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Level 1: Dungeon Level


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Level 1: Dungeon Level



Xaya tossed the knotted silk rope at the mirror, but the rope just bounced off of its reflected surface and landed harmlessly on the floor. There was no portal here. At least not at the moment.
 

 


Clean Tunnels
Fourth Day, the 24th of TarsakhApril @ 7:37 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

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PASSIVE PERCEPTION

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

INITIATIVE

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Blue
Mage Armor (3 hours and 59 minutes remaining)

Moss
Darkvision (3 hours and 59 minutes remaining)
Wildfire Spirit (44 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

 

 

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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 touches the mirror with her bare fingers to see if anything happens. If that does nothing, she shrugs her shoulders.

"Well. I give up. If it is a portal, maybe knowing it's here could be useful. A way to teleport back to the first level could be helpful."

She looks at the side of the frame and tries to look at the back of the mirror, pulling the bottom away with taking the mirror off the wall. She's looking for any sigils or arcane words that might be useful later.

Jax starts pacing, anxious to keep moving.

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: 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.

 

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JAX (Steel Defender)
Medium, construct (unaligned)
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Armor Class 15 (natural)

Hit Points 31 (5d8)

Speed 40 ft.

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STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

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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:

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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.

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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
23
1d20+7 16
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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


"Perhaps there is some kind of trigger," Blue said, pausing to briefly focus the sweep of his Detect Magic spell over the nearest alcove containing lit candles, just to see what sort of magic was moving there, before stepping forward and joining Xaya in her search, "A keyword or phrase?  Or something to do with the candles?  Ah, how I'd love to have the time for a truly detailed and in depth study.  This place is fascinating, even if we've managed to run into several of its least friendly denizens so far."

 

The wizard held his speech long enough to blow a slow breath over the glass to see if it would fog, and if it did if any words might reveal themselves, before continuing. 

 

"I'm sure the next group we meet will be more amenable to polite conversation.  Maybe they'll even be able to give us directions to Skullport."

 

The wizard bent down and grabbed the piece of rope on the ground before offering it to Xaya, "You would think directions would be more readily available outside Undermountain, but I have to say I am rather enjoying not knowing at the moment.  Reminds me of that old saying about the journey being the destination and all."  


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: .  
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.

 

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Prepared Spells

Prepared Spells (10)

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

Web, Misty Step

Hypnotic Pattern

 

 

Edited by Gallifrey (see edit history)
Name
Aid Xaya's Investigation
23
1d20+7 16
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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 shrugs as the mirror refuses to divulge any secrets. "Perhaps it's just a mirror?" he asks. "Maybe all it exists to do is add some ambiance to Undermountain. Regardless, let's pick another hall and look for something. Ignis will only be with us for a short while longer, and I won't be able to summon him again for a while. Lead the way and I'll guard the rear."


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

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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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