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Level 1: Dungeon Level


bwatford

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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


"If you think about it another way," Blue said, moving south to stand beside Varta as the pages of his open Grimoire turned to the formula for Prestidigitation"At least having smelled something like this will give you a new bottom line for the worst smell of your life."

 

"Or looking at it another" the wizard continued with a friendly smile as he began casting, cleaning everything he could reach down to individual handfuls of straw with meticulous precision, "if it doesn't give you a new worst smell then it's not as bad as something you've already smelled before."

 

Nudging a newly clean bit of detritus on the floor with one boot, the wizard adopted a more thoughtful expression.  "I still wouldn't volunteer to go in there until things are cleaner though.  Even if there might be clues."


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 Prestidigitation to begin cleaning everything within 10 feet.    
Bonus Action: .
Move: S, S, S.
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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  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 wrinkles his nose at the smell. "No clue is worth this," he grumbles. "Let's check the other door instead. They came through that one as well, didn't they?"


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

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

 

 

 

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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 rolls her eyes at the others as they seem afraid to go in the room just because it stinks of sweat. She goes in a looks through the bedding, tossing it with her sword to see if there is anything interesting.

 

"Let's check this, and then the other door."

 

Jax follows along and helps as much as she can.

 


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


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Investigation
Bonus Action: 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
Investigation
21
1d20+7 14
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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


"Well, I wouldn't volunteer," Blue said with a wry grin, altering his cast to generate the smell of eucalyptus and ozone directly in front of his nostrils, "but far be it from me to let a friend go in alone..."

 

The wizard joined Xaya and Jax in their search, telekinetically moving things where at all possible to avoid touching them.  He might not have been willing to let a friend go in alone, but the smell of this room was getting its own footnote in his documentation of their journey and he was very much unwilling to touch anything he didn't absolutely have to while in this room.


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 Mage Hand to move things and investigate.    
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

 

Name
Investigation
23
1d20+7 16
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Level 1: Dungeon Level



Checking over the makeshoft mats of bedding there were nothing of interest, no personal items, just some old food scraps and the mats. There was nothing in the chamber of interest for Xaya or Blue to find.

The groups attention then turned to a previous door they had seen out in the main hall, Varta led the way. Upon arriving at the door Varta opened it only to discover a short twisting hall that led to yet another door, moving to it she opened that one as well to see what lay beyond.

Old Gate

The chamber in front of her was only about twenty feet wide and thoirty feet long with another door in the center of the eastern wall. Two stone pillars with a 10-foot-wide arch between them support the 20-foot-high ceiling. Near the base of each pillar are the skeletal remains of two orcs. (four in total)

 


Halls of Hopelessness
Fourth Day, the 24th of TarsakhApril @ 5:35 am


CONDITIONS
Blue (mage armor)
Moss (darkvision)
Varta (light spell)

MAP IS ACIVE
Please use coordinates or directions when moving (N, S, E, SE, W, etc)

 

Show Active Maps

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Level 1: Dungeon Level and Crypts

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 1 minutes remaining)

Moss
Darkvision (6 hours and hours and 11 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

  spacer.png


AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception16: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


 Varta shrugged her shoulders and walked into the room.  She stopped to take a quick look at the corpses to see if they had any items of interest, but didn't expect to find much.

If there was nothing to see, Varta moved to the next door and listened to it.  If she heard nothing dangerous, she opened the door.



Mechanics

Search the bodies, then listen at the door.  If nothing is there, you can assume Varta opens the wooden door.

 

     

 

Name
Perception
12
1d20+5 7
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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 brings up the rear of the group. When Varta leads the way into the next chamber, Moss kneels by one of the skeletons, trying to determine how old it is. 


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

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
Medicine
24
1d20+7 17
Investigation
17
1d20+2 15
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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 and Jax walk into the room after Varta. She looks around the room to see if she can see any reason these orcs died here, particularly looking at the arch for any runes or signs of magic. She thinks it odd that there are orc skeletons here, and wants to find any signs of struggle. 

"Wait a second Varta, let's make sure this room is safe before we go on to the next one."

But once she is satisfied with her examination, she will motion for Varta to continue and resume her position as second in the marching order.

"Thanks for waiting."

 


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


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Investigation21 again
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
Investigation
21
1d20+7 14
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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 moved along with the group, his familiar clinging to his shoulder and graciously accepting the occasional rub under the chin as the wizard continued to express his appreciation for his companion telepathically.

 

"Find anything interesting, Moss?" Blue asked, looking down at the four skeletons over the tortle's shoulder.  They certainly didn't look like willing guests of the goblins and drow, but honestly if they'd been reduced to bones it was entirely possible that the skeletons had been there longer than their recently deceased ambushers.  

 

Humming thoughtfully, Blue took a moment while Moss was busy investigating to replace the parchment cover on his Grimoire.  Even considering his best efforts at minimizing his handwriting he'd somehow managed to fill nearly an entire page of parchment with notes and now seemed as good a time as any to start a fresh page.  


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: .    
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)
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Level 1: Dungeon Level


 

Varta stepped through the room glancing down at the long dead creatures before methodically moving toward the next door, Xaya put a hand on Varta's shoulder to give her pause as she examined the orcs and the closest of the two pillars. The bones showed signs of weapon strikes so they obviously died in combat here. The pillars also contained small arcane glyphs intricately carved into the surface. For what pourpose Xaya could not tell. The pillars also had small hairline cracks in them where something had damaged them in the past.

Blue and Narissa watched as Moss spent the time to examine the skeletons closely. The orcs had been slain long ago, from the state of the bones it looled like a little over half a century maybe. The bones showed signs of trama from both cutting weapons as well as spell and bludgeoning damage.

Xaya nodded and gave Varta the go ahead to continue and the woman then turned back and opened the next door...

 

Dead Mage

An odd shaped room lay ahead, with a deep alcove to the southwest where moldy bones have been swept. Hanging from a set of rusty manacles on the wall directly across from where Varta had just entered was the skeleton of a tiefling that was missing his legs. Written on the above the skeleton in long dried blood was a passage written in Infernal. To the southeast a corridor continued to another door.

 

Show Infernal Language

The inscription reads TALK TO ME.

 


Halls of Hopelessness
Fourth Day, the 24th of TarsakhApril @ 5:39 am


CONDITIONS
Blue (mage armor)
Moss (darkvision)
Varta (light spell)

MAP IS ACIVE
Please use coordinates or directions when moving (N, S, E, SE, W, etc)

 

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Level 1: Dungeon Level and Crypts

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PASSIVE PERCEPTION

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

INITIATIVE

Not currently in use!!

MECHANICS

Not currently in use!!

CONDITIONS

Blue
Mage Armor (5 hours and 57 minutes remaining)

Moss
Darkvision (6 hours and hours and 7 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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  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


"These are long-dead. They've been here at least a century, perhaps more. There was a fight. See these nicks? Some sort of blade did that. And you can see signs of magical breakage here... and here. And the femur was crushed by some sort of bludgeon. Nevertheless, they can't tell us anything about what's happened here recently," Moss patiently explains to his companions.

The tortle heads into the next room, where he stops short. Moss has been perfectly serene examining other skeletons or even practicing vivisection on corpses. The skeletal tiefling causes the blood to run from his face. Were he not already cold-blooded, it would have made his blood run cold. The druid suppresses a shudder. "That's a nasty business. I can't read what it says above the poor soul, but it can't be pleasant."


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.

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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 follows Varta into the next room. She doesn't like this at all. These skeletons aren't just from a random fight, between the runes on the arch and the ancient language written above this skeleton, there is still danger here.

"Great. More skeletons. With a warning in a language I can't read. I'll be happy when we get out of here."

She searches this room and then follows Varta if she leaves.


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


Mechanics

Main Hand: Greatsword
Off Hand: empty


Action: Investigation
Bonus Action: 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.

 

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

Hit Points 31 (5d8)

Speed 40 ft.

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STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

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Saving Throws: Dex +4, Con +5

Skills: Athletics +5, Perception +6

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 16

Languages: understands the languages you speak

Challenge:

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ACTIONS


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

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

REACTIONS


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

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Notes

Threestrings, Bard in Waterdeep "Could you please deliver this to a female half-drow named Cal'al Claddani, who runs a tavern called the Flagon and the Dragon in Skullport, on the third level? Cal'al provided shelter and healing to a wounded friend of mine and I kind of owe her for it. Once you deliver the pouch, your group will be able to take refuge in a in a place called Dalagor's Fortress, located on the uppermost level of Skullport. A dragonborn mage named Felrax guards the place."

 

Esvele Rosznar, "my brother Kressando. He has gone down to Skullport to conduct secret meetings with the thief's guild there, for nefarious purposes I would assume. He is twenty-two years old and has fair skin, like mine, and real curly hair. Be wary though, he is highly trained in the art of stealth and thievery. He also wears a platinum signet ring bearing our family crest, a diving white falcon on a field of blue. The ring also bears an inscription 'Fly high and swoop swift'. House Rosznar to fulfil that debt. Skullport is connected to level 3 of Undermountain by the underground River Sargauth and by five meandering subterranean passageways: Beggar's Rest Pass, Shadow Pass, Steamfall Pass, Taglath's Gap, and Whisperhaunt Pass."

 

Name
Investigation
9
1d20+7 2
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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 shook her head and laughed in  her raspy voice.

"Where is a Tiefling when you need him?  I sure as Hells can't read what it says, but I'm sure it's important."

Varta carefully made her way inside and looked around.  Assuming that no one saw anything, she carefully made her way through and went to the next wooden door to listen.  If she heard nothing, she opened it to progress further; if she did, then the Goliath stopped to wait for the others.

 



Mechanics

 

 

     

 

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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


"Poor fellow indeed," Blue added with a respectful nod towards the legless corpse, "but then again perhaps it was a well earned fate?  I can't say I understand what's written here either, nor am I certain of what it might tell us about the not-so-recently departed here, but if we have the time I can cast Comprehend Languages and fix that particular problem.  Or if no one feels like waiting I can just copy the shapes of the letters and cast the spell later, when we're in a better position to rest."  

 

Without waiting for a consensus, Blue started copying the inscription.  It was something he wanted in his notes, after all, regardless of whether or not he could add the translation now or later.  


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: .  If the party agrees, Blue will ritual cast Comprehend Languages.  
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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