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Level 1: Dungeon Level


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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


If no one seemed to have a problem with it, Varta decided to move east, wondering what lay beyond that next turn in the road.  Each path was as good as the other one, or so she thought, at least, thought the Goliath was happy to have her shield ready just in case something rather nasty was on the other side.

Mechanics

 

 

     

 

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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


The wizard rubbed his beardless chin thoughtfully.  Something was bothering him about the little room to the north.  The way it was positioned made it seem like a broom closet, somewhere one could store supplies to keep the candle-lit hall clean.  And yet it was particularly bare and empty.  
 

"Does anyone else find that little bare room to be odd?" the wizard asked of the group, "It's such a tiny space it doesn't really make sense for it to be there, much less to have its own door."

 

Casting a glance back over his shoulder, Blue added, "It seems like the perfect sort of place for a secret door.  I'd really like to go back and look once we see where this path leads."


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: .  
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 nods as Blue talks. "It won't hurt to check it again. It may just be a closet of some sort, but it might be something more interesting," the druid says. Still, he makes no attempt to double back at the moment and continues following Varta's lead.


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 Perception1017 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 says, "I am not sure what a secret door would look like, but if anyone does, we can certainly check if the rest of you want to.  I'm just happy there weren't any nilbogs in it."

 

 


Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action: 
Bonus Action: 
Move:
Manipulate:   


 

Edited by bzipser (see edit history)
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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


"We certainly did get off on the wrong foot with those little goblins, didn't we?" Blue chuckled ruefully.  "Still, if we're patient enough, we should be able to work things out.  If we get the time perhaps I'll throw in a batch of cookies to sweeten the deal."

 

The wizard tucked away his inkpen for a moment, casting a brief Prestidigitation to clean his hands. "This isn't quite an environment conducive to baking though.  And I don't want to waste nutmeg on a botched attempt.  Something tells me it doesn't exactly grow locally down here."


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: .  
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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Level 1: Dungeon Level



The group spent a while following Varta to the east before the passage turned south and then split again, east and west. Following both those paths only led to where the tunnels had collapsed and they could travel no further.

Returning to the original passage Varta then led them south as that seemed the only viable option remaining. As she reached the southern end where the passage turned back east it was anouther dead end, but there was something else? A shimmer of light across the corridor, just a glint of light, just enough to give away its position.

Suddenly Varta knew what it was, the clean floors, it all made sense now. She began to backpedal as she said the words "Gelatinous Cube!!"

But it was already too late, the quivering mass of translucent ooze lurched forward as it engulfed Varta and moved on to do the same to Xaya, the blue skin woman quickly back peddling to avoid the same fate as the large mass slowly moved toward them. Varta's form now trapped within as her skin began to be burned and absorbed by the acidic nature of the cube.
 

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Gelatinous Cube

 

 


Clean Tunnels
Fourth Day, the 24th of TarsakhApril @ 7:10 am


CONDITIONS
Blue (mage armor)
Moss (darkvision)
Varta (can't breathe, engulfed, light spell, restrained)

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 (ROUND 1)

Gelatinous Cube

PC's

MECHANICS

Varta
Takes 11 hit points of acid damage from Gelatinous Cube's Engulf.
Can't breathe.
Is restrained.
Has 17 of 49 hit points remaining.

CONDITIONS

Blue
Mage Armor (4 hours and 26 minutes remaining)

Moss
Darkvision (4 hours and 36 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: 17/49 (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

 

 

Name
Blue Initiative
16
1d20+2 14
Nisgaviel Initiative
12
1d20+2 10
Narissa Initiative
3
1d20+1 2
Moss Initiative
19
1d20+0 19
Varta Initiative
20
1d20+0 20
Xaya Initiative
7
1d20+1 6
Gelatinous Cube
14
1d20-4 18
Party Initiative Average
12.833333333333334
(16+12+3+19+20+7)/6
Varta Dex Save #1 Versus Engulf
9
1d20+0 9
Xaya Dex Save Versus Engulf
18
1d20+2 16
Varta Dex Save #2 Versus Engulf
7
1d20+0 7
Varta Acid Damage
11
2d6 6,5
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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 stumbles back just out of the way of the advancing cube of jelly. Varta is trapped so she needs to do something. She debates reaching in to try to pull the barbarian out, but Varta is much stronger than she is, so instead she slashes at the cube with her sword.

"Jax, pull back."

She then retreats, trying to get out of its reach. Jax stays just long enough to try to protect Xaya and then follows her master.

 

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


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Attack x2
Bonus Action: command Jax

Reaction: Shield if it would help.
Move: back 15'
Manipulate: none


Defender Action: disengage

Defender Move: 15' back

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."

 

Name
Attack #1
27
1d20+8 19
Damage #1
9
2d6+5 1,3
Attack #2
28
1d20+8 20
Damage #2 with Crit
24
4d6+5 6,6,6,1
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   Moss - Tortle Druidspacer.png


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


Moss yelps as the gelatinous cube suddenly engulfs Varta. He snaps his fingers and a glowing ember appears behind Varta and the gelatinous cube. The ember quickly expands, forming itself into Ignis with a burst of flame. "Take her out of there!" Moss yells to his companion. Ignis blinks away, carrying Varta with him. Varta reappears just behind the cube, with Ignis to her right.


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


Mechanics

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


Action: Summon wildfire spirit in square below Varta.Varta and Cube need to make a DC 15 Dec save or take fire damage (save halves)
Bonus Action: Command Ignis
Move: NA
Manipulate: NA


Wildfire Spirit

Action: Fiery Teleportation. Cube needs to a make a DC 15 Reflex save or take fire damage. (save negates) Varta reappears in Ignis' original square. Ignis reappears in square to the right.
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 Perception1017 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
Summon Wildfire Spirit damage (fire)
10
2d6 6,4
Fiery Teleportation damage (fire)
6
1d6+3 3
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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


"Are you alright back there, Varta?" Blue called out, his Grimoire flipping open and its pages turning even as his feet carried him and his familiar away from the slime.  The pages halted on the Mind Sliver cantrip and the wizard spat the words to the spell.

 

As soon as the spell was cast, the wizard used his free hand to slap his forehead.  "Of course!" he exclaimed, "Clean walls and floors.  Well it's at least a nice reminder to be more suspicious of that sort of thing in the future."


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


Mechanics

Main Hand: Empty
Off Hand: Parchment-wrapped Arcane Grimoire


Action: .Cast Mind Sliver on the cube.  
Bonus Action: .
Move: .N,N,N,N,N
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

 

 

Name
Psychic Damage on Failed Int Save
6
2d6 1,5
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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 casts Tasha's Mind Whip at the cube and retreats.

 

 


Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action:  Casts Tasha's Mind Whip (DC16 Intelligence save or take psychic damage, loses reaction and can only mor\ve or take an action next turn)
Bonus Action: 
Move: Retreat 30 feet
Manipulate:   


 

 

Name
psychic damage
4
3d6 1,2,1
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Level 1: Dungeon Level



Xaya took her large sword in both hands and gave two heavy strikes to the creature, the sword slicing through the jelly like subject each time it hit, knocking free the acidic substance the ooze was made of. Immediately after she stepped back as the cube formed some kind of arm that lashed out at her, forcing her to throw up a protective enchantment that formed a physical barrier to keep from being struck as her and Jax moved away from it.

In a fiery display, Moss summoned up the fire spirit which burned Varta and the cube before blinking away with Varta and appearing again a moment later with Varta free of the cube, a massive section of the cube has been burned away by the fiery display.

Blue cast his enchantment as he drove a spike pf psychic energy into the very minimal mind that the creature possessed. The spike entered without resistance as the cube quivered under the assault as Blue moved back away from the creature.

Narissa followed Blue's lead, working up a more powerful incantation to assault the creature's feeble senses before moving back away, the cube of jelly twisted and churned under the mental assault.

Varta took a moment to catch her breath after being teleported in a shroud of fire out of the cube and could breathe again. Regaining her composure, she took two upward swings with her battle axe shaving most of the rest of the creature apart, very little remained.

The cube lashed out one last time at Varta's head, but her armor held, and the creature did no lasting damage, with a final swing Varta put an end to the creature as what remained melted onto the floor before them.
 

 


Clean Tunnels
Fourth Day, the 24th of TarsakhApril @ 7:11 am


WE ARE OUT OF COMBAT

XP AWARD
80 XP each

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 in Use!!

MECHANICS

Narissa
Used one second level spell slot (0 of 3 remaining)

Moss
Used one wildshape (0 of 2 remaining)

Varta
Takes 10 hit points of fire damage from Summon Wildfire Spirit (reduced to 5 resistant)
Used Second Wind.
Gains 8 hit points from second wind.
Has 20 of 49 hit points remaining.

Xaya
Used one first level spell slot (1 of 4 remaining)


Gelatinous Cube
Takes 9 hit points of slashing damage from Xaya's sword.
Takes 24 hit points of slashing damage from Xaya's sword.
Takes 10 hit points of fire damage from Summon Wildfire Spirit.
Takes 8 hit points of fire damage from Fiery Teleportation.
Takes 6 hit points of psychic damage from Blue's Mind Sliver.
Takes 4 hit points of psychic damage from Narissa's Mind Whip.
Takes 9 hit points of slashing damage from Varta's battleaxe.
Takes 12 hit points of slashing damage from Varta's battleaxe.
Simulated next round damage.Has taken a total of 82 hit points of damage.
IS DEAD!!!!

CONDITIONS

Blue
Mage Armor (4 hours and 25 minutes remaining)

Moss
Darkvision (4 hours and 35 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: 7,250/14,000

MOSS

Hit Points: 28/38
Hit Dice: 5/5
Wildshape: 0/2 *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: 7,250/14,000

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: 0/3 *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: 7,250/14,000

VARTA "ROCKGRINDER"

Hit Points: 20/49 (shield master)
Hit Dice: 5/5
Action Surge: 1/1 *S
Cloud Rune: 1/1 *S
Giant's Might: 3/3 *L
Second Wind: 0/1 *S
Stone Rune: 1/1 *S
Stone's Endurance: 1/1 *S
DM Inspiration: 1/1
Attuned Magic Items: 0/3
XP: 7,250/14,000

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: 7,250/14,000

 

 

Name
Cube AoO Xaya | Acid Damage
17; 10
1d20+4;3d6 [13]; [13,5,4,1]
Cube Dex Save Versus Wildfire Appearing
12
1d20-4 16
Varta Dex Save Versus Wildfire Appearing
4
drop(2d20,highest,1) 17,4
Cube Dex Save Versus Fiery Teleportation
12
1d20-4 16
Cube AoO Xaya Disadvantage roll
19
1d20+4 15
Cube INT save versus Mind Sliver
9
1d20-5 14
Cube INT save versus Mind Whip
-3
1d20-5 2
Varta Second Wind
20
1d20+5 15
Varta, correct dice, second wind
8
1d10+5 3
Varta Attack 1 | Slashing
18; 9
1d20+7;1d8+6 [11]; [11,3]
Varta Attack 2 | Slashing
27; 8
1d20+7;1d8+6 [20]; [20,2]
Varta Crit Damage
4
1d8 4
Cube attacks Varta | Acid
18; 13
1d20+5;3d6 [13]; [13,4,4,5]
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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


As the last of the slime vanished, Blue pulled out his inkpen and jotted another note with slightly more haste than usual.  "Clean dungeons, think slime," he muttered, "Note height of effect on walls/ceiling to determine further clues regarding size."

 

The wizard nodded as he penned the last word, then tucked away his inkpen once more and moved to join Varta.  "Anything around the corner there?" he asked, before noticing the hallway ended in a blank wall and turning back to ask, "Does anyone perhaps know how to find a secret door?  It seems odd to have so many dead ends here.  Or at least, we think so."

 

Once more rubbing his familiar under its chin, Blue turned and began exploring the wall.


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


Mechanics

Main Hand: Empty
Off Hand: Parchment-wrapped Arcane Grimoire


Action: .Search the dead end for secret doors, unless someone with better skill wants to try in which case he'll gladly assist.  
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 1/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


Xaya follows after Blue. 

"That's a good idea. Let's see if we can find anything in the alcove here."

She runs her fingers along the walls, feeling for any imperfections, and tapping on the walls with her tools to listen for any hollow areas.

Jax stands guard at her side.

 

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


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Attack x2
Bonus Action: command Jax

Reaction: Shield if it would help.
Move: back 15'
Manipulate: none


Defender Action: disengage

Defender Move: 15' back

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."

 

Edited by BobtheWizard (see edit history)
Name
Investigation
8
1d20+7 1
Advantage from Blue
20
1d20+7 13
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  Varta Rockgrinder:  Rune Knight 5

  spacer.png


AC: 20 | HP: 20/49 (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: 0/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


Varta shook from the shock and shuddered.

"I don't know what level of the Hells is reserved for those that invented or created the Gelatinous Cube, but it had better be straight up the anus of Asmodeus himself."

Muttering to herself, the Goliath added, "I'm Ok...but that was a lot of hits to take.  If we have another serious fight, I might not last very long."



Mechanics

 

 

     

 

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   Moss - Tortle Druidspacer.png


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


Moss walks over to Varta and lays a comforting hand on her shoulder. Small flames gather around his leathery fingers, cauterizing the Goliath's wounds. "That should take the edge off for now," he says. He glances around the hallway. "I don't have any spells that will reveal anything hidden, but I do have eyes. That might reveal some door that doesn't particularly want to be found." He joins Xaya in searching the walls. 


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


Mechanics

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


Action: Cast Cure Wounds on Varta
Bonus Action:
Move: NA
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)

spacer.png
STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

spacer.png

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception1017 12

Languages understands the languages you speak

Challenge — 

spacer.png

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
Cure Wounds
6
1d8+5 1
Perception
15
1d20+7 8
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