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Level 1: Dungeon Level


bwatford

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Dungeon of the Mad Mage Level 1: Dungeon Level

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"Alrueb! Alrueb! Yunazil! Yunazil! Alrueb! Alrueb! Yunazil! Yunazil!
All-Roob! All-Roob! You-Nah-Zil! You-Nah-Zil! All-Roob! All-Roob! You-Nah-Zil! You-Nah-Zil!
Alrueb! Alrueb yunazil! Yunazil!
Yunazil!
Yunazil! Yunazil"

—'descend into horror', chant of the Yawning Portal

 

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Yawning Portal Inn

 

Faerûn, The Sword Coast, Waterdeep, the City of Splendors
Fourth Day the 24th of Tarsakh (April), 1491DR (Dale Reckoning)

The Year of the Scarlet Witch


spacer.pngAmid the bustle of Waterdeep, within the Castle Ward where barristers, nobles, and emissaries battle with word and contract, stands an inn not quite like any other. Before there was a Castle Ward or even what could be recognized as an ancestor of the City of Splendors, there was a dungeon, and in that dungeon begins the tale of the Yawning Portal.

In ages past, the mighty wizard Halaster built his tower at the foot of Mount Waterdeep and delved deep into tunnels first built by dwarves and drow in search of ever greater magical power. Halaster and his apprentices expanded the tunnels they found, worming out new lairs under the surface for reasons of their own. In time, their excavations grew into the vast labyrinth known today as Undermountain, the largest dungeon in all of the Forgotten Realms. Halaster eventually disappeared, as have all his apprentices, but the massive complex he built remains to this day.

For untold years, the secrets of Undermountain remained hidden from the surface world. Everyone who entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep who were sentenced to die were forcibly escorted into the dungeon and left to fend for themselves.

All of that changed with the arrival of two men, a warrior named Durnan and a ne'er-do-well named Mirt. The duo were the first adventurers to return from Undermountain, laden with riches and magic treasures. While Mirt used his wealth to buy a mansion, Durnan had different plans. Durnan retired from adventuring and purchased the land on which sat the deep, broad well that was the only known entrance to the dungeon. Around this well he built a tavern and inn that caters to adventurers and those who seek their services, and he called it the Yawning Portal.

Some of the magic Durnan looted on his successful foray into Undermountain granted him a life span that exceeds even that of an elf. And for decades Durnan left delving into Undermountain to younger folk. Yet one day, something drew him back. Days of waiting for his triumphant return from the dungeon turned to months and then years. For nearly a century, citizens of Waterdeep thought him dead. But one night, a voice called up from the well. Few at first believed it could be Durnan, but folk as long-lived as he vouched it so. The Yawning Portal had passed into the hands of his descendants, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as if he'd never left.

spacer.pngAdventurers from across Faerun, and even from elsewhere in the great span of the multiverse, visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but sometimes a group driven by greed, ambition, or desperation pays the toll for entry and descends the well. Most don't survive to make the return trip, but enough come back with riches and tales of adventure to tempt other groups into trying their luck.

The Yawning Portal's taproom fills the first floor of the building. The forty foot diameter well that provides access to Undermountain dominates the space. The "well" is all that remains of Halaster's tower, and now, devoid of the stairways and floors that formed subterranean levels, it drops as an open shaft for one hundred and forty feet. Stirges, spiders, and worse have been known to invade the Yawning Portal from below.

Balconies on the tavern's second and third floors overlook the well, with those floors accessed by way of wooden stairs that rise up from the taproom. Guests sitting at the tables on the balconies have an excellent view of the well and the action below.

Those who wish to enter Undermountain for adventure (or the daring tourists who just want to "ride the rope") must pay a gold piece to be lowered down. The return trip also costs a piece of gold, sent up in a bucket in advance. Once the initial payment is made, a few stairs takes one to the top of the waist high lip of the well. The rope that hangs in the center of the well is levered over to the lip by a beam in the rafters, and when those who have paid are ready, they mount the rope and take the long ride down.

A staggering variety of curios and oddities adorn the taproom. Traditionally, adventurers who recover a strange relic from Undermountain present it to Durnan as a trophy of their success. Other adventurers leave such curio to mark their visits to
the tavern, or relinquish them after losing a bet with Durnan, who likes to wager on the fate of adventuring bands that enter the dungeon. Occasionally, something that strikes Durnan's fancy can be used to pay a bar tab.

On one length of wall, there's a key carved from bone, a bloodstained map and a wooden pipe marked with Elminster's sigil. On another, there is gold coin stamped with a worn, hawk-wing helm crest, a statuette of a panther, wooden and painted black and a lute missing its strings. One can find, among Durnan's curious, half of an iron symbol of Bane, a blue, glowing crystal shard and a small box with no apparent way to open it.

When the night grows long in Waterdeep, City of Splendors, and the fireplace in the taproom of the Yawning Portal dims to a deep crimson, adventurers from across the Sword Coast—and even some visiting from other worlds—spin tales and rumors of lost treasures.

A wanderer from the distant Shou Empire speaks of strange, leering devil faces carved in dungeon walls that can devour an explorer in an instant, leaving behind not a single trace of the poor soul's passing. A bald, stern wizard clad in blue robes and speaking with a strange accent tells of a wizard who claimed three powerful weapons from a city on the shores of a lake of unknown depths, who spirited them away to a slumbering volcano and dared adventurers to enter his lair and recover them. A one-eyed dwarf spins tales of a castle that fell into the earth, and whose ruins stand above a subterranean grove dominated by a tree that spawns evil.

On quiet nights, guests in the Yawning Portal gather around a large fireplace in the taproom and swap tales of distant places, strange monsters, and valuable treasures.

On busier nights, the place is loud and crowded. The balconies overflow with merchants and nobles, while the tables on the ground floor are filled with adventurers and their associates. Invariably, the combination of a few drinks and the crowd's encouragement induces some folk to pay for a brief trip down into Undermountain.

Most folk pay in advance for a ride down and immediately back up, though a few ambitious souls might launch impromptu expeditions into the dungeon.

Few such ill-prepared parties ever return.

Whatever the fate of the parties, the descent into the Undermountain is accompanied by a chant, "Alrueb yunazi!", carved into the lip of the well's mouth.

Groups seeking to enter Undermountain for a specific reason generally come to the tavern during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim dark cults, criminal gangs, and other interested parties.

This is a quiet night.

But is a dark and windy night.

The door to the inn shudders with three, hard raps as you and your companions wait for the door to be opened to answer the summons from Volothamnp Geddarm and to take your own trip down the well........

 

The greatest journey of your life began on a day like any other. It started with a note - a summons. For reasons of your own, you are drawn to this place. It is called Undermountain. You feel like this will be the most important adventure of your life, should you survive. There is something down below in Undermountain. You can't quite put your finger on it. You've heard the tales about the place, and how it came to be, but that was a long time ago. Each of you have a journey - a reason - that leads down there. Each of you are prepared to face the depths.

This will be your tale.....

The door opens and you are ushered inside to a table, where you each quickly take a seat. Volothamp Geddarm sits at the head of the table awaiting everyone to get seated and situated.

 

Looking around the bar you see the following familiar faces that have come to see you off....

 

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OOC Scene Notes


Fourth Day, the 24th of TarsakhApril @ 3:00 am

 


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spacer.pngVolothamp Geddarm - (human wizard)The bombastic world traveler Volothamp Geddarm is enjoying some downtime in Waterdeep following a successful book tour promoting his latest work, Volo's Guide to Monsters. He spends most of his free time in the taproom of the Yawning Portal, reuniting with old friends and mulling over his next book project.spacer.png



"Welcome back to The Yawning Portal my friends!" he says loudly upon your arrival. "Please have a seat, get something to drink. I am honored to be your sponsor for this grand excursion into Waterdeep's most famous dungeon."

 

He then takes a seat at the head of the table and motions for you to do the same. Waving a serving girl over he orders a round of drinks for the table. "I have not met all of you in person, please introduce yourself and anything about you that I might need to record in this grand tale. You never know if you might end up in one of my new books, currently working on my Volo's Guide to Spirits and Spectres. Maybe you will bring me back more knowledge of such things if you encounter them. But hopefully not as one of them." he says the last part with a jovial laugh and then waits for everyone to get seated and begin introductions.

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  • 3 weeks later...

Moss - Tortle Druidspacer.png


AC: 19 | HP: 38/38 | Initiative: +0 | Passive Perception: 17


 

The tortle moves ponderously toward Volothamp Geddarn and his table. His shell is etched with inscrutable symbols, and strange fetishes hang from the sash around his waist and the large pack on his back. He is neither tall nor short, and it is difficult to tell if he is thin or stout beneath his great shell. It hugs his body like armor, rising into a collar around his neck. His movements are deliberate, studied... and slow.

After he finally settles into an empty seat, the tortle blinks. He reaches into his pouch and produces a pipe, which he packs with tobacco and lights easily by striking sparks off a flint with his dagger. He puffs contentedly, letting out an audible sigh before he answers. The pipe smoke makes a ring about his head, smelling of damp earth, cinnamon, and char. He smiles, revealing blunt teeth. "They call me Moss," he says, his voice low and resonant. "It's been a long time since I was in a city. I didn't expect so many people. Not that I'm complaining, mind. But it's hard to hear yourself think with everyone crowded in and roofs blocking out the stars."
 

He takes another long draw on his pipe, this time blowing out smoke rings. He is clearly used to this, and his manner makes it almost certain he can perform even more complicated smoke tricks. He savors the rich taste of the smoke in his mouth each time he inhales. "Good tobacco though. Good tobacco. I'll say that for Waterdeep. There's not much to say beyond that. I've had a few adventures. Met some people. Took care of some bandits. Saved a lot of animals. Normal stuff."

 

A smoke ring floats over Volo's head. "I suppose you'll want to know what I bring to the table. I'm a druid. Good with animals, magic, and fire. I can patch up a wound real good. And I can always start a fire, no matter how much trouble you think the wood'll give. I reckon we might need that in the dark underground."



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.

Ignis' Statblock

WILDFIRE SPIRIT

Small elemental

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR 10(+0) DEX 14(+2) CON 14(+2) INT 13(+1) WIS 15(+2) CHA 11(+0)

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

 

Edited by codexgigas (see edit history)
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Varta Rockgrinder - Goliath Fighter (Rune Knight) 5spacer.png



Varta walked inside and took a seat with a group of seasoned adventurers.  Normally her job was to be the stone shield at the head of any group, and this place didn't look any different. 

 

Well, actually it DID.  It had a talking turtle and a group of people who actually looked seasoned enough to stand tall against enemies from time to time.  Squishy as all hells, but hey, that was why she made the big bucks guarding them.  And while her height alone was usually enough to get her hired, Varta felt that her experience alone would be enough to get her by. 

 

She sat down on what appeared to be a chair, although the Goliath had seen larger ones made for children.  She did her best to carefully lower her body down to the table, which looked more like a tea party for dolls than a fitting place to eat.  Varta opened her mouth to speak just as her chair completely shattered under the Goliath's weight.  Falling a glorious foot, the Goliath found herself on the floor, which was just low enough to fit her knees underneath the table.

 

"Gods, did they hire a gnome to build these accommodations?  I've seen bigger furnishings in a dollhouse.  Pieces of Schist, these things," Varta muttered in a raspy alto.  "Anyway, I'm Varta Rockgrinder.  If it's not immediately obvious, they hire me to bust heads like I bust chairs.  I'm pretty good at both, and looking at how squishy this table is, I think you can't afford NOT to hire me."

 

 



Mechanics

HP: 49 /49

Second Wind 1/1

Action Surge 1/1

Cloud Rune 1/1

Stone Rune 1/1

 

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Main Hand: Battleaxe
Off Hand: Shield

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Action: Battleaxe 2x
Bonus Action: Shield Bash

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

 

Varta Inulpine - Goliath Rune Knight Fighter 5

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STATS

Str 16 (+3) Dex 10 (+2) Con 16 (+3) Int 8 (+4) Wis 14 (+2) Cha 10 (+0)
Speed 30 ft.HP 49 HD 5d10 AC 20 (Splintmail +1, Shield)

Passive Perception 15 Initiative +0
Vision: 120' darkvision
DM Inspiration Yes
Languages Common, Giant, Elvish, Dwarvish
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

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WEAPONS

Greatsword +7 attack, 1d8+4 slashing damage

Javelin (range 30/120) +6 attack, 1d6 piercing

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PROFICIENCIES

Proficiency +3 Saving Throws Strength +6, Constitution +6

Weapons All weapons
Armor Light, medium, shields

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FEATS 

Shield Master: 
Source: Player's Handbook

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

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RACIAL FEATURES

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Languages. You can speak, read, and write Common and Giant.

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CLASS FEATURES

Fighting Style:  Dueling
Second Wind
Action Surge
Rune Carver
Giant's Might

Equipment

 

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General Inventory 

Splintmail +1  45#
Battleaxe +1  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls

Cure Wounds x2


Coin Purse  
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

100 gp diamond

50gp ruby dust

50gp platinum bands x2

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

 

 


 

 

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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Initiative: +1 | Passive Perception: 11


 

A tall (but not compared to the goliath) woman, muffled in a hooded cloak, slides up to the table and sits as far as possible from the smoke of the pipe.  She pushes back the hood somewhat, revealing fair skin, blue eyes, and hair of a metallic-seeming silver.  Her eyes dart around the room, looking for any danger.

"I am Narissa Delavaunt.  I have innate magic, and I can also do a bit of healing.  This dungeon seems very dangerous, so anything you can tell us will be very helpful.  Not that I can do anything differently, but maybe others can change spells or something to make us safer."

At least the ones so far seem substantial enough to hide behind.

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spacer.pngVolothamp Geddarm - (human wizard)The bombastic world traveler Volothamp Geddarm is enjoying some downtime in Waterdeep following a successful book tour promoting his latest work, Volo's Guide to Monsters. He spends most of his free time in the taproom of the Yawning Portal, reuniting with old friends and mulling over his next book project.spacer.png



Volo looks over at the aasimar as she asked for information about the dungeon and smiles "Why sure, I wouldn't be much of a famous explorer without a few of tales."

 

"Now let's see, where do we begin...." he says while rubbing his beard.

 

"This story dates to the fall of Illefarn, an elven kingdom of the North that was founded during the First Flowering. The elves that lived there were know as the golden elves. The capital of that grand kingdom of elves once resided right here on this very land that Waterdeep now is built upon. A city named Aelinthaldaar." he begins, trying to paint the picture of a grand elven city-state of many thousands of years ago.

 

"In this capitol city there was a throne made of alabaster that belonged to Syglaeth Audark, the last coronal of Illefarn, when the city fell the throne disappeared from the capital city of Aelinthaldaar." he continued.

 

"It is said that, that very throne, the alabaster throne, resided right here where The Yawning Portal is today. The same exact spot where the Mad Mage Halaster Blackcloak chose to build his tower." he said with emphasis as he gestured toward the well "And what is left of that tower still resides here today."

 

"Some would say that may be the end of such a tale, I say otherwise." he pointed out.

 

"Rumors and legends have it, and you know if its legend then I Volo would have the word reach my ear, just as it is reaching yours now. Rumors and legends have it that a group of dwarves feared the destruction of such a miraculous work of stone craft and stole the throne right out from under the elves' slender noses before the city fell." he says in an excited tone as he gestures with his hands of something being snatched away.

 

"Where the dwarves hid it for so long, who knows?" he says with a shrug.

 

"But should you find it in Undermountain...."

 

"Let us just say it would please the elves of the North to know it survives." and he falls silent to stretch the emphasis of the possibilities.

 

After a few minutes of silence pass he raises his tankard for a toast "May your hunt be a prosperous one, and may you come back up the well the same way you went down it."

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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 12 | HP: 32/32 | Initiative: +2 | Passive Perception: 14


Blue looked up from his place at the table, ink pen poised above the parchment where he'd been taking meticulous notes on everything that had been said.  Tapping the nib onto his ink bottle and expelling the single remaining drop of ink, the elf laid his pen to rest beside the parchment before reaching out to grab the little bag of sand that had floated up out of his pack and come to a stop in the empty air beside him.  Blue took a brief moment to sand the parchment and put away the bag before he spoke.

 

"I'm sorry for not introducing myself sooner," he said, his voice warm and his smile genuine as he gestured at the parchment on the table covered in tiny, precise letters, "I just didn't want to miss anything, you know?  I'm Admaer Azuregift, though you're welcome to call me Blue.  It's what my friends call me."

 

"My enemies too," he added after a brief pause, "Plus everyone at the academy, my favorite bartender, my favorite bookbinder, all my acquaintances, people I run into on the street... everyone really.  So use it if it makes you feel comfortable.  Elvish isn't the easiest language, after all."

 

"I'm a wizard," the elf went on with a slightly cheeky grin, gesturing to the component pouches sewn into his belt and the ink bottle that was recapping itself, "with a focus on Divination.  So I'll certainly try and tailor my spell choices to anything I can see, or forsee coming, Miss Delvaunt."

 

"I'm not sure I can do anything for that chair though, Miss Rockgrinder" Blue said, his grin fading as he appraised the pile of broken wood under the goliath woman, "though it certainly does seem like a good thing that you found an obviously defective chair before any other accidents could happen."

 

The wizard nodded once before turning his attention back to their sponsor.  "I was wondering though," he began, his voice serious and his eyes hopeful, "and it's fine if you say no, but I was hoping..." an old, but well maintained book floated out of Blue's pack before turning itself over and dropping into his hand to reveal the words Volo's Guide to MonstersI figured since I get a lore book... I mean, it's THE Volo, how could I not take the opportunity? written in gold leaf across the cover.  "Master Ebras gave me this copy, and as I understand it, it's either out of print or will be soon.  Is there any chance I could get an autograph?" 

 



Mechanics

Main Hand: Inkpen
Off Hand: Parchment

________________

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

Nisgaviel - Celestial Spirit and Bat Familiar

AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft

 

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.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

 

 

Edited by Gallifrey (see edit history)
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Moss - Tortle Druidspacer.png


AC: 19 | HP: 38/38 | Initiative: +0 | Passive Perception: 17


Moss continues smoking his pipe as the others make introductions and Volo begins spinning his tale. His smoke rings become slowly more impressive, both in size and technique. The tortle seems especially fond of blowing one smoke ring through the middle of another. Between his pipe and a mug of dark ale, he is having a wonderful time. Not wonderful enough to prefer Waterdeep to the Mere of Dead Men or another wetland, but still wonderful. He mutters to himself, counting off the names of his new companions on his fingers. Blue. Narissa. Varta. That doesn't seem like enough... he thinks to himself. He hopes reinforcements are incoming.


"Are you expecting others, Volothamp?" he asks eventually, when no one else appears. "For some reason I expected a larger party."

 

Moss blinks several times, realizing his last statement could be interpreted rudely. "Not that you don't seem skilled," he says eventually. "I'm sure you're all very talented. Quite talented. But we'll have to consider what preparations we need."



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.

Ignis' Statblock

WILDFIRE SPIRIT

Small elemental

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR 10(+0) DEX 14(+2) CON 14(+2) INT 13(+1) WIS 15(+2) CHA 11(+0)

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

 

 

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Xaya Nev - Eladrin Artificer 5spacer.png



Almost on queue, as Moss asks if others are arriving, a small, pale-blue-skinned elf with white hair that looks like icicles, bursts through the door. The room grows slightly, but noticeably cooler when she enters. Her breath always looks like she is in a cold room and she wears scale armor that appears to be made of ice. On her back is a two-handed sword that looks too big for her, again made out of ice. At her side is an ice-crystal dragon about the size of a mastiff. It curls around her as she enters the room. The elf looks around, finally looking in your direction.


I'm only 15 minutes late. I hope that's not too late. Ah, there is Volo. That looks like the right group.

 

She approaches the group and first introduces herself to Volo, somehow recognizing him. The dragon follows along.  
 

"Mr. Volo, sir. I am Xaya. Happy to join this group. Into the dungeon, together, huh? When can we get started? This should be fun."

 

She introduces herself to each of the others, seemingly barely pausing to catch their names, but afterwards it is clear that she was paying attention. She talks rapidly and changes subjects after almost every sentence. When Volo retells the story to catch her up, she calls the northern elves, "southern elves." She is apparently from much farther north, in the Great Glacier itself. 

 

 



Mechanics

HP: 43 /43 | Defender HP: 31 / 31

1st Level: 4 / 4 

2nd Level: 2 / 2

Hit Dice: 5 / 5d8 

Fey Step: 3 / 3 LR

Defender Repair: 3 / 3 LR

Any Cantrip: 1 / 1 LR

___________________________________________________

Main Hand: Greatsword
Off Hand: Empty

___________________________________________________

Action: Greatsword x2 or Ray of Frost
Bonus Action: Command defender.

Reaction: Shield if it would help.
Move: movement goes here.
Manipulate: one free object interaction goes here.

Defender Action: Dodge

Defender Move: 

Defender Reaction: Deflect Attack

Character Sheet

 

Xaya Nev - Winter Eladrin Battlesmith Artificer 5

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 18 (+4) Wis 10 (+0) Cha 8 (-1)
Speed 30 ft.HP 43 HD 5d8 AC 17 (scale +1)

Passive Perception 13 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Greatsword +8 attack, 2d6+5 slashing damage
Ray of Frost (range 60) +8 attack, 2d8 cold damage

Defender +8 Attack 1d8+PB force damage

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Constitution +6, Intelligence +7
Skills Acrobatics +5, Arcana +7, Investigation +7, Insight +3, Perception +3
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

Elven Accuracy +1 INT, role 3 dice if advantage

___________________________________________________
RACIAL FEATURES

Darkvision. You 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 can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

___________________________________________________
CLASS FEATURES

Magical Tinkering. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message no more than 6 seconds long.

Continuously emits an odor or a nonverbal sound (wind, waves, chirping, or the like).  

Visual effect can be a picture, up to 25 words of text, lines and shapes, or a mixture.

The maximum number of objects  is equal to your Intelligence modifier (minimum of one object). 

 

Infusions. 

*Enhanced Defense +1 armor or shield

*Enhanced Weapon +1

Mind Sharpener

Replicate Item: Alchemists Jug

 

BATTLESMITH FEATURES

Battle Ready. Martial Weapons. Use INT for magical weapons.

Ice Defender. Make defender at end of LR. Takes its turn right after mine. 

Heal it by 2d6 with mending spell.

Revive with spell slot if died in 1 hour.

Equipment

 

___________________________________________________

General Inventory 

Scale +1 (infuse) 45#
Greatsword +1 (infuse) 6#

All-Purpose Tool +1 (free) 1#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls

Cure Wounds x2


Coin Purse  
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

100 gp diamond

50gp ruby dust

50gp platinum bands x2

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 106 (unencumbered)

Spells

  Spell Save DC: 16
Spell Attack Mod: +8
Cantrips: Mending, Ray of Frost
1st: Shield, Heroism, Absorb Elements, Cure Wounds, Grease, Faerie Fire
2nd: Branding Smite, Warding Bond, Levitate, Web


 

 

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spacer.pngVolothamp Geddarm - (human wizard)The bombastic world traveler Volothamp Geddarm is enjoying some downtime in Waterdeep following a successful book tour promoting his latest work, Volo's Guide to Monsters. He spends most of his free time in the taproom of the Yawning Portal, reuniting with old friends and mulling over his next book project.spacer.png



"Is there any chance I could get an autograph?" Blue asked of Volo.

 

"Why sure... never let it be said that Volothamp Geddarm did not make room for his fans." he chuckled as he fished out a quill and a vial of ink and signed the book that had been placed in front of him.

 

"Are you expecting others, Volothamp?" Moss asks eventually, "For some reason I expected a larger party."

 

"There were a couple others..." Volo began just as Xaya sat down as if on que.

 

"Happy to join this group. Into the dungeon, together, huh? When can we get started?" Xaya asked

 

"There was one more... but you know how nerves are sometimes.  I don't see why we can't get the rest of you underway shortly." he mused to himself as he looked toward the door and then to Durnan.

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spacer.pngObaya Uday - (human priest of Waukeen (God of trade))spacer.png



Before Volo had a chance to act further, a female chultan priestess of Waukeen makes her way over to stand near the table and gives Volo a nod, as soon as she has the tables attention she nods to the group and begins to speak with a strong chultan accent "Fo'give me fo' the intwozion. I know this is a special day fo' all of you."

"My name is Obaya Uday, I am come on behalf of a wizawd named Wakanga O'tamu fwom the distant city of Port Nyanzawu." she continued.

"I was sent a' to procure magic items fwom Wata'deep, and when I leawned of this gweat Unda'mountain, I booked a woom a' at the Yawning Po'tal in the ope of h'ing advent'a's like you, to plunda' the dungeon of its magical riches." she said as she gestured to the well.

"I also know that this is yoa' own expedition and that you owe me nothing of what you find. I would jozt like to offa' to buy fwom you, any unwanted magic items that you may find in this Unda'mountain."

"I ave secured funds in Wata'davian banks and can pay andsomely within a matta' of hours fo' any magic items that you bwing to me." she continued.

"You would be hawd pressed to find anyone willing to spend as much fo' these items as I. I also will always pay in yoa' Wata'davian currency, 'suns' I believe is what yoa' platinum coins a' called. For ease of twansport of corse." she says with a nod of her head

After a moment of trying to gauge the groups response she adds "I am also intarested in buying spellbooks fo' Wakanga O'tamu. So if you ave one to sell, afta' you a' done with it of corse. I very much would like to ave that oppo'tunity as well."

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spacer.pngVolothamp Geddarm - (human wizard)The bombastic world traveler Volothamp Geddarm is enjoying some downtime in Waterdeep following a successful book tour promoting his latest work, Volo's Guide to Monsters. He spends most of his free time in the taproom of the Yawning Portal, reuniting with old friends and mulling over his next book project.spacer.png



Volo listened to the priest request, she had been a regular at the inn for the last month trying to procure that which she sought, and the world explorer did not want to be rude and interrupt her request of the group. Volo however cut his eyes around the room and the few other patrons that remained in the inn at this wee hour of the morning. He wondered how many more would have 'request' of the group going down into the mountain. It seemed that anytime an actual group was going down the well for anything more than a quick trip down and up the bucket there was always people watching and waiting, willing to pay for things from below or needing something done below. Things that they could not procure or do themselves.

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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 12 | HP: 32/32 | Initiative: +2 | Passive Perception: 14


Blue took the signed tome with both hands, brushing an imaginary speck of dust off the cover with one thumb as his smile grew wider.  Then, with a satisfied sigh he released the book, which floated up and over to his bag where it slid itself neatly into place.

 

"Thank you, sir" he said, clearly pleased and not trying to hide it, "I really do appreciate it.  I'll be certain to remember your kindness."

 

Making a mental note of the debt he now owed to Volothamp Geddarm, and a further note to add it to the record later, Blue turned in his seat to face the latest addition to their party.  

 

"Hello Xaya," he said, using someone's first name casually for the first time that evening, "It's good to see you again.  It's been what, ten years now?  Maybe a little more?  If you and your companion weren't so distinctive I'm afraid I might not have recognized you."  The elf leaned back in his chair, tapping his chin as he pondered.  "Yes, I'd say it's been just over ten years since that thing with the orc raiders and that little fishing village.  The one with the absolutely delectable fish sauce that Old Missus Clavingham made.  Still can't believe I convinced her to part with her secret recipe for nothing more than a double handful of gold and a little spellwork 'round the house.  Lovely woman.  Fantastic cook."

 

"Anyway, how have you been?" he continued as his eyes returned to the present and he gestured to the goliath woman sitting on the floor, "And do you perhaps have a moment to do something about our new friend's chair?  It seems to have been a bit defective and I seem to remember you had quite the gift for putting things back together."

 



Mechanics

Main Hand: Inkpen
Off Hand: Parchment

________________

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

Nisgaviel - Celestial Spirit and Bat Familiar

AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft

 

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.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

 

 

 

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Xaya Nev - Eladrin Artificer 5spacer.png



After introducing herself to the others, Xaya sits next to her old friend Blue. Her flighty disposition settles for a moment and she stays a few seconds longer than expected. She laughs when he describes the orcs and the fish sauce.

 

"Hi Admaer. It is great to see you again. Yes. It's been just 10 years. We will have to make that fish sauce sometime. What have you been up to?"

 

She asks as if she were asking about a summer vacation, not a decade of absenceAt his request, she mends the broken chair. A beam of ice shoots from the ice pick that had been hanging from her neck. The broken leg of the chair is briefly covered in frost which then fades away revealing a freshly repaired chair. She barely stops her conversation while she performs the magic. She offers the chair to Varta, who, even while sitting, is as tall as Xaya. 

 

"This should hold, now."

 

 



Mechanics

HP: 43 /43 | Defender HP: 31 / 31

1st Level: 4 / 4 

2nd Level: 2 / 2

Hit Dice: 5 / 5d8 

Fey Step: 3 / 3 LR

Defender Repair: 3 / 3 LR

Any Cantrip: 1 / 1 LR

___________________________________________________

Main Hand: Greatsword
Off Hand: Empty

___________________________________________________

Action: Greatsword x2 or Ray of Frost
Bonus Action: Command defender.

Reaction: Shield if it would help.
Move: movement goes here.
Manipulate: one free object interaction goes here.

Defender Action: Dodge

Defender Move: 

Defender Reaction: Deflect Attack

Character Sheet

 

Xaya Nev - Winter Eladrin Battlesmith Artificer 5

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 18 (+4) Wis 10 (+0) Cha 8 (-1)
Speed 30 ft.HP 43 HD 5d8 AC 17 (scale +1)

Passive Perception 13 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Greatsword +8 attack, 2d6+5 slashing damage
Ray of Frost (range 60) +8 attack, 2d8 cold damage

Defender +8 Attack 1d8+PB force damage

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Constitution +6, Intelligence +7
Skills Acrobatics +5, Arcana +7, Investigation +7, Insight +3, Perception +3
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

Elven Accuracy +1 INT, role 3 dice if advantage

___________________________________________________
RACIAL FEATURES

Darkvision. You 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 can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

___________________________________________________
CLASS FEATURES

Magical Tinkering. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message no more than 6 seconds long.

Continuously emits an odor or a nonverbal sound (wind, waves, chirping, or the like).  

Visual effect can be a picture, up to 25 words of text, lines and shapes, or a mixture.

The maximum number of objects  is equal to your Intelligence modifier (minimum of one object). 

 

Infusions. 

*Enhanced Defense +1 armor or shield

*Enhanced Weapon +1

Mind Sharpener

Replicate Item: Alchemists Jug

 

BATTLESMITH FEATURES

Battle Ready. Martial Weapons. Use INT for magical weapons.

Ice Defender. Make defender at end of LR. Takes its turn right after mine. 

Heal it by 2d6 with mending spell.

Revive with spell slot if died in 1 hour.

Equipment

 

___________________________________________________

General Inventory 

Scale +1 (infuse) 45#
Greatsword +1 (infuse) 6#

All-Purpose Tool +1 (free) 1#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls

Cure Wounds x2


Coin Purse  
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

100 gp diamond

50gp ruby dust

50gp platinum bands x2

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 106 (unencumbered)

Spells

  Spell Save DC: 16
Spell Attack Mod: +8
Cantrips: Mending, Ray of Frost
1st: Shield, Heroism, Absorb Elements, Cure Wounds, Grease, Faerie Fire
2nd: Branding Smite, Warding Bond, Levitate, Web


 

 

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 Moss - Tortle Druidspacer.png


AC: 19 | HP: 38/38 | Initiative: +0 | Passive Perception: 17


"Most impressive," Moss rumbles as Xaya repairs the broken chair. "We are fortunate to have a woman of your talents with us."

He is content to sit and smoke his pipe as the other talk. The Yawning Portal is warm, at least a comfortable distance from the draft emanating from the portal itself, and there is something... comfortable about hearing voices other than his own. He blinks his eyes slowly, almost falling asleep. Before he can do that, he forces himself to his feet. "Are we starting our descent now? If not, I think I'd like to get a room for the evening. It's been a long time since I've slept in a real bed..."



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.

Ignis' Statblock

WILDFIRE SPIRIT

Small elemental

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR 10(+0) DEX 14(+2) CON 14(+2) INT 13(+1) WIS 15(+2) CHA 11(+0)

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

 

 

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