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Level 1: Dungeon Level


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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Resistance: necrotic, radiant | HD: 5/5d8 | Initiative: +1 | Passive Perception: 11 | Bloodwell Vial: 1/1 | Favored of the Gods: 1/1 | Healing Hands: 1/1 | Radiant Soul: 1/1 | Sorcery Points: 5/5 | Spell Slots: 1st 4/4 2nd 3/3 3rd 2/2 | DM Inspiration: 1/1


 

Narissa 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 by bzipser (see edit history)
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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

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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

 

 

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  Moss - Tortle Druidspacer.png


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


Moss 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

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IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
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Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

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STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

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Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — 

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ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

 

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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 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.

 

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
16
1d20+7 9
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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 0/1


"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.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

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

Web, Misty Step

Hypnotic Pattern

 

 

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  • 3 months later...

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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

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Level 1: Dungeon Level and Crypts

Show Bookkeeping

PASSIVE PERCEPTION

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

INITIATIVE

Not 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

 

 

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


AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


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.

 

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
Hit Die #1
9
1d8+3 6
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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 0/1


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.

 

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Prepared Spells

Prepared Spells (10)

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

Web, Misty Step

Hypnotic Pattern

 

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  Moss - Tortle Druidspacer.png


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


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

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IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
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Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

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STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

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Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — 

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ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

 

 

Name
Medicine
14
1d20+7 7
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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

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Level 1: Dungeon Level and Crypts

Show Bookkeeping

PASSIVE PERCEPTION

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

INITIATIVE

Not 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

 

 

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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Resistance: necrotic, radiant | HD: 5/5d8 | Initiative: +1 | Passive Perception: 11 | Bloodwell Vial: 1/1 | Favored of the Gods: 1/1 | Healing Hands: 1/1 | Radiant Soul: 1/1 | Sorcery Points: 5/5 | Spell Slots: 1st 4/4 2nd 3/3 3rd 2/2 | DM Inspiration: 1/1


 

Narissa 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
hit point recovery
24
3d8+3 6,7,8
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  Moss - Tortle Druidspacer.png


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


"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

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IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
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Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

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STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

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Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — 

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ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

 

 

 

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


AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


Xaya 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.

 

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:

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ACTIONS


Force-Empowered Rend. Melee Weapon Attack: +7, reach 5 ft., one target you can see. Hit: 1d8 + 3 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 hit points to itself or to one construct or object within 5 feet of it.

REACTIONS


Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

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."

 

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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

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Level 1: Dungeon Level and Crypts

Show Bookkeeping

PASSIVE PERCEPTION

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

INITIATIVE

Not 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

 

 

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  Varta Rockgrinder:  Rune Knight 5

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AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive 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
Perception
16
1d20+5 11
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