Gallifrey Posted January 10, 2023 Clone Share Posted January 10, 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 "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. 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 11, 2023 Clone Share Posted January 11, 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 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 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 11, 2023 Clone Share Posted January 11, 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 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. 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 21 1d20+7 14 Link to comment Share on other sites More sharing options...
Gallifrey Posted January 13, 2023 Clone Share Posted January 13, 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 "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. 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 Investigation 23 1d20+7 16 Link to comment Share on other sites More sharing options...
bwatford Posted January 13, 2023 Author Clone Share Posted January 13, 2023 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 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hammerfist Posted January 13, 2023 Clone Share Posted January 13, 2023 Varta Rockgrinder: Rune Knight 5 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 xDiceName xDiceResult xDiceString xDiceRolls Perception 12 1d20+5 7 Link to comment Share on other sites More sharing options...
codexgigas Posted January 13, 2023 Clone Share Posted January 13, 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 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 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 24 1d20+7 17 Investigation 17 1d20+2 15 Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 13, 2023 Clone Share Posted January 13, 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 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. 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 21 1d20+7 14 Link to comment Share on other sites More sharing options...
Gallifrey Posted January 16, 2023 Clone Share Posted January 16, 2023 (edited) 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 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. Prepared Spells Prepared Spells (10) Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor Web, Misty Step Hypnotic Pattern Edited January 16, 2023 by Gallifrey (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted January 16, 2023 Author Clone Share Posted January 16, 2023 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) 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 (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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted January 16, 2023 Clone Share Posted January 16, 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 "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 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 17, 2023 Clone Share Posted January 17, 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 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. 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 9 1d20+7 2 Link to comment Share on other sites More sharing options...
Hammerfist Posted January 17, 2023 Clone Share Posted January 17, 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 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gallifrey Posted January 18, 2023 Clone Share Posted January 18, 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 "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. 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...
bzipser Posted January 19, 2023 Clone Share Posted January 19, 2023 Narissa grimaces at the sight of the hanging body, or portion of one. "I can't read it either. Sorry." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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