Jump to content

Level 1: Dungeon Level


bwatford

Recommended Posts

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: 3/5 | Spell Slots: 1st 2/4 2nd 1/3 3rd 0/2 | DM Inspiration: 1/1


 

Narissa casts a first level Cure Wounds on Varta for 6 points, saying, "We can't leave you hurting like that."

 

 


Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action:  Casts Cure Wounds on Varta
Bonus Action: 
Move:
Manipulate:   


 

 

 

Name
Cure Wounds
6
1d8+5 1
Link to comment
Share on other sites

spacer.png


Level 1: Dungeon Level



Blue examined the dead-end alcove, rubbing his hands along the stonework, looking for anything of note, or something that would stand out.  Xaya joined him, tapping along the walls with her tools to listen for hollow areas. And Moss loaned his eyes to the cause after doing what he could for Varta.

Nothing of interest was found in the area, so the attention turned to doing what they could for Varta's aounds as they made their way back up to the lighted intersection where they had another choice to make.
 

 


Clean Tunnels
Fourth Day, the 24th of TarsakhApril @ 7:16 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

spacer.png

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

Moss
Used one first level spell slot (3 of 4 remaining)

Narissa
Used one first level spell slot (3 of 4 remaining)

Varta
Gains 6 hit points from Moss' Cure Wounds
Gains 6 hit points from Narissa's Cure Wounds
Has 32 of 49 hit points remaining.

CONDITIONS

Blue
Mage Armor (4 hours and 20 minutes remaining)

Moss
Darkvision (4 hours and 30 minutes remaining)
Wildfire Spirit (55 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: 3/4 *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: 3/4 *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: 32/49 (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

 

 

Link to comment
Share on other sites

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 party stood at the intersection, Blue cast a glance over at Varta.  "Are you well enough for another hallway?" he asked her, looking east to where the candle light shone from around the corner, "As awful as those cubes tend to be, we can at least take comfort in the fact that we're at least on the lookout for them now.  I could even conjure a few pebbles and toss them well ahead of us as we go to try and catch the next one early."

 

A quick casting of Prestidigitation later and the wizard was holding a small, worthless chunk of rock shaped like an acorn.  The elf held it up at eye level between two slender fingers before flicking it east as a demonstration.  "If you don't hear it clatter, assume something soft and gelatinous caught it," he added, possibly unnecessarily.  

 

"If we do continue on," Blue said as the stone down the hallway vanished in a puff of smoke, "I would say we go east and finishing exploring this section."


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: .Prestidigitation to conjure small pebbles one at a time and then toss them at least 20 feet ahead of the group if the party agrees.  
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

 

 

Link to comment
Share on other sites

  Varta Rockgrinder:  Rune Knight 5

  spacer.png


AC: 20 | HP: 28/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception16: 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 shrugged her shoulders and shook her head.

"I don't know.  I hope so but gods know what sort of danger lies beyond this. Honestly I think I'd be better off waiting an hour, but hells, maybe I could get one more battle in."



Mechanics

 

 

     

 

Link to comment
Share on other sites

   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 says, "At some point, we'll all need a rest. I know we were eager to get started, but it's the middle of the night above us. I don't think we'll get ahead in the end by pushing ourselves too hard now."

For the moment, the druid is willing to follow the others down the hall to the east.


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: \
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

Link to comment
Share on other sites

spacer.png


Level 1: Dungeon Level



Following the lighted hallway east as it winded its way around before turning back north and ending at a paculiar site.

Mirror

This tunnel comes to a dead end, mounted on the north wall of which is a mirror. Worked into the mirror's stone frame is the graven image of a human wizard wielding a wand.

 

 


Clean Tunnels
Fourth Day, the 24th of TarsakhApril @ 7:19 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

spacer.png

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

Not in Use!!

CONDITIONS

Blue
Mage Armor (4 hours and 17 minutes remaining)

Moss
Darkvision (4 hours and 17 minutes remaining)
Wildfire Spirit (52 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: 3/4 *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: 3/4 *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: 32/49 (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

 

 

Link to comment
Share on other sites

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


"Well, isn't that interesting," Blue said happily, dismissing the next stone he had conjured and approaching the mirror, careful to keep at least five feet between himself and its surface, "Most certainly out of place, but still quite interesting.  I would definitely suggest we test it for magic before proceeding.  Perhaps everyone could take a rest while I prepare myself?"

 

The wizard hummed happily as he jotted a few quick notes.  "I don't suppose anyone recognizes this wizard," he added casually, "or could hazard a guess as to who it might be?"


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: .Prestidigitation to conjure small pebbles one at a time and then toss them at least 20 feet ahead of the group if the party agrees.  
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

 

 

Link to comment
Share on other sites

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 waits for Blue to complete his ritual. While he does, she tries to see if she can recognize the wizard, careful not to look at her reflection in the mirror.

"Let's see what we have here."

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: History
Bonus Action: command Jax

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."

 

Name
History
16
1d20+4 12
Link to comment
Share on other sites

   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 shakes his head. "I don't know much about wizards. If you want to identify mushrooms or plants, I can help. This isn't my area," he says. 


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: \
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

Link to comment
Share on other sites

  Varta Rockgrinder:  Rune Knight 5

  spacer.png


AC: 20 | HP: 28/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception16: 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


"I have this strange desire to punch it, right in the smug little face.  But then, I feel that way about a lot of things, so don't mind me over here," Varta said with a chuckle.



Mechanics

 

 

     

 

Link to comment
Share on other sites

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 looked up from where he had crouched on the floor to begin scribing his ritual circle.  "Have any statues done you wrong in the past?the wizard asked with a friendly grin, "Or perhaps a stone carver?  It sounds like there's a story here..."

 

Floating his Grimoire briefly closer the wizard perused the page he was on and marked a few lines on the floor.  "I for one wouldn't mind hearing about it.  If nothing else it will pass the time."

 

From its position on his shoulder the wizard's familiar punctuated his last remark with a serious looking nod.


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: .Prestidigitation to conjure small pebbles one at a time and then toss them at least 20 feet ahead of the group if the party agrees.  
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

 

 

Link to comment
Share on other sites

spacer.png


Level 1: Dungeon Level



As Blue worked his ritual the others tried to discern if the wizard was indeed a depiction of Halaster Blackcloak himself, none of them had actually met the Mad Mage himself, and by all accounts he was long dead, but the stories also held he had been that way several times and still found a way back. 

It was also well known that the Mad Mage had several spprentices during his time, perhaps this was a carving of one of them? Perhaps it was one of them? The only one Xaya could recall was Ibbalar Thrul, one of his more 'willing' apprentices after he became disgruntled and a pariah of Waterdeep.

As Blue finished his ritual the mirror detected with a strong aura of conjuration magic.
 

 


Clean Tunnels
Fourth Day, the 24th of TarsakhApril @ 7:34 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

spacer.png

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

Not in Use!!

CONDITIONS

Blue
Mage Armor (4 hours and 2 minutes remaining)

Moss
Darkvision (4 hours and 2 minutes remaining)
Wildfire Spirit (47 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: 3/4 *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: 3/4 *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: 32/49 (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

 

 

Link to comment
Share on other sites

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


"Some kind of conjuration,the wizard said thoughtfully, jotting a few quick notes as he held his focus on his spell, "So perhaps it is responsible for the slime that maintained the halls?  A mirror of cube conjuration?"

 

The elf cocked his head trying to imagine uses for such an enchanted item.  It would be a terrible addition to a house where anyone lived, but perhaps it could work for sewer cleaning?  Provided, of course, someone killed the slimes every so often to prevent them from growing large and numerous enough to overrun the city.  And given that, in Blue's experience, maintenance was always a top priority for bureaucrats and nobles everywhere there was absolutely no way that could go wrong.  That said, perhaps there would be at least one place that could make use of it.  Somewhere.  

 

"Impractical normally, but maybe useful here... though another possibility," Blue continued, "is that the mirror is meant to send people somewhere.  So I would advise against trying to walk into it at this point.  At least until we're sure, one way or another.  Maybe toss something soft at it first to see if it goes through?"

 


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: .Prestidigitation to conjure small pebbles one at a time and then toss them at least 20 feet ahead of the group if the party agrees.  
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

 

 

Link to comment
Share on other sites

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 ties a knot about six inches from the end of her silk rope. She then cuts off the last six inches, leaving the knot on the rope. She approaches the mirror and tosses the piece of rope at the mirror's face.

"OK. Let's see what happens."

If the rope bounces off like it's a normal mirror, she'll pick it up and touch the mirror with the rope while she holds it.

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: as above
Bonus Action: command Jax

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."

 

Link to comment
Share on other sites

   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 watches eagerly as Xaya throws her rope at the mirror. "I've never gone through a magical portal. Do you think there might be several of them in Undermountain?" he asks. 


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: \
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

Link to comment
Share on other sites

×
×
  • Create New...