bzipser Posted September 8, 2022 Clone Share Posted September 8, 2022 (edited) Narissa Delavaunt - Aasimar Divine Soul Sorcerer 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 sighs in relief at the end of combat and casts Light on the broken statue. She joins the elf iin looking over the statue. "Do we dare take a short rest once we finish looking this over, or do we need to press on in case someone comes after us? Did we get them all?" Mechanics Main Hand: Empty Off Hand: Bloodwell vial Action: Cast Light Bonus Action: None Move: None Manipulate: Edited September 8, 2022 by bzipser (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted September 9, 2022 Author Clone Share Posted September 9, 2022 Level 1: Dungeon Level Blue knelt down to examine one of the fallen drow, the first thing that stood out was each of their heads were shaved bald and each had a large incision scar on the side of their heads. Other than that, each one carried a shortsword, a hand crossbow, and wore a chain short beneath their outer clothing. None of the equipment was worth selling but was salvageable if one needed to use it. Th two fallen goblins had scimitars, shortbows, and wore leather armor with shields. 14 x Shortswords 14 x Chain Shirts 14 x Hand Crossbows 170 x Crossbow Bolts 2 x Scimitars 2 x Shortbows 2 x Leather Armor 2 x Shields Xaya busied herself repairing Jax and then searching the room that they were in... A human skeleton held together with moldy string dangles from ropes attached to the ceiling and the ropes go through a set of handmade pulleys so one could make the skeleton dance around the room. Two halves of a cloven wooden shield lie in the room's northwest corner. Each half of the cloven shield has letters etched into it. One half reads "Nimr" The other reads "aith". Narissa cast light and began looking over the broken statue.... This statue has broken into seventeen fist-sized chunks of black stone. (See skill checks below) Scene Notes Narissa 11 | Xaya 13 | Blue 14 | Varta 15 | Moss 17 Fourth Day, the 24th of TarsakhApril @ 4:21 am Skill Checks (If you don't make them then please don't read them.) Determine what the statue once depicted. Show DC 15 Intelligence (Investigation) check You can ascertain what the statue depicted: three male human warriors standing together on a stone mound, facing outward and clutching swords. Conditions Blue (mage armor) Moss (darkvision, flame spirit) Varta (poisoned) See descriptions tab for definitions and effects of the above conditions. Map is Active (See Map Spoiler) Please use coordinates or directions when moving (N, S, E, SE, W, etc) Show Active Maps Level 1: Dungeon Level and Crypts Show Bookkeeping INITIATIVE Not currently in use!! MECHANICS Jax Gains 11 hit points from Mending Has 31 of 31 hit points remaining. CONDITIONS Blue Mage Armor (7 hours and 15 minutes remaining) Moss Darkvision (7 hours and 25 minutes remaining) Ignis Summoned (55 minutes remaining) Varta Poisoned (55 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: 31/31 Defender Repair: 3/3 *L Fey Step: 3/3 *L 1st Level Spell Slots: 2/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 2/2 *L (+8* / DC 16*) *When holding All Purpose Tool (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted September 9, 2022 Clone Share Posted September 9, 2022 Moss - Tortle Druid 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 leans near the body of one of the drow thieves as Narissa investigates the statue. He frowns as he looks at the incision scars. "This is very curious," he says, shaking his head. "It seems as if someone has been operating on these drow. But it's impossible to say whom or for what reason. I don't suppose we have time for a dissection? That might tell us more." He looks at Jax and Xaya. The seem to have more martial training that the rest of the party, and he trusts that they'll be able to comment on how defensible their current position might be. Narissa has wondered about a rest, and that would give Moss time to investigate what has been placed in or removed from the drow's skulls. Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12 Mechanics Main Hand: Moon Sickle +1 (Druidic Focus) Off Hand: Shield Action: Bonus Action: Move: Manipulate: NA Wildfire Spirit Action: Move: Manipulate: Ignis' Statblock IGNIS (Wildfire Spirit) Small, elemental (unaligned) Armor Class 13 (natural) Hit Points 30 (5d8) Speed 30 ft., fly 30 ft. (hover) STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 15 (+2) CHA 11 (+0) Damage Immunities fire Condition Immunities charmed, frightened, grappled, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Challenge — 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. 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted September 10, 2022 Clone Share Posted September 10, 2022 Xaya Nev - Eladrin Artificer 5 (MW Sheet Link) 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 looks around the room, finding some mundane gear but nothing too exciting. She takes a hand crossbow and some bolts, and then begins to put a few of the pieces of the statue together. "It looks like the statue depicted three male human warriors standing together on a stone mound, here, facing outward and clutching swords. Does this mean anything to anyone?" When Narissa and Moss ask about the possibility of resting here, Xaya gives them a conditional approval. "I'm sure no place here is safe, but this is as good as anywhere. It's tucked out of the way so something would have to come back here on purpose if they were to find us. Let's keep a watch just in case, though." 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. JAX (Steel Defender) Medium, construct (unaligned) Armor Class 15 (natural) Hit Points 31 (5d8) Speed 40 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2) 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: — 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. 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 xDiceName xDiceResult xDiceString xDiceRolls Investigation 16 1d20+7 9 Link to comment Share on other sites More sharing options...
Gallifrey Posted September 13, 2022 Clone Share Posted September 13, 2022 Admaer "Blue" Azuregift - High Elf Wizard 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 "Indeed," the wizard agreed, conjuring a Minor Illusion depicting a scaled down version of the statue, "Though I'll admit the image itself doesn't mean anything to me." Blue shrugged before dutifully took notes on their discovery in his miniscule handwriting. After a moment, the wizard set aside his ink pen. Was this a safe place to take a rest? Perhaps. It could definitely be made more safe, however. And he did want to have a chance to call Nisgaviel back. The wizard rubbed his sadly beardless chin in thought, glancing around to see how injured his companions were. "If rest we must then I should put together a ritual to recall my familiar. He'll probably be cross with me for getting him killed again," the wizard said with a wry grin, "but I'm also sure he'll be over it in next to no time. Now, as to safety, I can certainly freeze that door to the north shut." Blue patted the conspicuously sloshing cask strapped to the bottom of his backpack. "After that we'll just need to watch the south and we should be fine." 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 Minor Illusion to replicate the statue (see Investigation roll at end of last post). 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. Prepared Spells Prepared Spells (10) Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor Web, Misty Step Hypnotic Pattern Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted January 4, 2023 Author Clone Share Posted January 4, 2023 Level 1: Dungeon Level The group took the time here to rest and bandage any wounds that might need further attention while Blue spent the hour with his ritual to recall his familiar. Worg's Eye Watch Post Fourth Day, the 24th of TarsakhApril @ 5:24 am Everyone can benefit from a short rest at this time except for Blue who is spending the hour in ritual. Blue, please take over the appropriate material components for the ritual. CONDITIONS Blue (mage armor) Moss (darkvision) See descriptions tab for definitions and effects of the above conditions. MAP IS ACIVE Please use coordinates or directions when moving (N, S, E, SE, W, etc) Show Active Maps Level 1: Dungeon Level and Crypts Show Bookkeeping PASSIVE PERCEPTION Moss 17 | Varta 15 | Blue 14 | Xaya 13 | Narissa 11 INITIATIVE Not currently in use!! MECHANICS Not currently in use!! CONDITIONS Blue Mage Armor (6 hours and 12 minutes remaining) Moss Darkvision (6 hours and hours and 22 minutes remaining) DESCRIPTIONS Default Marching Order Varta | Xaya | Jax | Blue | Narissa | Moss Watch 1 Undetermined Watch 2 Undetermined Watch 3 Undetermined ADMAER "BLUE" AZUREGIFT Hit Points: 28/32 (fey ancestry) Hit Dice: 5/5 Arcane Recovery: 1/1 *L Portent 1: 20 Portent 2: 13 1st Level Spell Slots: 3/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 2/3 *L (+8* / DC 16*) 3rd Level Spell Slots: 2/2 *L (+8* / DC 16*) *When holding Arcane Grimoire (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 MOSS Hit Points: 28/38 Hit Dice: 5/5 Wildshape: 2/2 *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: 1/1 *S Giant's Might: 3/3 *L Second Wind: 1/1 *S Stone Rune: 1/1 *S Stone's Endurance: 1/1 *S DM Inspiration: 1/1 Attuned Magic Items: 0/3 XP: 7,160/14,000 XAYA NEV Hit Points: 33/43 Hit Dice: 5/5 (fey ancestry) Any Cantrip: 1/1 *L Defender: AC:15 Hit Points: 31/31 Defender Repair: 3/3 *L Fey Step: 3/3 *L 1st Level Spell Slots: 2/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 2/2 *L (+8* / DC 16*) *When holding All Purpose Tool (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 4, 2023 Clone Share Posted January 4, 2023 Xaya Nev - Eladrin Artificer 5 (MW Sheet Link) AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1 After examining the statue and searching the bodies, Xaya rests with the others, letting Jax keep watch on the group. Frost gathers on the floor around her when she is still but it melts quickly once she moves on. She seems refreshed, "That helps. I think I'm ready to keep going." Jax (Steel Defender) AC: 15 | HP: 31/31 | Initiative: +1 | PP: 16 | Repair: 3/3 Mechanics Main Hand: Greatsword Off Hand: empty Action: uses 1 hit die Bonus Action: none Reaction: Shield if it would help. Move: none Manipulate: none Defender Action: none Defender Move: none Defender Reaction: deflect attack Steel Defender In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die. JAX (Steel Defender) Medium, construct (unaligned) Armor Class 15 (natural) Hit Points 31 (5d8) Speed 40 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2) 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: — 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. 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 xDiceName xDiceResult xDiceString xDiceRolls Hit Die #1 9 1d8+3 6 Link to comment Share on other sites More sharing options...
Gallifrey Posted January 4, 2023 Clone Share Posted January 4, 2023 Admaer "Blue" Azuregift - High Elf Wizard 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 watched the last of the smoke rise from the sticks of carefully placed incense, the final curls twisting in the air in time with his low chanting until they formed the shape of Nisgaviel's summoning rune. A final gesture over the open pages of his spellbook and the smoke collapsed in on itself in a way that seemed like it should have made a noise like an indrawn breath, but didn't. A tiny bat flew out from the final sphere of smoke, and once more Blue's mind connected clearly with his familiar. 'Sorry about that old friend. And, as always, many thanks,' the wizard thought with a fond smile. His familiar said nothing in reply, but a comforting mix of mild exasperation and amusement filtered through their bond. Flipping his Grimoire closed, the wizard withdrew his ink pen and added a few notes. "Well," Blue said, looking around at the others, "We'd best make sure that doesn't happen again. At least not until I can get my hands on more incense. Which I'm sure will be sometime soon." "And, speaking of soon," the wizard went on, "is everyone else ready to go? It feels like we've rested for quite awhile already and we've only just begun exploring this fascinating place." Nisgaviel (Bat Familiar) | AC: 12 | HP: 1/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing) Mechanics Main Hand: Ink pen Off Hand: Parchment-wrapped Arcane Grimoire Action: Cast Minor Illusion to replicate the statue (see Investigation roll at end of last post). 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. Prepared Spells Prepared Spells (10) Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor Web, Misty Step Hypnotic Pattern Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted January 7, 2023 Clone Share Posted January 7, 2023 Moss - Tortle Druid 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 As the others rest, Moss settles down beside the corpse of one of the drow. He reaches into his pack and pulls out his healer's kit. Reaching in, he retrieves a small knife and begins making precise cuts as he examines whatever has been embedded within the dead elf's skull. He hums a tuneless song as he works. After a few moments, he pauses to light his pipe from one of Ignis' sparks. That small task taken care of, the druid passes the hour in careful dissection. The wildfire spirit watches its master for a while before slowly fading into a small pile of cinders. Moss smiles, knowing that his elemental friend will return if needed. Blue's speech interrupts the druid's careful work. When the wizard asks if the party is ready to go, Moss begins cleaning his tools and hands. "Give me just a moment to get this back in order, and I'll be ready to continue," he replies. Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12 Mechanics Main Hand: Moon Sickle +1 (Druidic Focus) Off Hand: Shield Action: Bonus Action: Move: Manipulate: NA Wildfire Spirit Action: Move: Manipulate: Ignis' Statblock IGNIS (Wildfire Spirit) Small, elemental (unaligned) Armor Class 13 (natural) Hit Points 30 (5d8) Speed 30 ft., fly 30 ft. (hover) STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 15 (+2) CHA 11 (+0) Damage Immunities fire Condition Immunities charmed, frightened, grappled, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Challenge — 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. 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 xDiceName xDiceResult xDiceString xDiceRolls Medicine 14 1d20+7 7 Link to comment Share on other sites More sharing options...
bwatford Posted January 7, 2023 Author Clone Share Posted January 7, 2023 Level 1: Dungeon Level While everyone else rested Moss had performed an autopsy on the skulls of the fallen drow. He had never seen anything like it. Someone had operated on each with precide pricisiion. Cutting each one of their skulls open in the exact spot, removing a section of bone and then a section of brain. It looked as if the frontal lobe of the brain had been severed from other parts, and some small parts were completely removed. To what extent and purpose he was unsure, but each were identical. Xaya and Blue meanwhile readied to move on as they waited for Narissa and Varta to be ready. Worg's Eye Watch Post Fourth Day, the 24th of TarsakhApril @ 5:27 am CONDITIONS Blue (mage armor) Moss (darkvision) MAP IS ACIVE Please use coordinates or directions when moving (N, S, E, SE, W, etc) Show Active Maps Level 1: Dungeon Level and Crypts Show Bookkeeping PASSIVE PERCEPTION Moss 17 | Varta 15 | Blue 14 | Xaya 13 | Narissa 11 INITIATIVE Not currently in use!! MECHANICS Not currently in use!! CONDITIONS Blue Mage Armor (6 hours and 9 minutes remaining) Moss Darkvision (6 hours and hours and 19 minutes remaining) DESCRIPTIONS Default Marching Order Varta | Xaya | Jax | Blue | Narissa | Moss Watch 1 Undetermined Watch 2 Undetermined Watch 3 Undetermined ADMAER "BLUE" AZUREGIFT Hit Points: 28/32 (fey ancestry) Hit Dice: 5/5 Arcane Recovery: 1/1 *L Portent 1: 20 Portent 2: 13 1st Level Spell Slots: 3/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 2/3 *L (+8* / DC 16*) 3rd Level Spell Slots: 2/2 *L (+8* / DC 16*) *When holding Arcane Grimoire (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 MOSS Hit Points: 28/38 Hit Dice: 5/5 Wildshape: 1/2 *S 1st Level Spell Slots: 4/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 1/3 *L (+8* / DC 16*) 3rd Level Spell Slots: 1/2 *L (+8* / DC 16*) *When holding Moon Sickle (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 NARISSA DELAVAUNT Hit Points: 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: 1/1 *S Giant's Might: 3/3 *L Second Wind: 1/1 *S Stone Rune: 1/1 *S Stone's Endurance: 1/1 *S DM Inspiration: 1/1 Attuned Magic Items: 0/3 XP: 7,160/14,000 XAYA NEV Hit Points: 33/43 Hit Dice: 5/5 (fey ancestry) Any Cantrip: 1/1 *L Defender: AC:15 Hit Points: 31/31 Defender Repair: 3/3 *L Fey Step: 3/3 *L 1st Level Spell Slots: 2/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 2/2 *L (+8* / DC 16*) *When holding All Purpose Tool (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bzipser Posted January 9, 2023 Clone Share Posted January 9, 2023 Narissa Delavaunt - Aasimar Divine Soul Sorcerer 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 rests and recovers, feeling more herself after the rest. Mechanics Main Hand: Empty Off Hand: Bloodwell vial Action: None Bonus Action: None Move: None Manipulate: Name xDiceName xDiceResult xDiceString xDiceRolls hit point recovery 24 3d8+3 6,7,8 Link to comment Share on other sites More sharing options...
codexgigas Posted January 10, 2023 Clone Share Posted January 10, 2023 Moss - Tortle Druid 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 "This is strange. Someone has removed part of each drow's brain. The exact same part in every case. The precision required to do that is unimaginable, honestly. I can tell you what happened, but I don't have any idea why you'd want to do it. We should figure out where they came from so I can find the surgeon who did this. I'd love to see his notes," Moss informs his companions. Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12 Mechanics Main Hand: Moon Sickle +1 (Druidic Focus) Off Hand: Shield Action: Bonus Action: Move: Manipulate: NA Wildfire Spirit Action: Move: Manipulate: Ignis' Statblock IGNIS (Wildfire Spirit) Small, elemental (unaligned) Armor Class 13 (natural) Hit Points 30 (5d8) Speed 30 ft., fly 30 ft. (hover) STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 15 (+2) CHA 11 (+0) Damage Immunities fire Condition Immunities charmed, frightened, grappled, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Challenge — 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. 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 10, 2023 Clone Share Posted January 10, 2023 Xaya Nev - Eladrin Artificer 5 (MW Sheet Link) AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1 Xaya is revolted by Moss' findings. She's curious, so she examines what he found, and finds it fascinating from a scientific standpoint, but she thinks it is terribly evil. "Who would do that to living creatures? I don't think I want to meet this surgeon at all." Jax (Steel Defender) AC: 15 | HP: 31/31 | Initiative: +1 | PP: 16 | Repair: 3/3 Mechanics Main Hand: Greatsword Off Hand: empty Action: none Bonus Action: none Reaction: Shield if it would help. Move: none Manipulate: none Defender Action: none Defender Move: none Defender Reaction: deflect attack Steel Defender In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die. JAX (Steel Defender) Medium, construct (unaligned) Armor Class 15 (natural) Hit Points 31 (5d8) Speed 40 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2) 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: — 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. 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted January 10, 2023 Author Clone Share Posted January 10, 2023 Level 1: Dungeon Level After resting the group regathered and returned to the southern door that some of the drow had poured out from, once everyone was ready, Varta opened it to see what lay on the other side. On the other side was a short hall that led to a room of some kind, with no signs of movement, Varta ventured forth. the chamber was roughly thirty foot square and had nine crude makeshift pallets for sleeping, basically nothing more than crude straw mats. No other furniture or items were apparent. The room reeked of sweat. Worg's Eye Watch Post Fourth Day, the 24th of TarsakhApril @ 5:30 am Note: Running with light being cast on Varta's weapon for a light source. CONDITIONS Blue (mage armor) Moss (darkvision) MAP IS ACIVE Please use coordinates or directions when moving (N, S, E, SE, W, etc) Show Active Maps Level 1: Dungeon Level and Crypts Show Bookkeeping PASSIVE PERCEPTION Moss 17 | Varta 15 | Blue 14 | Xaya 13 | Narissa 11 INITIATIVE Not currently in use!! MECHANICS Narissa Used 3 hit dice (2 of 5 remaining) Gains 13 hit points from hit dice. Has 27 of 27 hit points remaining. Xaya Used 1 hit dice (4 of 5 remaining) Gains 9 hit points from hit dice. Has 42 of 43 hit points remaining. CONDITIONS Blue Mage Armor (6 hours and 6 minutes remaining) Moss Darkvision (6 hours and hours and 16 minutes remaining) DESCRIPTIONS Default Marching Order Varta | Xaya | Jax | Blue | Narissa | Moss Watch 1 Undetermined Watch 2 Undetermined Watch 3 Undetermined ADMAER "BLUE" AZUREGIFT Hit Points: 28/32 (fey ancestry) Hit Dice: 5/5 Arcane Recovery: 1/1 *L Portent 1: 20 Portent 2: 13 1st Level Spell Slots: 3/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 2/3 *L (+8* / DC 16*) 3rd Level Spell Slots: 2/2 *L (+8* / DC 16*) *When holding Arcane Grimoire (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 MOSS Hit Points: 28/38 Hit Dice: 5/5 Wildshape: 1/2 *S 1st Level Spell Slots: 4/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 1/3 *L (+8* / DC 16*) 3rd Level Spell Slots: 1/2 *L (+8* / DC 16*) *When holding Moon Sickle (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 NARISSA DELAVAUNT Hit Points: 27/27 Hit Dice: 2/5 (resist necrotic, radiant) Bloodwell Vial: 1/1 *L Favored of the Gods: 1/1 *L Healing Hands: 0/1 *L Radiant Soul: 1/1 *L Sorcery Points: 3/5 *L 1st Level Spell Slots: 4/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 1/3 *L (+8* / DC 16*) 3rd Level Spell Slots: 1/2 *L (+8* / DC 16*) *When holding/wearing Bloodwell Vial (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 VARTA "ROCKGRINDER" Hit Points: 28/49 (shield master) Hit Dice: 5/5 Action Surge: 1/1 *S Cloud Rune: 1/1 *S Giant's Might: 3/3 *L Second Wind: 1/1 *S Stone Rune: 1/1 *S Stone's Endurance: 1/1 *S DM Inspiration: 1/1 Attuned Magic Items: 0/3 XP: 7,160/14,000 XAYA NEV Hit Points: 42/43 Hit Dice: 4/5 (fey ancestry) Any Cantrip: 1/1 *L Defender: AC:15 Hit Points: 31/31 Defender Repair: 3/3 *L Fey Step: 3/3 *L 1st Level Spell Slots: 2/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 2/2 *L (+8* / DC 16*) *When holding All Purpose Tool (+7 / DC 15) when not. DM Inspiration: 1/1 Attuned Magic Items: 1/3 XP: 7,160/14,000 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hammerfist Posted January 10, 2023 Clone Share Posted January 10, 2023 Varta Rockgrinder: Rune Knight 5 AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1 Varta wrinkled up her nose and shook her head, commenting again in her signature raspy voice. "Bloody hells, I've smelled better in the Goliath Olympics! These foul creatures don't take baths and probably haven't in their entire cursed lives!" Mechanics Name xDiceName xDiceResult xDiceString xDiceRolls Perception 16 1d20+5 11 Link to comment Share on other sites More sharing options...
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