bwatford Posted March 16, 2023 Author Clone Share Posted March 16, 2023 Level 1: Dungeon Level Xaya tossed the knotted silk rope at the mirror, but the rope just bounced off of its reflected surface and landed harmlessly on the floor. There was no portal here. At least not at the moment. Clean Tunnels Fourth Day, the 24th of TarsakhApril @ 7:37 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 in Use!! MECHANICS Not in Use!! CONDITIONS Blue Mage Armor (3 hours and 59 minutes remaining) Moss Darkvision (3 hours and 59 minutes remaining) Wildfire Spirit (44 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: 7,250/14,000 MOSS Hit Points: 28/38 Hit Dice: 5/5 Wildshape: 0/2 *S 1st Level Spell Slots: 3/4 *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: 7,250/14,000 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: 3/4 *L (+8* / DC 16*) 2nd Level Spell Slots: 0/3 *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: 7,250/14,000 VARTA "ROCKGRINDER" Hit Points: 32/49 (shield master) Hit Dice: 5/5 Action Surge: 1/1 *S Cloud Rune: 1/1 *S Giant's Might: 3/3 *L Second Wind: 0/1 *S Stone Rune: 1/1 *S Stone's Endurance: 1/1 *S DM Inspiration: 1/1 Attuned Magic Items: 0/3 XP: 7,250/14,000 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: 7,250/14,000 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 18, 2023 Clone Share Posted March 18, 2023 Xaya Nev - Eladrin Artificer 5 (MW Sheet Link) AC: 17 | HP: 42/43 HD: 4/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 1/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1 Xaya touches the mirror with her bare fingers to see if anything happens. If that does nothing, she shrugs her shoulders. "Well. I give up. If it is a portal, maybe knowing it's here could be useful. A way to teleport back to the first level could be helpful." She looks at the side of the frame and tries to look at the back of the mirror, pulling the bottom away with taking the mirror off the wall. She's looking for any sigils or arcane words that might be useful later. Jax starts pacing, anxious to keep moving. 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: command Jax 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 23 1d20+7 16 Link to comment Share on other sites More sharing options...
Gallifrey Posted March 18, 2023 Clone Share Posted March 18, 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 "Perhaps there is some kind of trigger," Blue said, pausing to briefly focus the sweep of his Detect Magic spell over the nearest alcove containing lit candles, just to see what sort of magic was moving there, before stepping forward and joining Xaya in her search, "A keyword or phrase? Or something to do with the candles? Ah, how I'd love to have the time for a truly detailed and in depth study. This place is fascinating, even if we've managed to run into several of its least friendly denizens so far." The wizard held his speech long enough to blow a slow breath over the glass to see if it would fog, and if it did if any words might reveal themselves, before continuing. "I'm sure the next group we meet will be more amenable to polite conversation. Maybe they'll even be able to give us directions to Skullport." The wizard bent down and grabbed the piece of rope on the ground before offering it to Xaya, "You would think directions would be more readily available outside Undermountain, but I have to say I am rather enjoying not knowing at the moment. Reminds me of that old saying about the journey being the destination and all." Nisgaviel (Bat Familiar) | AC: 12 | HP: 1/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing) Mechanics Main Hand: Empty 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 March 19, 2023 by Gallifrey (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Aid Xaya's Investigation 23 1d20+7 16 Link to comment Share on other sites More sharing options...
codexgigas Posted March 20, 2023 Clone Share Posted March 20, 2023 Moss - Tortle Druid AC: 19 | HP: 28/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 0/2 | Spell Slots: 1st 3/4 2nd 1/3 3rd 1/2 | DM Inspiration: 1/1 Moss shrugs as the mirror refuses to divulge any secrets. "Perhaps it's just a mirror?" he asks. "Maybe all it exists to do is add some ambiance to Undermountain. Regardless, let's pick another hall and look for something. Ignis will only be with us for a short while longer, and I won't be able to summon him again for a while. Lead the way and I'll guard the rear." Ignis (Wildfire Spirit) | AC: 13 | HP: 30/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12 Mechanics Main Hand: Moon Sickle +1 (Druidic Focus) Off Hand: Shield Action: \ Bonus Action: Move: NA 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 Perception1017 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...
Recommended Posts