Jump to content

Level 1: Dungeon Level


bwatford

Recommended Posts

Varta Rockgrinderspacer.png


AC: 20 | HP: 33/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 2/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


   Varta wasn't at all happy to be so terribly controlled by these horrible beings.  She couldn't see shite and she couldn't do much, but she was mad as hells, and she wasn't going to take it anymore!  Despite the lack of ability to hit anything, the angry Goliath moved south to attack her tormentors!

 

 

 

Mechanics

Main Hand: Battleaxe
Off Hand: Shield


Action: Axe attack
Bonus Action: 
Shield Bash

Reaction:
Move:  Moves south to attack 2
Manipulate: one free object interaction goes here.

 

     

 

 

Name
Giant's Might damage
5
1d6 5
attack two
14
1d20+7 7
attack two Disadvantage
11
1d20+7 4
attack one
18
1d20+7 11
attack one disadvantage
23
1d20+7 16
Shield Bash disadvantage
10
1d20+6 4
attack one damage
7
1d8+6 1
Shield Bash
25
1d20+6 19
Link to comment
Share on other sites

spacer.png


Level 1: Dungeon Level


 

As Moss caused the earth to churn beneath his adversaries, the two cloaked figures handled it rather gracefully, the churning only causing minor injury, but the Nilbog was totally unprepared as he fell into the churn and was crushed instantly, the spirit form of the Nilbog immediately rising into the air as it left the now dead goblin's body. Ignis immediately hurled flame at it and the fire seemed to injure the spirit slightly.

 

Narissa exited the darkness and readied her palm of fire in case and enemy appeared that she could see.

 

Blue moved south just enough to see one of the drow, casting his spell he tried to drive a mental spike into the elf but it seemed to resist his efforts quite well. He then moved back to his position by the broken statue.

 

Xaya moved south out of the darkness and praised the Nilbog spirit that was floating there as she ordered Jax to attack the drow but the drow dodged the incoming attack of the construct.

 

Varta ran south, past her allies to take up a position in the southern hall.

 

The darkness bubble dropped and Narissa launched the mote of fire toward the drow that Jax was engaged with, but the fire deflected off the armor that it wore and crashed harmlessly into the wall beyond.

 

As the Nilbog to the north moved down the hall it fired off an arrow from its crossbow and struck Narissa in the arm.

 

The spirit of the Nilbog slashed Varta across her face with its claws as it bombarded her with a psychic assault that made her head swim and her ears feel as if they would catch fire and burn off, but she managed to hold the assault at bay for the moment.

 

One of the drow to the north moved toward Narissa and fired off a bolt from its crossbow that struck her in the leg.

 

The drow in front of Jax stabbed the construct with his shortsword in hopes of stopping it.

 

Another drow fired a bolt at Varta but the projectile just deflected off her armor and did no harm.

 


Scene Notes

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


Fourth Day, the 24th of TarsakhApril @ 4:16 am


 

We Are in Combat

Narissa (spiritual weapon)
Varta (giant's might, poisoned)
 

See descriptions tab for definitions and effects of the above conditions.

 

Darkness

Group is currently in total darkness. All members have darkvision.
Perception checks and Investigation checks are now made at disadvantage by all.
Passive Perception is lowered by 5.

 

Map is Active (See Map Spoiler)

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

INITIATIVE (Round 9)

Enemies (5) = Drow (3) | Nilbog (1) | Nilbog Spirit (1)

PC's (5)

MECHANICS

Jax 
Takes 4 hit points of piercing damage from Drow #8's shortsword.
Has 20 of 31 hit points remaining.

 

Moss
Used one third level spell slot (1 of 2 remaining)

 

Narissa
Takes 5 hit points of piercing damage from Nilbog #1's shortbow.
Takes 5 hit points of piercing damage from Drow #7's hand crossbow.
Has 17 of 27 hit points remaining.

 

Varta
Takes 5 hit points of slashing damage from Nilbog Spirit #2's claws.
Has 28 of 49 hit points remaining.

 

Nilbog #1
Used Confusion

 

Nilbog #2 (Goblinform)
Used Confusion
Takes 7 hit points of bludgeoning damage from Moss's Erupting Earth.
Has taken a total of 7 hit points of damage.
IS DEAD!!! 

 

Nilbog #2 (Spirit form)
Takes 5 hit points of fire damage from Ignis's Flame Seed.
Has taken a total of 5 hit points of damage.
Is lightly wounded.

 

Drow #7
Used Darkness.

 

Drow #8
Takes 3 hit points of bludgeoning damage from Moss's Erupting Earth.
Has taken a total of 10 hit points of damage.
Is heavily wounded.

 

Drow #13
Has taken a total of 9 hit points of damage.
Is critically wounded.
HAS FLED!!

 

Drow #15
Used Darkness
Takes 3 hit points of bludgeoning damage from Moss's Erupting Earth.
Has taken a total of 3 hit points of damage.
Is lightly wounded.

CONDITIONS

Blue

Mage Armor (7 hours and 20 minutes remaining)
Minor Illusion (4 rounds remaining)

 

Moss
Darkvision (7 hours and 30 minutes remaining)

Ignis Summoned (1 hour remaining)
 

Narissa

Spiritual Weapon (6 rounds remaining)

 

Varta

Poisoned (unknown duration)

DESCRIPTIONS

Abilities

Giant's MightIf you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.

You have advantage on Strength checks and Strength saving throws.

Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
 | NilbogismAny creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. 

 

Conditions

IncapacitatedAn incapacitated creature can’t take Actions or Reactions. | PoisonedA poisoned creature has disadvantage on Attack rolls and Ability Checks. | ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has disadvantage on Attack rolls.

An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

 

Spell Effects

Faerie FireAny creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
 | Mirror ImageEach time a creature Targets you with an Attack during the spell's Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an Attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on Senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.
 | Tasha's Hideous LaughterThe target falls prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another DC 12 Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
 

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: 6,760/14,000

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: 6,760/14,000

NARISSA DELAVAUNT

Hit Points: 17/27
Hit Dice: 5/5 (resist necrotic, radiant)

Bloodwell Vial: 1/1 *L

Favored of the Gods: 1/1 *L

Healing Hands: 1/1 *L

Radiant Soul: 1/1 *L

Sorcery Points: 5/5 *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: 2/2 *L (+8* / DC 16*)

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

XP: 6,760/14,000

VARTA "ROCKGRINDER"

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

Action Surge: 1/1 *S
Cloud Rune: 0/1 *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: 6,760/14,000

XAYA NEV

Hit Points: 33/43
Hit Dice: 5/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 20/31

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: 6,760/14,000

 

 

Name
Narissa CON save versus drow poison
19
1d20+4 15
Nilbog #1 attacks Narissa w Shortbow | Piercing
24;4
1d20+4;1d6+2 "20";"2"
Drow #8 INT save versus Mind Sliver
20
1d20 20
Nilbog #1 Critacal Damage on Narissa
1
1d6 1
Varta INT Save versus Brain Drain | Psychic | Poss Int Drain
15;10;11
1d20-1;2d10;3d6 "16";"9,1";"1,6,4"
Drow #15 attacks Varta | Piercing
17;6
1d20+4;1d6+2 "13";"4"
Nilbog Spirit #2 Attacks Varta | Slashing
23;5
1d20+4;2d4+2 "19";"1,2"
Drow #8 | Drow #15 | Nilbog #2 DEX saves versus Erupting Earth
16;19;7
1d20+2;1d20+2;1d20+2 "14";"17";"5"
Drow #8 attacks Jax | Piercing
21;4
1d20+4;1d6+2 "17";"2"
Drow #7 attacks Narissa DIS from range | piercing
13;5
keep(2d20,lowest)+4;1d6+2 "19,9";"3"
Rerolling Nilbog Spirit attack against Varta (Steel Defender)
22
1d20+4 18
Link to comment
Share on other sites

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


AC: 17 | HP: 43/43 HD: 5/5d8 | 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 shakes off the Nilbog's charm. Oh, I hate that thing. But she also realizes it might be best to finish off the drow rather than wasting time praising the Nilbogs.

 

 "Jax, kill the drow."

 

She moves south to attack the nearest Drow. Jax obeys, moving directly south and attacking the other drow.


Jax (Steel Defender) AC: 15 | HP: 20/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: Empty


Action: attack #8, then Nilbog
Bonus Action: command Jax 

Reaction: Shield if it would help.
Move: 1 square south
Manipulate: none


Defender Action: attack #8, then #15

Defender Move: 1 square south 

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
Xaya Damage 2
11
2d6+5 1,5
Jax Attack
18
1d20+8 10
Xaya Damage 1
12
2d6+5 4,3
Xaya Attack 2
10
1d20+8 2
Xaya Attack 1
16
1d20+8 8
Jax Damage
6
1d8+3 3
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: 1/2 | Spell Slots: 1st 4/4 2nd 1/3 3rd 1/2 | DM Inspiration: 1/1


Moss smirks as he watches the Nilbog fall. He raises his sickle, causing it to suddenly grow flames. With a flick of his wrist he sends the flames flying through the air toward the drow. "Keep the flames coming, Ignis," he says. Ignis happily complies, sending another flame seed flying through the air.


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: Cast produce flame and throw at thief 8
Bonus Action: command Ignis
Move: NA
Manipulate: NA


Wildfire Spirit

Action: Flame seed against thief 8 
Move: NA
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 Perception 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
Flame Seed
23;5
1d20+8; 1d6+3 "15";"2"
Produce Flame
24;4
1d20+8; 2d8 "16";"3,1"
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: 1/1


Blue dropped the statue fragment at his feet, careful to keep it from bouncing too far away.  The sudden dispelling of the darkness was a rather nice little thing of which he'd gladly take advantage.  Glancing around the statue, the wizard took a breath's time to take in the fight.  Only one drow to the north with a live nilbog.  Two south, with a spectral nilbog present.  The southern group seemed to have things well in hand at this point, nilbog aside.  Thus he should work to prevent the enemy from flanking them.  The pages of Blue's Grimoire fluttered again as he stepped past the statue and raised his hand, conjuring a grasping claw of shadow to rise beneath the drow in the northern corridor.  

 

"Please, wonderous nilbogs," the wizard said, retreating back around the statue to address the spectral nilbog standing over a dead goblin's body where the others fought to the south, "forgive us our wrongdoing.  We will endeavor to set things right with you." 

 

Letting out a breath, the wizard's eyes unfocused as time seemed to ripple around him, his sight bifrucating down a cascading array of possible futures even as he watched the fight still happening before him.


Nisgaviel (Bat Familiar) | AC: 12 | HP: 0/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

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


Action: Cast Chill Touch on thief #7.  
Bonus Action: .
Move: Move to 32,89 to cast Chill Touch on thief #7.  Then move to 30,92 to get line of sight on the party.
Manipulate: Drop the statue fragment.

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

 

Edited by Gallifrey (see edit history)
Name
Chill Touch, Necrotic Damage
28;3
1d20+8; 2d8 "20";"2,1"
Crit Damage!
10
2d8 8,2
Link to comment
Share on other sites

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 has completely lost patience with this foofaraw.  And she is in pain.

 

"You really should have listened." She uses two sorcery points to cast quickened Fireball at the drow to her west, sending a ball of fire to engulf him and the nilbog spirit, and then uses her action to heal herself with her healing hands.



Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action:  Use healing hands
Bonus Action: Cast quickend Fireball
Move: None
Manipulate:   

Name
Fireball
18
8d6 1,2,1,4,1,1,3,5
Healing Hands
5
3d4 1,1,3
Link to comment
Share on other sites

spacer.png


Level 1: Dungeon Level


 

Xaya moved south and dispatched the drow that was there before swinging at the spirit of the nilbog but her aim was off as the spirit shifted out of reach. Jax climbed onto the rubble where the drow had fallen and took a bite out of the sole remaining drow to the south.

 

With the closest drow being down Moss and Ignis both launched their fire into the nilbog spirit that was next to Varta and Xaya.

 

The pages of Blue's Grimoire fluttered again as he stepped past the statue and raised his hand, conjuring a grasping claw of shadow to rise beneath the drow in the northern corridor. The claw grasping him as his flesh withered and the would-be assailant fell over dead.

 

Narissa tossed a mote of fire down the north hall that then exploded in a huge ball of fire, cooking the nilbog instantly as the charred corpse fell to the ground and only the nilbog's spirit remained floating in the hall.

 

Varta swung her sword at the nilbog spirit, but it moved quickly, and her blade missed as it passed, bringing it back around caught it unawares and she brought the blade right through the middle of it and it instantly vanished, the woman then climbed atop the rubble but could not reach the other drow because of Jax blocking her path.

 

The remaining drow broke off the attack and moved northward through the chamber there. The remaining nilbog spirit charged forward at Narissa slashing across her chest with its claws as he attacked her mind mentally, trying to take control of her.

 


Scene Notes

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


Fourth Day, the 24th of TarsakhApril @ 4:16 am


 

We Are in Combat

Narissa (spiritual weapon)
Varta (giant's might, poisoned)
 

See descriptions tab for definitions and effects of the above conditions.

 

Darkness

Group is currently in total darkness. All members have darkvision.
Perception checks and Investigation checks are now made at disadvantage by all.
Passive Perception is lowered by 5.

 

Map is Active (See Map Spoiler)

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

INITIATIVE (Round 9)

Enemies (2) = Drow (1) | Nilbog Spirit (1)

PC's (5)

MECHANICS

Narissa
Used two sorcery points (3 of 5 remaining)
Used one third level spell slot (1 of 2 remaining)
Used Healing Hands (0 of 1 remaining)
Gains 5 hit points from Healing Hands.
Takes 8 hit points of slashing damage from Nilbog Spirit #1's claws.
Has 14 of 27 hit points remaining.

 

Nilbog #1
Used Confusion
Takes 18 hit points of fire damage from Narissa's Fireball.
Has taken a total of 18 hit points of damage.
IS DEAD!!

 

Nilbog #2 (Spirit form)
Takes 4 hit points of fire damage from Moss's Produce Flame.
Takes 5 hit points of fire damage from Ignis's Flame Seed.
Takes 10 hit points of slashing damage from Varta's Longsword.
Has taken a total of 24 hit points of damage.
IS DEAD!!

 

Drow #7
Used Darkness.
Takes 13 hit points of necrotic damage from Blue's Chill Touch.
Has taken a total of 13 hit points of damage.
IS DEAD!!!


Drow #8
Takes 12 hit points of slashing damage from Xaya's greatsword.
Has taken a total of 22 hit points of damage.
IS DEAD!!

 

Drow #13
Has taken a total of 9 hit points of damage.
Is critically wounded.
HAS FLED!!

 

Drow #15
Used Darkness
Takes 6 hit points of force damage from Jax's Force Rend.
Has taken a total of 9 hit points of damage.
Is heavily wounded.

CONDITIONS

Blue

Mage Armor (7 hours and 20 minutes remaining)
Minor Illusion (3 rounds remaining)

 

Moss
Darkvision (7 hours and 30 minutes remaining)

Ignis Summoned (1 hour remaining)
 

Narissa

Spiritual Weapon (5 rounds remaining)

 

Varta

Poisoned (unknown duration)

DESCRIPTIONS

Abilities

Giant's MightIf you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.

You have advantage on Strength checks and Strength saving throws.

Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
 | NilbogismAny creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. 

 

Conditions

IncapacitatedAn incapacitated creature can’t take Actions or Reactions. | PoisonedA poisoned creature has disadvantage on Attack rolls and Ability Checks. | ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has disadvantage on Attack rolls.

An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

 

Spell Effects

Faerie FireAny creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
 | Mirror ImageEach time a creature Targets you with an Attack during the spell's Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an Attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on Senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.
 | Tasha's Hideous LaughterThe target falls prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another DC 12 Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
 

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: 6,760/14,000

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: 6,760/14,000

NARISSA DELAVAUNT

Hit Points: 14/27
Hit Dice: 5/5 (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: 6,760/14,000

VARTA "ROCKGRINDER"

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

Action Surge: 1/1 *S
Cloud Rune: 0/1 *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: 6,760/14,000

XAYA NEV

Hit Points: 33/43
Hit Dice: 5/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 20/31

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: 6,760/14,000

 

 

Name
Nilbog #1 Dex Save Versus Fireball
9
1d20+2 7
Varta attacks Nilbog Spirit #2 | Slashing Damage
8;13
keep(2d20,lowest)+7;1d8+6 "19,1";"7"
Varta attacks Nilbog Spirit #2 | Slashing Damage
21;10
keep(2d20,lowest)+7;1d8+6 "14,20";"4"
Nilbog Spirit #1 attacks Narissa | Slashing Damage
14;8
1d20+4;2d4+2 "10";"3,3"
Narissa INT Save Versus Nilbog Spirit #1 Brain Drain | Psychic Damage
22;19
1d20+2;2d10 "20";"10,9"
Link to comment
Share on other sites

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


AC: 17 | HP: 33/43 HD: 5/5d8 | 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 hears the drow trying to flee in the next room. She charges around the corner,

 

 "Jax, follow me. Let's kill this last drow."

 

She moves into the next room, but it seems like the dark elf has too much of a lead, so she tries to slow it down. She touches her ice chisel that is tied to a necklace around her neck and calls out. "Magdahan-dahan!" and a ray of white frost shoots from the tool.

 

Jax, being quicker than Xaya is able to reach the drow and attack, moving to the far side to try to block it from escaping.


Jax (Steel Defender) AC: 15 | HP: 20/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: All-Purpose tool, then empty


Action: ray of frost at #15
Bonus Action: command Jax 

Reaction: Shield if it would help.
Move: to 25.94
Manipulate: none


Defender Action: attack #15

Defender Move: to 24.91

Defender Reaction: none

     

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
Xaya Ray of Frost
9
1d20+8 1
Jax Attack
16
1d20+8 8
Jax damage
7
1d8+3 4
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: 1/2 | Spell Slots: 1st 4/4 2nd 1/3 3rd 1/2 | DM Inspiration: 1/1


Moss shouts at Ignis, "Help Narissa!" The druid makes good on his command, moving to get into a better position to attack the last Nilbog spirit.


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: Cast produce flame and throw at Nilbog 1.
Bonus Action: command Ignis
Move: NW, NW, N to 27.91
Manipulate: NA


Wildfire Spirit

Action: Flame seed against Nilbog 1.
Move: NW, NW, N to 26.91
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 Perception 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
Produce Flame
24;9
1d20+8; 2d6 "16";"4,5"
Flame Seed
18;4
1d20+8; 1d6+3 "10";"1"
Link to comment
Share on other sites

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 squeaks in pain and casts Toll the Dead at the nilbog spirit assailing her, her hand waving the bloodwell vial as she chants the spell.

 


Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action:  Cast Toll the Dead
Bonus Action: None
Move: None
Manipulate:   

 

 

Edited by bzipser (see edit history)
Name
Toll the Dead if wounded
6
1d12 6
Toll the Dead if not wounded
3
1d8 3
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: 1/1


Blue shook his head briefly before his expression brightened.  The myriad futures had not take the worst of all paths, not that he'd expected them too, Narissa was still herself and unpossessed, and the infinite possibilities of the moment had condensed back down to a manageable number.  All well and good.

 

"Sincerest apologies, noble nilbogs," the wizard said sadly, lowering his head in a moment of reflection, "It seems we have yet to find the right time to make peace."  

 

The wizard moved north, putting his back to the wall as arcane energies played along the diagrams on the exposed page of his spellbook.  He readied another Chill Touch spell to cast on the fleeing drow as soon as it came into sight, then smiled.

 

"I'll be sure to have cookies ready for next time," the wizard said to the nilbog, "I'm certain that will set things to rights between us."


Nisgaviel (Bat Familiar) | AC: 12 | HP: 0/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

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


Action: Cast Chill Touch on thief #15 as soon as they come into line of sight.  
Bonus Action: .
Move: Move to 33,89 to speak to the nilbog and get line of sight on the hallway.
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
Chill Touch; Necrotic Damage
13;10
1d20+8; 2d8 "5";"4,6"
Link to comment
Share on other sites

Varta Rockgrinderspacer.png


AC: 20 | HP: 33/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 2/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


Varta assumes Xaya and Jax can handle the last fleeing drow,

 

"Finish that last one and then come back, Xaya."

 

She instead returns north to help Narissa, swinging her ax at the last Nilbog spirit. 

 

Mechanics

Main Hand: Battleaxe
Off Hand: Shield


Action: Axe attack
Bonus Action: 
Shield Bash

Reaction:
Move:  N5, NW1, to 29.90
Manipulate: one free object interaction goes here.

 

     
Edited by BobtheWizard (see edit history)
Name
Ax attack 1
27
1d20+7 20
Ax attack 1 disadvantage
16
1d20+7 9
Ax attack 2 disadvantage
20
1d20+7 13
Ax attack 2
20
1d20+7 13
BA shield bash
21
1d20+6 15
BA shield bash disadvantage
17
1d20+6 11
Ax damage 1
8
1d8+6 2
Ax damage 2
10
1d8+6 4
Giant might
1
1d6 1
Link to comment
Share on other sites

spacer.png


Level 1: Dungeon Level


 

Xaya rounds the corner giving chase to the last remaing drow, firing off a ray of icy frost that missed her mark as it streaked across the room. A momnet later however and Jax was upon him, pulling him tot he ground and ripping out the creatures throat.

 

Moss and Ignis both hurled fire into the remaining nilbog spirit trying to end its plight.

 

Narissa squealed as she cast her spell hoping that the death bell would bring her enemy to an end, but it did not finish him off as the spirit remained.

 

Blue conjured up his spectral hand again as it grabbed ahold of the nilbog spirit as it vanished from existence and ended the threat.

 


Scene Notes

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


Fourth Day, the 24th of TarsakhApril @ 4:18 am


 

We Are Out of Combat

 

XP Award

400 XP each.

 

Conditions

Blue (mage armor)

Moss (darkvision, flame spirit)

Varta (poisoned)

See descriptions tab for definitions and effects of the above conditions.

 

Darkness

Group is currently in total darkness. All members have darkvision.
Perception checks and Investigation checks are now made at disadvantage by all.
Passive Perception is lowered by 5.

 

Map is Active (See Map Spoiler)

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

INITIATIVE

Not currently in use!!

MECHANICS

Drow #13
Has taken a total of 9 hit points of damage.
Is critically wounded.
HAS FLED!!

 

Drow #15
Used Darkness
Takes 7 hit points of force damage from Jax's Force Rend.
Has taken a total of 16 hit points of damage.
IS DEAD!!

 

Nilbog Spirit #1
Takes 9 hit points of fire damage from Moss's Produce Flame.
Takes 4 hit points of fire damage from Ignis's Flame Seed.
Takes 6 hit points of necrotic damage from Narissa's Toll the Dead.
Takes 10 hit points of necrotic damage from Blue's Chill Touch.
Has taken a total of 29 hit points of damage.
IS DEAD!!!

CONDITIONS

Blue

Mage Armor (7 hours and 18 minutes remaining)

 

Moss
Darkvision (7 hours and 28 minutes remaining)

Ignis Summoned (58 minutes remaining)
 

Varta

Poisoned (58 minutes remaining)

DESCRIPTIONS

Conditions

PoisonedA poisoned creature has disadvantage on Attack rolls and Ability Checks.

 

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: 14/27
Hit Dice: 5/5 (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: 0/1 *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: 33/43
Hit Dice: 5/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 20/31

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
Nilbog Spirit 1 WIS save vs Toll the Dead
8
1d20+0 8
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's Grimoire closed with a snap, and the wizard took a moment to retrieve his ink pen, check the nib, ink it, and begin jotting a few notes.

 

"That was, perhaps, a less than ideal outcome," the wizard said as his pen danced across the page, "Although thinking about it again, on the whole I would say we gained more than we lost in that fight.  Certainly we've learned more about the nilbog, and the presence of drow within the dungeon.  Also, I now have an excuse to bake, though sadly I lack the supplies at present."  

 

The wizard nodded at what he'd written, then looked around at the bodies on the floor.  

 

"I suppose we must deal with the bodies," the wizard said thoughtfully, "Though I'd imagine they carry more than a few things that are poisoned."

 

He flashed a smile at the group, then added, "Handle with care, I would say."

 

Drawing upon his innate magic, the wizard moved to the nearest body and began examining its possessions.  From a safe distance.


Nisgaviel (Bat Familiar) | AC: 12 | HP: 0/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

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


Action: Cast Mage Hand on the nearest drow to examine its possessions from at least 15ft away, after taking some notes of couse.  
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

 

Edited by Gallifrey (see edit history)
Name
Investigation check
20
1d20+7 13
Link to comment
Share on other sites

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


AC: 17 | HP: 33/43 HD: 5/5d8 | 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 watches as Jax finishes off the last drow. She can hear that the combat in the other room has ended too.

 

 "Jax, nice work! You look hurt, though. Let me see if I can fix you."

 

She grabs her ice chisel and touches it to Jax, freezing his wounds to heal them. The pair looks for clues in the room they are in and then return to the group, searching that room as well, especially the broken statue. 


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


Mechanics

Main Hand: Greatsword
Off Hand: All-Purpose tool, then empty


Action: mending to get Jax to full HP, then investigation
Bonus Action: none

Reaction: Shield if it would help.
Move: back to party
Manipulate: none


Defender Action: none

Defender Move: follows Xaya

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
11
1d20+8 3
Link to comment
Share on other sites

×
×
  • Create New...