep.

Racine stopped her task of making drinks, and set the shaker down on the bar and wiped her hands on a towel before picking up the coin, looking at it, and flipped it over and nodded to the three girls at the bar before making a sharp, loud whistle that drew the heads and eyes of everyone in the establishment.

Racine then turned back and proclaimed "This coin entitles you and your friends to a VIP experience. You must be very lucky to have received it."

A moment later a slight, handsomed middle aged man dressed in layers of stunning blue silk robes, glides up to the girls at the bar. "Well hello, my lovelies, I am Lapis and I will be your groups entertainment for this fabulous morning of fun and frolic, and intimate conversaton. Please, gather up your group and follow me to the blue room." he said as he extended his left hand to take Andraste's hand, exposing his wrist where one could see a sparkling blue gemstone tattooed there along with a series of numbers.

He waited for the group to gather and follow. "No worries, you can bring your drinks and food with you. I assure you I don't bite... well maybe a little." he laughed.

 

image.jpeg.28c37429611543af749e64e00978b223.jpeg
Lapis Lazuli

 


The Goblet and Gems
Mirabar
11:20 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: 1/2

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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Mara Jade (Changeling Monk)spacer.png


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


Mara could smell it as soon as they entered the Goblet, the distasteful odor of fear and rot. She felt ill, but made herself smile at the right places, let a shine come into her eyes at the supposed riches before them though she really wanted to vomit. It only got worse as the woman spoke to them, reinforcing with each word the wrongness of what had been done here. She kept silent, her friends feeling their way through and doing their best to go along with the ploy.

She hoped that Racine would prove to be something else, especially when her appearance seemed at odds with the rest of the patrons, but she quickly foisted them off onto this Lapis person. She allowed herself to look at him with a smile on her lips, her dark eyes straining to see who he might have been beyond this world that had been forced upon him. From whence was he ripped, and what lies had been told him to make him accept this life? Who was he really, and who had he been?

It seemed odd that one man should think he could entertain so many women, not to mention the fact that Copper was not even half his age. She felt the nausea again before it was washed away by a fire in her gut, white hot at what was being perpetrated so casually upon everyone they had met. At the very least she was confident they had the advantage if it came to any sort of fight but the trappings of this world threatened to overwhelm her. She made to follow him, giving her companions a guarded look.

"We will hear what he says and decide what to do after."

 

 


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 | Features


Drift decides that this particular gem is unlikely to be very helpful. But Hachilah’s coin seems to have opened up another possibility. He tries to send Peridot off amicably.

"Yes. Could you ask Chance to prepare a song for us when we return. We’d love to hear a song about the Whispered One. But first, we will go with Lapiz and see what this VIP experience is all about. We’ll see you back here afterwards."

He gathers whatever food and drink he has been given and follows the others and our new, blue friend to see what this VIP experience is. As he does, he studies Racine to see if she gives any indication that this will be any more than an upgraded experience.

 


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 Truth

The Goblet and Gems

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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


This definately didn't go the way Andraste had expected. That kept happening a lot, she noticed. Nothing about this world went the way she expected it to. This might normally be an exciting thing, but considering everything that was going on it made her more uncomfortable than she would have liked.

She let Lapis lead her by the hand. What other choice did she have? They didn't know enough about what was going on to be able to make a big kerfuffle and come out the other side. Not yet, at any rate. In another place, in another time, Andraste might have been charmed by such an experience.

While she was lead away, she flagged down her companions with her other hand, urgently mouthing and gesticulating at them to 'get over here! Now!' as she went. In anticipation of any commentary by Lapis she said with feigned cheer, "Ah--More's the merrier, eh?"

 

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


Lapis leads you back to a richly furnished backroom decorated in vivid shades of blue. "Welcome to my abode..." he says with a bow, motioning for everyone to sit on the many couches and cushioned chairs that adorn the room "I am Lapis, and while some of you are still overdressed for the occasion, I will be your fabulous host  for this mornings activities." he says as he twirls around over to a bar area and pours himself a drink.

"Get comfortable.... relax.  I know you may not be accustomed to this sort of thing so lets start with some intimate conversation to break the ice a little. What is your favorite kind of physical touch?" he says with a large smile as he takes a seat himself.

Before you can answer, all of you hear the feminine voice in your heads once again. "Please forgive my secrecy. One can’t be too careful these days." the voice says, "Please turn to your gracious host and say this exact phrase to him.... 'Put it in the bag'."

As Adraste repeated the words to Lapis, the man stopped, as if paralyzed in mid-sentence and just sat there motionless. 

The voice continued "Lapis is not harmed, he has just been paused. A bit of behavoral programing when he was created. Like I was saying, please forgive my secrecy. My name is Racine, owner of the Goblet and head of the local resistance known as the Silent Axes. By now, you have likely learned much of your true nature. However, what you probably don’t know is that your technician, Fibblestib, also works for the resistance. At our request, he sabotaged your incubation to give you a greater degree of freedom and autonomy than most AAOs possess. You are our only hope." the voice says as it speaks mentally right into your heads.

"Please keep up the conversation with Lapis, for appearances but you can respond to me mentally.  I am sure you have many questions. We did program Robear to share a lot of information with you that a normal AAO would not have been able to. Unfornunately when you return to the Forgehammer, you will find him returned to his normal state. So please be careful what you say around him.  He does not remember a lot of your previous conversations. We are working to get your identifications into the records as a special task force meant to patrol the city looking for wayward AAO's but that has not been completed yet, so for now, just act the role as no one is really carrying around a way to confirm it anyway." the voice informed as it now trailed off and waited for the questions that she knew would be coming.

 


The Goblet and Gems
Mirabar
11:23 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: 1/2

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 1/2 (1st) | Inspiration 1/1 | Darts 4/4 | CP 12 SP 5 GP 5


Copper's second hope was dashed--no hot drinks. Not as painful as the no hot food news, but still a disappointment. She'd need to deal directly with the secret keepers if she hoped to find a decent meal in this gods-forsaken Mirabar.

But all thoughts of hot food and drink melted away when Hachi placed the coin on the bar. Copper did a double take, wondering why the southern woman had not revealed the token when she'd asked. But there was no time for such pondering. Years of desperate living and thieving trickery had trained the urchin to recognize an opportunity when she saw one. She studied the token with an appraiser's--and arcane counterfeiter's--eye, committing to memory as much detail as possible, grateful when Racine flipped it over so she could see the other side. At the proprietor's announcement of the coin's worth, the girl also made a mental note of the coin's destination: whether it was one of Racine's pockets or some box under the bar.

Before she could start working out the details of a VIP Coins for secrets scam, Blue Silk Guy--er, Lapis--appeared.

Copper picked up a very uncomfortable vibe from Lapis--his gaze, his words, his familiarity with Andra's hand. Absentmindedly, she drew her small knife and began twirling it in one hand. She'd practiced knife twirling--with this specific knife--since age seven. And it showed. The blade flashed and wove between her fingers, spinning in her palm, sometimes winding around the back of her hand, but ultimately ending it's convoluted path in some attack grip--sometimes readied for a forward thrust, or a downward pick, or a crosswise slash--before a new pattern of twirling commenced.

Copper played along, following the others to the Blue Room, the small knife spinning in her hand as if by magic. Her discomfort only grew in the Blue Room, the speed of her twirling blade increasing noticeably.

What is your favorite kind of physical touch? Copper had heard enough, she opened her mouth with a snarky reply, but was cut off by the voice in her head.

The big crooked grin returned when Lapis slumped into a torpor. "Finally," she spoke aloud.

Copper listened to Racine's mental explanations, eager to believe and relieved by what she heard. The small knife continued spinning, but she determined that she would not directly antagonize the blue-clad... entertainer.

In her mind, she addressed Racine. "Once our special task force identifications are complete, will we be provisioned? I mean, a city patrol unit will need cold weather clothing and gear."

"And what's our next step, aside from waiting."

"And what's the Silent Axes' end goal? Do you really have a chance of overcoming the forces that oppose you?"

 


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: Mage Armor (8 hours)


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


Andraste sat still in a chair while the voice of Racine rolled through her head. The man across from her looked even more soulless to her than he had just moments before while he was still animate. Racine had given her the scissors to cut the marionette's strings, and she wondered if this kind of thing would be permanent if nobody came by and "un-paused" Lapis.

Maybe it had been instantiated in him when he came to life in one of those underground tanks? The idea of it all boggled the mind.

However, there were more pressing things to ask Racine right now, namely, "Now, wait just a moment. How did you resistance folk get going if it takes sabotage to make people more free thinking?" Andraste didn't rightly know where to look when talking to a disembodied person, so she just vaguely spoke up at the ceiling. "Somebody had to be the first free thinker, and I get the feeling they don't allow that to just happen."

She may have been accusatory, but she was not loud. Last thing Andraste wanted was to have some mindless floozy out in the hallway overhearing her.

 

Nothing to see here, chief

Main Hand: -
Off Hand: -


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

     
       
Edited by Aavarius (see edit history)
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