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Level 1: Dungeon Level


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Level 1: Dungeon Level



Xaya did a quick investigation of the room but turned up nothing of value or use as Varta moved through the chamber and to the next door and as others readied she opened it to reveal another sixty feet of cut stone that ended at yet another door. The group continued forward to the next door. Once there Varta listened against the coldness of the wood. Hearing nothing she opened it.

 

Headless Statue

Half-buried in stone debris at the north end of this twenty-foot-by-forty-foot partially collapsed hall is a headless stone statue of a tall nude woman. Despite the overall thinness of the woman's frame, her figure has round hips that jut out to each side, overly broad shoulders that defy the thinness of her arms, and a broad upper torso with very large breasts, her lower torso has a very thin defined waist.


Behind the statue can be seen a recently dug tunnel about three feet wide that worms its way northward. Across from the door that varta just opened can be seen a set of large double doors.
 


Halls of Hopelessness
Fourth Day, the 24th of TarsakhApril @ 5:44 am


CONDITIONS
Blue (mage armor)
Moss (darkvision)
Varta (light spell)

MAP IS ACIVE
Please use coordinates or directions when moving (N, S, E, SE, W, etc)

 

Show Active Maps

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Level 1: Dungeon Level and Crypts

Show Bookkeeping

PASSIVE PERCEPTION

Moss 17 | Varta 15 | Blue 14 | Xaya 13 | Narissa 11

INITIATIVE

Not currently in use!!

MECHANICS

Not currently in use!!

CONDITIONS

Blue
Mage Armor (5 hours and 52 minutes remaining)

Moss
Darkvision (6 hours and hours and 2 minutes remaining)

DESCRIPTIONS

Default Marching Order
Varta | Xaya | Jax | Blue | Narissa | Moss

Watch 1
Undetermined

Watch 2
Undetermined

Watch 3
Undetermined

ADMAER "BLUE" AZUREGIFT

Hit Points: 28/32 (fey ancestry)
Hit Dice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 3/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 2/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding Arcane Grimoire (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

MOSS

Hit Points: 28/38
Hit Dice: 5/5

Wildshape: 1/2 *S

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 1/2 *L (+8* / DC 16*)

*When holding Moon Sickle (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

NARISSA DELAVAUNT

Hit Points: 27/27
Hit Dice: 2/5 (resist necrotic, radiant)

Bloodwell Vial: 1/1 *L

Favored of the Gods: 1/1 *L

Healing Hands: 0/1 *L

Radiant Soul: 1/1 *L

Sorcery Points: 3/5 *L

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 1/2 *L (+8* / DC 16*)

*When holding/wearing Bloodwell Vial (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

VARTA "ROCKGRINDER"

Hit Points: 28/49 (shield master)
Hit Dice: 5/5

Action Surge: 1/1 *S
Cloud Rune: 1/1 *S

Giant's Might: 3/3 *L

Second Wind: 1/1 *S

Stone Rune: 1/1 *S

Stone's Endurance: 1/1 *S
DM Inspiration: 1/1
Attuned Magic Items: 0/3

XP: 7,160/14,000

XAYA NEV

Hit Points: 42/43
Hit Dice: 4/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 31/31

Defender Repair: 3/3 *L

Fey Step: 3/3 *L

1st Level Spell Slots: 2/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding All Purpose Tool (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

 

 

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  Varta Rockgrinder:  Rune Knight 5

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AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


 Varta shook her head and cackled in that gravely voice she was known for.

"HAH!  If I just eat less bread and more vegetables, I can look just like her.  I swear!"

The Goliath laughed a bit more to herself before moving on.  She was curious about what lay behind the two wooden doors and stopped to listen there, but did not open them because the party needed to decide which door to open.  And whether or not to pursue that strange tunnel leading behind the statue.  What was that about, anyway?

 

Mechanics

Listen at the door.  If nothing is there, you can assume Varta opens the wooden door.

 

     

 

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  Moss - Tortle Druidspacer.png


AC: 19 | HP: 28/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 1/2 | Spell Slots: 1st 4/4 2nd 1/3 3rd 1/2 | DM Inspiration: 1/1


Moss breathes easier as the party leaves the room with the tiefling skeleton. In the next chamber, his attention is immediately drawn to the tunnel. As Varta looks at the doors, Moss saunters over the tunnel. He sniffs it, looks around the edges, and gingerly pokes his head in. He keeps his body firmly on the outside. 


Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12


Mechanics

Main Hand: Moon Sickle +1 (Druidic Focus)
Off Hand: Shield


Action: 
Bonus Action:
Move: 
Manipulate: NA


Wildfire Spirit

Action: 
Move: 
Manipulate: 

Ignis' Statblock

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IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
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Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

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STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

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Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — 

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ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 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 DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

 

 

 

Name
Perception
17
1d20+7 10
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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 0/1


Blue chuckled at Varta's joke, shaking his head as his imagination helpfully conjured the image she described.  

 

"I do wonder about these statues we've been finding," the wizard finally said, "All jokes aside the proportions on this statue make me think it's less a historically accurate depiction of someone and more a representation of something.  A fertility goddess, perhaps?  Or an artist's own whimsy?"

 

It probably wasn't relevant, but Blue dutifully made notes and a quick sketch anyway before turning to face the doors.

 

"Ah my favorite," Blue said softly, "A fork in the road.  Two possible adventures waiting ahead.  The infinity of choice reduced to a few simple options.  The future balanced as carefully as a dwarven made throwing dagger for just a single moment."  

 

Tucking his ink pen behind his ear, the wizard rubbed his beardless chin.  "I would vote we check the doors first, if only to see what lies immediately on the other side."  


Nisgaviel (Bat Familiar) | AC: 12 | HP: 1/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

Main Hand: Ink pen
Off Hand: Parchment-wrapped Arcane Grimoire


Action: .  If the party agrees, Blue will ritual cast Comprehend Languages.  
Bonus Action: .
Move: .
Manipulate: .

Concentration: .

Planned Responses: Shield for magic missile or melee attacks that hit, Absorb Elements for elemental attacks that are covered.  Natural 20 portent for life-or-death or equivalent saves, especially saves against Int drain.

Nisgaviel - Celestial Spirit and Bat Familiar

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Land on Blue's shoulder.
Manipulate: Your one free object interaction goes here.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor

Web, Misty Step

Hypnotic Pattern

 

 

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Xaya Nev - Eladrin Artificer 5 (MW Sheet Link)spacer.png


AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


When the others move to the doors on the opposite wall, Xaya and Jax stay in the middle of the room, keeping an eye on the tunnel.

"Let's check out the doors. I'll watch the tunnel so we don't get attacked from behind."

She keeps her sword ready with Jax at her side. While she stands guard, she looks around the room and at the statue for any more clues.

Jax (Steel Defender) AC: 15 | HP: 31/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Investigation
Bonus Action: none

Reaction: Shield if it would help.
Move: none
Manipulate: none


Defender Action: none

Defender Move: none

Defender Reaction: deflect attack

     

Steel Defender

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

 

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

 

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

 

image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
JAX (Steel Defender)
Medium, construct (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 15 (natural)

Hit Points 31 (5d8)

Speed 40 ft.

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Saving Throws: Dex +4, Con +5

Skills: Athletics +5, Perception +6

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 16

Languages: understands the languages you speak

Challenge:

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

ACTIONS


Force-Empowered Rend. Melee Weapon Attack: +7, reach 5 ft., one target you can see. Hit: 1d8 + 3 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 hit points to itself or to one construct or object within 5 feet of it.

REACTIONS


Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Notes

Threestrings, Bard in Waterdeep "Could you please deliver this to a female half-drow named Cal'al Claddani, who runs a tavern called the Flagon and the Dragon in Skullport, on the third level? Cal'al provided shelter and healing to a wounded friend of mine and I kind of owe her for it. Once you deliver the pouch, your group will be able to take refuge in a in a place called Dalagor's Fortress, located on the uppermost level of Skullport. A dragonborn mage named Felrax guards the place."

 

Esvele Rosznar, "my brother Kressando. He has gone down to Skullport to conduct secret meetings with the thief's guild there, for nefarious purposes I would assume. He is twenty-two years old and has fair skin, like mine, and real curly hair. Be wary though, he is highly trained in the art of stealth and thievery. He also wears a platinum signet ring bearing our family crest, a diving white falcon on a field of blue. The ring also bears an inscription 'Fly high and swoop swift'. House Rosznar to fulfil that debt. Skullport is connected to level 3 of Undermountain by the underground River Sargauth and by five meandering subterranean passageways: Beggar's Rest Pass, Shadow Pass, Steamfall Pass, Taglath's Gap, and Whisperhaunt Pass."

 

Name
Investigation
15
1d20+7 8
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Level 1: Dungeon Level



Varta moved across the chamber to the set of double doors that had been placed there. She listened at them but heard nothing from the other side. As she did so she remembered a warning that Durnan the barkeep in the Yawning Portal pulled her aside to tell her before her descent. "Remember. There are brave adventurers and old adventurers—but no brave, old adventurers. Be smart down there. Know when to run. Know when there's nowhere to run to."

Moss meanwhile moved beyond the statue as he climbed over the ruble that filled the chamber on the north end of the chamber so he could make it over to the recently dug passage. Actually, it was more where someone had cleared a path through the collapse perhaps. He could see where the tunnel went north before turning west and out of sight. A strong earthen smell assaulted his nostrils from the recently disturbed dirt and rock. The passage wasn't very wide, and one would have to squeeze their way through it if they wanted to go that way. He also wandered if perhaps the statues head was underneath all the rubble. It would take them about a half hour or so to clear enough rubble to find out.

As the others gathered Varta opened one of the doors to see what was beyond, a hall travelled east before turning to the north and another went south before ending at an intersection that was well lit by two candles that floated gently inside a niche in the wall.
 


Excavation Site
Fourth Day, the 24th of TarsakhApril @ 5:48 am


PURPOSED ACTIONS
Blue - Comprehend Language Ritual (10 minutes downtime)
Moss - Explore the rubble for the head of the statue (30 minutes downtime)

CONDITIONS
Blue (mage armor)
Moss (darkvision)
Varta (light spell)

MAP IS ACIVE
Please use coordinates or directions when moving (N, S, E, SE, W, etc)

 

Show Active Maps

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Level 1: Dungeon Level and Crypts

Show Bookkeeping

PASSIVE PERCEPTION

Moss 17 | Varta 15 | Blue 14 | Xaya 13 | Narissa 11

INITIATIVE

Not currently in use!!

MECHANICS

Not currently in use!!

CONDITIONS

Blue
Mage Armor (5 hours and 48 minutes remaining)

Moss
Darkvision (5 hours and hours and hours and 58 minutes remaining)

DESCRIPTIONS

Default Marching Order
Varta | Xaya | Jax | Blue | Narissa | Moss

Watch 1
Undetermined

Watch 2
Undetermined

Watch 3
Undetermined

ADMAER "BLUE" AZUREGIFT

Hit Points: 28/32 (fey ancestry)
Hit Dice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 3/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 2/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding Arcane Grimoire (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

MOSS

Hit Points: 28/38
Hit Dice: 5/5

Wildshape: 1/2 *S

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 1/2 *L (+8* / DC 16*)

*When holding Moon Sickle (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

NARISSA DELAVAUNT

Hit Points: 27/27
Hit Dice: 2/5 (resist necrotic, radiant)

Bloodwell Vial: 1/1 *L

Favored of the Gods: 1/1 *L

Healing Hands: 0/1 *L

Radiant Soul: 1/1 *L

Sorcery Points: 3/5 *L

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 1/2 *L (+8* / DC 16*)

*When holding/wearing Bloodwell Vial (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

VARTA "ROCKGRINDER"

Hit Points: 28/49 (shield master)
Hit Dice: 5/5

Action Surge: 1/1 *S
Cloud Rune: 1/1 *S

Giant's Might: 3/3 *L

Second Wind: 1/1 *S

Stone Rune: 1/1 *S

Stone's Endurance: 1/1 *S
DM Inspiration: 1/1
Attuned Magic Items: 0/3

XP: 7,160/14,000

XAYA NEV

Hit Points: 42/43
Hit Dice: 4/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 31/31

Defender Repair: 3/3 *L

Fey Step: 3/3 *L

1st Level Spell Slots: 2/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding All Purpose Tool (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

 

 

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  Moss - Tortle Druidspacer.png


AC: 19 | HP: 28/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 1/2 | Spell Slots: 1st 4/4 2nd 1/3 3rd 1/2 | DM Inspiration: 1/1


Moss turns to the others. "I think the head of the statue is under here," he says, pointing to the rubble. "It would take a little while to dig it out. Do you think it might be worth it? The statue might like her head back, after all."

The druid finds the earthy smell wafting from the tunnel comforting, given the harsh smell of stone that permeates most of the dungeon. He shakes his head though at the thought of attempting to squeeze down the tunnel. "I don't look forward to exploring the tunnel. It's going to be a tight squeeze for me, and probably some of the rest of you as well," he says as he looks at Varta. "The doors are probably a better bet, if we're not going to fix the statue. Fixing the statue would give Blue time to cast his ritual as well."


Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12


Mechanics

Main Hand: Moon Sickle +1 (Druidic Focus)
Off Hand: Shield


Action: 
Bonus Action:
Move: 
Manipulate: NA


Wildfire Spirit

Action: 
Move: 
Manipulate: 

Ignis' Statblock

spacer.png
IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
spacer.png

Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

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STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

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Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception17 12

Languages understands the languages you speak

Challenge — 

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ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 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 DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

 

 

 

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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 0/1


Ah the collapse of the possible into the certain, of what could be into what is.  There was nothing quite like it in all his experience.  Though, having seen more possible futures than most, perhaps his experience was less than subjective.  

 

"Certainly wouldn't mind a chance to translate this," Blue chimed in with a grin, tapping the line in his notes where he'd recorded the unknown language, "Though whether or not it's useful I have no idea."

 

The wizard shrugged before glancing through the doors that Varta had opened and then north to the tunnel.  "A tunnel implies a creator," he said thoughtfully, "but so too does a light source.  That said, I do agree with Moss.  I'd prefer to have room to move if it comes to a fight.  But perhaps it won't?"

 

Blue hummed thoughtfully.  "Time to think isn't a bad thing.  I'm happy to help dig out the head once I've translated this."


Nisgaviel (Bat Familiar) | AC: 12 | HP: 1/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

Main Hand: Ink pen
Off Hand: Parchment-wrapped Arcane Grimoire


Action: .  If the party agrees, Blue will ritual cast Comprehend Languages.  
Bonus Action: .
Move: .
Manipulate: .

Concentration: .

Planned Responses: Shield for magic missile or melee attacks that hit, Absorb Elements for elemental attacks that are covered.  Natural 20 portent for life-or-death or equivalent saves, especially saves against Int drain.

Nisgaviel - Celestial Spirit and Bat Familiar

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Land on Blue's shoulder.
Manipulate: Your one free object interaction goes here.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor

Web, Misty Step

Hypnotic Pattern

 

 

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Xaya Nev - Eladrin Artificer 5 (MW Sheet Link)spacer.png


AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


Xaya stays in the middle of the room. She'd rather keep going but is understanding for Moss and Blue's desire to investigate. It's the right plan. She's just an impatient person.

"Ok, let's see what this head looks like. I'll stand guard, but Jax should be able to help with any digging."

Jax runs over and starts using his icy front paws to dig earth out from around the buried head, throwing the loose dirt behind him around the room.

Jax (Steel Defender) AC: 15 | HP: 31/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Investigation15
Bonus Action: none

Reaction: Shield if it would help.
Move: none
Manipulate: none


Defender Action: none

Defender Move: none

Defender Reaction: deflect attack

     

Steel Defender

spacer.pngIn combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

 

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

 

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

 

image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
JAX (Steel Defender)
Medium, construct (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 15 (natural)

Hit Points 31 (5d8)

Speed 40 ft.

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Saving Throws: Dex +4, Con +5

Skills: Athletics +5, Perception +6

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 16

Languages: understands the languages you speak

Challenge:

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

ACTIONS


Force-Empowered Rend. Melee Weapon Attack: +7, reach 5 ft., one target you can see. Hit: 1d8 + 3 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 hit points to itself or to one construct or object within 5 feet of it.

REACTIONS


Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Notes

Threestrings, Bard in Waterdeep "Could you please deliver this to a female half-drow named Cal'al Claddani, who runs a tavern called the Flagon and the Dragon in Skullport, on the third level? Cal'al provided shelter and healing to a wounded friend of mine and I kind of owe her for it. Once you deliver the pouch, your group will be able to take refuge in a in a place called Dalagor's Fortress, located on the uppermost level of Skullport. A dragonborn mage named Felrax guards the place."

 

Esvele Rosznar, "my brother Kressando. He has gone down to Skullport to conduct secret meetings with the thief's guild there, for nefarious purposes I would assume. He is twenty-two years old and has fair skin, like mine, and real curly hair. Be wary though, he is highly trained in the art of stealth and thievery. He also wears a platinum signet ring bearing our family crest, a diving white falcon on a field of blue. The ring also bears an inscription 'Fly high and swoop swift'. House Rosznar to fulfil that debt. Skullport is connected to level 3 of Undermountain by the underground River Sargauth and by five meandering subterranean passageways: Beggar's Rest Pass, Shadow Pass, Steamfall Pass, Taglath's Gap, and Whisperhaunt Pass."

 

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Level 1: Dungeon Level



Over the next half an hour the group spent moving through the rubble looking for a head, as they were about half way through Blue's ritual was complete and he could successfully comprehend the messagee "Speak to me!" the phrase said in abyssal.

After they had dug down enough to locate the head, it was not what any of them had hoped. The head resembled the head of a cobra.
with its fangs bared. Not a woman's head at all.
 


Excavation Site
Fourth Day, the 24th of TarsakhApril @ 6:21 am


CONDITIONS
Blue (mage armor)
Moss (darkvision)
Varta (light spell)

MAP IS ACIVE
Please use coordinates or directions when moving (N, S, E, SE, W, etc)

 

Show Active Maps

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Level 1: Dungeon Level and Crypts

Show Bookkeeping

PASSIVE PERCEPTION

Moss 17 | Varta 15 | Blue 14 | Xaya 13 | Narissa 11

INITIATIVE

Not currently in use!!

MECHANICS

Not currently in use!!

CONDITIONS

Blue
Mage Armor (5 hours and 15 minutes remaining)

Moss
Darkvision (5 hours and hours and hours and 25 minutes remaining)

DESCRIPTIONS

Default Marching Order
Varta | Xaya | Jax | Blue | Narissa | Moss

Watch 1
Undetermined

Watch 2
Undetermined

Watch 3
Undetermined

ADMAER "BLUE" AZUREGIFT

Hit Points: 28/32 (fey ancestry)
Hit Dice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 3/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 2/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding Arcane Grimoire (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

MOSS

Hit Points: 28/38
Hit Dice: 5/5

Wildshape: 1/2 *S

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 1/2 *L (+8* / DC 16*)

*When holding Moon Sickle (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

NARISSA DELAVAUNT

Hit Points: 27/27
Hit Dice: 2/5 (resist necrotic, radiant)

Bloodwell Vial: 1/1 *L

Favored of the Gods: 1/1 *L

Healing Hands: 0/1 *L

Radiant Soul: 1/1 *L

Sorcery Points: 3/5 *L

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 1/2 *L (+8* / DC 16*)

*When holding/wearing Bloodwell Vial (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

VARTA "ROCKGRINDER"

Hit Points: 28/49 (shield master)
Hit Dice: 5/5

Action Surge: 1/1 *S
Cloud Rune: 1/1 *S

Giant's Might: 3/3 *L

Second Wind: 1/1 *S

Stone Rune: 1/1 *S

Stone's Endurance: 1/1 *S
DM Inspiration: 1/1
Attuned Magic Items: 0/3

XP: 7,160/14,000

XAYA NEV

Hit Points: 42/43
Hit Dice: 4/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 31/31

Defender Repair: 3/3 *L

Fey Step: 3/3 *L

1st Level Spell Slots: 2/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding All Purpose Tool (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

XP: 7,160/14,000

 

 

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  Varta Rockgrinder:  Rune Knight 5

  spacer.png


AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


 Varta shook her head in disgust at the snake woman, as if some sort of Medusa type was behind all of this madness.  Although it actually made quite a bit of sense when you really thought about it.

 

"You guys want me to put the head back on the statue? Or are we too scared to try that?"



Mechanics

Listen at the door.  If nothing is there, you can assume Varta opens the wooden door.

 

     

 

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Xaya Nev - Eladrin Artificer 5 (MW Sheet Link)spacer.png


AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


Xaya stays in the middle of the room, now keeping away form the statue. She doesn't like the idea of reuniting a cobra head with its body.

"Umm. Maybe its head is buried for a good reason. I don't want to have to fight a giant snake lady. Maybe we can just keep moving. Or do you think she might be nice and helpful and that's why someone decapitated her and buried the head?"

Sensing her caution, Jax runs over to her and places herself between Xaya and the statue.

Jax (Steel Defender) AC: 15 | HP: 31/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Investigation15
Bonus Action: none

Reaction: Shield if it would help.
Move: none
Manipulate: none


Defender Action: none

Defender Move: none

Defender Reaction: deflect attack

     

Steel Defender

spacer.pngIn combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

 

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

 

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

 

image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
JAX (Steel Defender)
Medium, construct (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 15 (natural)

Hit Points 31 (5d8)

Speed 40 ft.

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Saving Throws: Dex +4, Con +5

Skills: Athletics +5, Perception +6

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 16

Languages: understands the languages you speak

Challenge:

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

ACTIONS


Force-Empowered Rend. Melee Weapon Attack: +7, reach 5 ft., one target you can see. Hit: 1d8 + 3 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 hit points to itself or to one construct or object within 5 feet of it.

REACTIONS


Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Notes

Threestrings, Bard in Waterdeep "Could you please deliver this to a female half-drow named Cal'al Claddani, who runs a tavern called the Flagon and the Dragon in Skullport, on the third level? Cal'al provided shelter and healing to a wounded friend of mine and I kind of owe her for it. Once you deliver the pouch, your group will be able to take refuge in a in a place called Dalagor's Fortress, located on the uppermost level of Skullport. A dragonborn mage named Felrax guards the place."

 

Esvele Rosznar, "my brother Kressando. He has gone down to Skullport to conduct secret meetings with the thief's guild there, for nefarious purposes I would assume. He is twenty-two years old and has fair skin, like mine, and real curly hair. Be wary though, he is highly trained in the art of stealth and thievery. He also wears a platinum signet ring bearing our family crest, a diving white falcon on a field of blue. The ring also bears an inscription 'Fly high and swoop swift'. House Rosznar to fulfil that debt. Skullport is connected to level 3 of Undermountain by the underground River Sargauth and by five meandering subterranean passageways: Beggar's Rest Pass, Shadow Pass, Steamfall Pass, Taglath's Gap, and Whisperhaunt Pass."

 

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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 0/1


Blue smiled at the thought of a statue coming to life.  It would certainly be an interesting experience, and one well worth writing about.  That being said, there was a tiny chance, almost negligible really, that it could end very badly for all involved if the statue was, just perhaps, evil.  Or if not evil at least tragically misunderstood and cursed with a hunger for living flesh, or some such thing.

 

"We could always let the dice decide," the wizard said, reaching with his mind and floating one of the intricately carved crystal dice out from his belt pouch, "Messages from beyond are generally fairly broad, but that doesn't make them useless.  Especially if you don't keep pestering the entities that live there."

 

Blue plucked the die from the air and rolled it in his hand, even as his Grimoire snapped open and the pages began turning on their own to the Augury spell, but he held off beginning the ritual, clearly waiting for a consensus.  


Nisgaviel (Bat Familiar) | AC: 12 | HP: 1/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

Main Hand: Ink pen
Off Hand: Parchment-wrapped Arcane Grimoire


Action: .  If the party agrees, Blue will ritual cast Augury and ask what will happen if they place the head back on the statue.  
Bonus Action: .
Move: .
Manipulate: .

Concentration: .

Planned Responses: Shield for magic missile or melee attacks that hit, Absorb Elements for elemental attacks that are covered.  Natural 20 portent for life-or-death or equivalent saves, especially saves against Int drain.

Nisgaviel - Celestial Spirit and Bat Familiar

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Land on Blue's shoulder.
Manipulate: Your one free object interaction goes here.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor

Web, Misty Step

Hypnotic Pattern

 

 

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  Moss - Tortle Druidspacer.png


AC: 19 | HP: 28/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 1/2 | Spell Slots: 1st 4/4 2nd 1/3 3rd 1/2 | DM Inspiration: 1/1


Moss blinks in surprise as they uncover the serpentine head of the statue. "It seems a shame to do all that work and leave the poor statue headless," he says to the others. "Reptilian features are not necessarily a sign of nefarious intent. At least, for my own sake, I hope they are not."

The tortle rocks back and forth, the only sign of nervousness he betrays. He looks at Blue, hoping the wizard can offer further insights. "The dice might be helpful in our decision-making."


Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12


Mechanics

Main Hand: Moon Sickle +1 (Druidic Focus)
Off Hand: Shield


Action: 
Bonus Action:
Move: 
Manipulate: NA


Wildfire Spirit

Action: 
Move: 
Manipulate: 

Ignis' Statblock

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IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
spacer.png

Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

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STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

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Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception17 12

Languages understands the languages you speak

Challenge — 

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ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 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 DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

 

 

 

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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Resistance: necrotic, radiant | HD: 5/5d8 | Initiative: +1 | Passive Perception: 11 | Bloodwell Vial: 1/1 | Favored of the Gods: 1/1 | Healing Hands: 1/1 | Radiant Soul: 1/1 | Sorcery Points: 5/5 | Spell Slots: 1st 4/4 2nd 3/3 3rd 2/2 | DM Inspiration: 1/1


 

Narissa shudders at the thought of the possible outcomes.  "Let's leave it alone."

 



Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action: 
Bonus Action: 
Move:
Manipulate:   

 

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