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Level 1: Dungeon Level


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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 12 | HP: 32/32 | Initiative: +2 | Passive Perception: 14 | Spell Slots: 1st 4/4, 2nd 3/3, 3rd 2/2 | Portents: 20, 13


Bending an ear to listen to Varta's voice echoing up from below, Blue nodded and turned to the others still waiting to go down. "I do quite appreciate the Shield spell.  It's saved many a wizard's life along the way, mine most definitely included.  It can be a little fiddly to cast, but that's a small price to pay for its speed.  That being said, I'm guessing that's not the kind of shields she's talking about."

 

The wizard's pen kept moving across the paper, describing the scene as it played out before him, even as he listened for the sounds of any problems coming from below.

 



Mechanics

Main Hand: Inkpen
Off Hand: Empty

Mage Hand: Parchment-wrapped Arcane Grimoire

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Nisgaviel - Celestial Spirit and Bat Familiar

AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft

 

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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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Dungeon of the Mad Mage Level 1: Dungeon Level

 

A few minutes later all of the group of five had made their descent down the well and where all standing upon the sandy floor of the square chamber.

 

Entry Well

At the bottom of the Yawning Portal entry well is a 40-foot-square room, the only exit appears to be a 10-foot-wide tunnel that leads south out of the room. A thin layer of sand covers the floor. You can see that the walls are adorned with dozens and dozens of dented and rusty shields of all make, sizes, and colors, graffiti covers the front of most of the shields and any wall space that has not been taken by a shield.

 


OOC Scene Notes


Fourth Day, the 24th of TarsakhApril @ 3:35 am

Passive Perceptions - Narissa (11) Xaya (13) Blue (14) Varta (15) Moss (17) / Passive Investigations - Varta (9) Narissa (12) Moss (12) Blue (17) Xaya (17)

 

MAP IS ACTIVE

Please use directions when moving (N,S,S,E,E, etc.)

 


Combat/Conditions Tracker

 
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Characters Status

 

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ADMAER "BLUE" AZUREGIFT

Hitpoints: 32/32 (fey ancestry)
Hitdice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *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


 

MOSS

Hitpoints: 38/38
Hitdice: 5/5

Wildshape: 2/2 *S

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding Moon Sickle (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3


 

NARISSA DELAVAUNT

Hitpoints: 27/27
Hitdice: 5/5 (resist necrotic, radiant)

Bloodwell Vial: 1/1 *L

Favored of the Gods: 1/1 *L

Healing Hands: 1/1 *L

Radiant Soul: 1/1 *L

Sorcery Points: 5/5 *L

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding/wearing Bloodwell Vial (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3


 

VARTA "ROCKGRINDER"

Hitpoints: 49/49 (shield master)
Hitdice: 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


 

XAYA NEV

Hitpoints: 43/43
Hitdice: 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: 4/4 *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

Active Maps

 

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Level 1 - Dungeon Level


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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 32/32 | Initiative: +2 | Passive Perception: 14 | Spell Slots: 1st 3/4, 2nd 3/3, 3rd 2/2 | Portents: 20, 13


Blue paused to let the brief, shimmering gleam of his Mage Armor spell fade into invisibility.  He had finished the casting on the way down the lift, deciding that now was the right time to start protecting himself as best he could.  It wasn't that he didn't trust Varta to hold the line, as it were, but rather that he didn't trust Undermountain not to try and kill them in a variety of ways that would at least make for a good story in the afterlife if one should fail to survive.

 

"I see what you mean about the shields," Blue said, looking around as his pen darted back and forth across the parchment-wrapped Grimoire that now sat in his left hand, "Though I freely admit that I completely fail to see their purpose."

 

A small portal snapped open just over the wizard's shoulder, spinning itself out into a shining silvery disk that lasted just long enough for a small bat to crawl through before shrinking itself down to a single point that imploded into nothingness.  

 

"What do you think, Nisgaviel?" the wizard asked his familiar, turning slightly to include the rest of the party, "Do we trust the only exit leading out?  Or should we check this room ourselves first?  I'm guessing making assumptions in a place like Undermountain is how people become stories remembered by others, but you would also think if there was something like a secret passage here it would have been found a long time ago."

 

"I could have Nisgaviel take a quick look ahead and at least check for any magic here," Blue added, his lips quirking into a small grin, "though that will probably push back your nap even further, Moss."

 



Mechanics

Main Hand: Inkpen
Off Hand: Parchment-wrapped Arcane Grimoire

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Nisgaviel - Celestial Spirit and Bat Familiar

AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft

 

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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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Xaya Nev - Eladrin Artificer 5spacer.png



Xaya waits at the bottom for the others. She is restless until Jax is lowered after her. Once her dragon is with her, she pets it and hugs it, as if they had been apart for months or years, even though it was just a few minutes. 

 

When Blue makes a couple recommendations, she agrees with her friend. 

 

"Both of those are good ideas, Blue. See if there is anything magic here and let your bat look ahead for us.

 

While she waits for the bat to search ahead, she moves to the south of the room and peaks around the corner. 

 

 

 



Mechanics

HP: 43 /43 | Defender HP: 31 / 31

1st Level: 4 / 4 

2nd Level: 2 / 2

Hit Dice: 5 / 5d8 

Fey Step: 3 / 3 LR

Defender Repair: 3 / 3 LR

Any Cantrip: 1 / 1 LR

___________________________________________________

Main Hand: Greatsword
Off Hand: Empty

___________________________________________________

Action: none
Bonus Action: none

Reaction: Shield if it would help.
Move: S, S, W and peaks around the corner
Manipulate: none

Defender Action: Dodge

Defender Move: S,S,W to stay beside Xaya

Defender Reaction: none

Character Sheet

 

Xaya Nev - Winter Eladrin Battlesmith Artificer 5

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 18 (+4) Wis 10 (+0) Cha 8 (-1)
Speed 30 ft.HP 43 HD 5d8 AC 17 (scale +1)

Passive Perception 13 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Greatsword +8 attack, 2d6+5 slashing damage
Ray of Frost (range 60) +8 attack, 2d8 cold damage

Defender +8 Attack 1d8+PB force damage

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Constitution +6, Intelligence +7
Skills Acrobatics +5, Arcana +7, Investigation +7, Insight +3, Perception +3
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

Elven Accuracy +1 INT, role 3 dice if advantage

___________________________________________________
RACIAL FEATURES

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

___________________________________________________
CLASS FEATURES

Magical Tinkering. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message no more than 6 seconds long.

Continuously emits an odor or a nonverbal sound (wind, waves, chirping, or the like).  

Visual effect can be a picture, up to 25 words of text, lines and shapes, or a mixture.

The maximum number of objects  is equal to your Intelligence modifier (minimum of one object). 

 

Infusions. 

*Enhanced Defense +1 armor or shield

*Enhanced Weapon +1

Mind Sharpener

Replicate Item: Alchemists Jug

 

BATTLESMITH FEATURES

Battle Ready. Martial Weapons. Use INT for magical weapons.

Ice Defender. Make defender at end of LR. Takes its turn right after mine. 

Heal it by 2d6 with mending spell.

Revive with spell slot if died in 1 hour.

Equipment

 

___________________________________________________

General Inventory 

Scale +1 (infuse) 45#
Greatsword +1 (infuse) 6#

All-Purpose Tool +1 (free) 1#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls

Cure Wounds x2


Coin Purse  
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

100 gp diamond

50gp ruby dust

50gp platinum bands x2

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 106 (unencumbered)

Spells

  Spell Save DC: 16
Spell Attack Mod: +8
Cantrips: Mending, Ray of Frost
1st: Shield, Heroism, Absorb Elements, Cure Wounds, Grease, Faerie Fire
2nd: Branding Smite, Warding Bond, Levitate, Web


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."

Defender Stats

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.

 

Steel Defender

Medium construct

Armor Class: 15 (natural armor)

Hit Points: 31 (2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level))

Speed: 40 ft.

STR      DEX     CON     INT      WIS      CHA

14 (+2) 12 (+1) 14 (+2) 4 (−3)   10 (+0) 6 (−2)

Saving Throws: Dex +1 plus PB, Con +2 plus PB

Skills: Athletics +2 plus PB, Perception +0 plus PB x 2

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): equals your bonus

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB 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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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Initiative: +1 | Passive Perception: 11


 

Narissa looks around curiously at the shields and graffiti.

"I think you are right that anything here would have been found long ago.  Of course it might have been covered up again, but that is unlikely.  What are we going to use as a marching order?"

 

 



Mechanics

 

Main Hand: Empty
Off Hand: Empty

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.  

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Dungeon of the Mad Mage Level 1: Dungeon Level

 

As the group discussed their next set of actions Xaya and Jax peaked around the corner to the south where they could see the bend in the passage just beyond the range of Varta's light.

 

Blue meanwhile released Nisgaviel with orders to just see what lay ahead but not to venture to far as to leave the range of communication.

 

The bat then launched off of Blue's shoulder and flew over the heads of Xaya and Jax and swooped into the darkness to the south.

Swooping around through the passageway Nisgaviel came to a wide hall just as he was at the very far edge of Blue's telepathic range. 

 

Hall of Many Pillars

The wide hall continued as far as the bat's echolocation could reach. Every 10-foot-wide section of wall has a 9-foot-high. 4-foot-wide, 3-inch-deep door shaped recess. The stone in each gave various depth readings back to the radar like sense, bas-relief carvings in each, although the sense could not make out the details of what the carvings were. A humanoid sized skeleton lay on the floor about 40-foot down the hall.

 


OOC Scene Notes


Fourth Day, the 24th of TarsakhApril @ 3:38 am

Passive Perceptions - Narissa (11) Xaya (13) Blue (14) Varta (15) Moss (17) / Passive Investigations - Varta (9) Narissa (12) Moss (12) Blue (17) Xaya (17)

 

MAP IS ACTIVE

Please use directions when moving (N,S,S,E,E, etc.)

 


Combat/Conditions Tracker

 
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Characters Status

 

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ADMAER "BLUE" AZUREGIFT

Hitpoints: 32/32 (fey ancestry)
Hitdice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *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


 

MOSS

Hitpoints: 38/38
Hitdice: 5/5

Wildshape: 2/2 *S

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding Moon Sickle (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3


 

NARISSA DELAVAUNT

Hitpoints: 27/27
Hitdice: 5/5 (resist necrotic, radiant)

Bloodwell Vial: 1/1 *L

Favored of the Gods: 1/1 *L

Healing Hands: 1/1 *L

Radiant Soul: 1/1 *L

Sorcery Points: 5/5 *L

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding/wearing Bloodwell Vial (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3


 

VARTA "ROCKGRINDER"

Hitpoints: 49/49 (shield master)
Hitdice: 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


 

XAYA NEV

Hitpoints: 43/43
Hitdice: 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: 4/4 *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

Active Maps

 

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Level 1 - Dungeon Level


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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 32/32 | Initiative: +2 | Passive Perception: 14 | Spell Slots: 1st 3/4, 2nd 3/3, 3rd 2/2 | Portents: 20, 13


"Well, that is an interesting hallway," Blue said, explaining to the others what his familiar had seen (or more accurately heard) ahead even as he wrote it down himself, "Though at risk of repeating myself, I freely admit that I completely fail to see the purpose of those carved door shapes.  In any case, let me check my notes and get started..."

 

The elven wizard hummed a little tune as he wiped the nib of his inkpen and returned it to his belt pouch.  Flipping open his Grimoire the wizard turned the pages until he found the ritual for Detect Magic.  Running a finger gently over the page, Blue nodded, tapped the page, skimmed some more, and nodded again.  Everything seemed to him to be quite in order.  One of the many benefits of a fantastic memory and meticulous notes.

 

"Alright," the wizard said, looking up from his tome, "I'll get to casting here and see if there's any magic afoot.  I'll just be a few minutes.  Should be plenty of time on the spell to sweep the hallway and parts beyond, depending on how long we take." 

 

"As for marching order, Miss Delavaunt," he added with a self-deprecating grin, "I'd prefer somewhere in the middle, if given the option.  I'll be the first to admit that I don't love the idea of an up close and personal fight.  I'm just not that kind of wizard."

 



Mechanics

Main Hand: Inkpen
Off Hand: Parchment-wrapped Arcane Grimoire

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Nisgaviel - Celestial Spirit and Bat Familiar

AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft

 

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Initiative: +1 | Passive Perception: 11


 

Narissa smiles. 

"I am afraid I also want to be in the middle.  I have no skills for scouting or melee combat."

 

 



Mechanics

 

Main Hand: Empty
Off Hand: Empty

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.  

 

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 Moss - Tortle Druidspacer.png


AC: 19 | HP: 38/38 | Initiative: +0 | Passive Perception: 17 | Spell Slots  1st 4/4 / 2nd 2/3 / 3rd 2/2 | Wild Shape 2/2


 

"I can take the rear," Moss volunteers. "I don't see well in the dark, but I'm sturdy if anything tries to sneak up behind." As he speaks, the tortle druid draws his sickle and shield, holding them at the ready.

 

"Although... there is something I can do to help with my eyesight." Moss begins to chant slowly under his breath, moving his sickle in complicated circular motions as he does so. As the spell takes hold, he seems to squint less. He sighs and smiles. "That's much better. Much better indeed. I should still take the rear. My shell's as hard as my head." Moss grins as he thumps his shell with the handle of his sickle to demonstrate its hardness. It appears he's waiting for his companions to laugh at his joke.



Mechanics

 

Main Hand: Moon Sickle +1 (Druidic Focus)
Off Hand: Shield

________________

Action: Cast darkvision on self.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Ignis' Statblock

WILDFIRE SPIRIT

Small elemental

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

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 — Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB 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 Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

Prepared Spells

 

1st LevelAbsorb 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

 

 

Edited by codexgigas (see edit history)
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Xaya Nev - Eladrin Artificer 5spacer.png



Xaya smiles politely at Moss' joke, but she's not quite sure if she gets it. Her sense of humor is different than these southerners. She waits for Blue to tell us what the bat sees, and also to finish his spell and search the room with the shields. As the others give their preferences for a marching order, Xaya nods along in agreement. 

 

"Jax and I can go up front with Varta. We'll try to keep the enemy off the rest of you.

 

Once everyone is ready, she will move towards the hallway, ending up just south of its entrance.

 

 

 



Mechanics

HP: 43 /43 | Defender HP: 31 / 31

1st Level: 4 / 4 

2nd Level: 2 / 2

Hit Dice: 5 / 5d8 

Fey Step: 3 / 3 LR

Defender Repair: 3 / 3 LR

Any Cantrip: 1 / 1 LR

___________________________________________________

Main Hand: Greatsword
Off Hand: Empty

___________________________________________________

Action: none
Bonus Action: none

Reaction: Shield if it would help.
Move: to just below the bat's current position.
Manipulate: none

Defender Action: Dodge

Defender Move: stays beside Xaya

Defender Reaction: none

Character Sheet

 

Xaya Nev - Winter Eladrin Battlesmith Artificer 5

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 18 (+4) Wis 10 (+0) Cha 8 (-1)
Speed 30 ft.HP 43 HD 5d8 AC 17 (scale +1)

Passive Perception 13 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Greatsword +8 attack, 2d6+5 slashing damage
Ray of Frost (range 60) +8 attack, 2d8 cold damage

Defender +8 Attack 1d8+PB force damage

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Constitution +6, Intelligence +7
Skills Acrobatics +5, Arcana +7, Investigation +7, Insight +3, Perception +3
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

Elven Accuracy +1 INT, role 3 dice if advantage

___________________________________________________
RACIAL FEATURES

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

___________________________________________________
CLASS FEATURES

Magical Tinkering. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message no more than 6 seconds long.

Continuously emits an odor or a nonverbal sound (wind, waves, chirping, or the like).  

Visual effect can be a picture, up to 25 words of text, lines and shapes, or a mixture.

The maximum number of objects  is equal to your Intelligence modifier (minimum of one object). 

 

Infusions. 

*Enhanced Defense +1 armor or shield

*Enhanced Weapon +1

Mind Sharpener

Replicate Item: Alchemists Jug

 

BATTLESMITH FEATURES

Battle Ready. Martial Weapons. Use INT for magical weapons.

Ice Defender. Make defender at end of LR. Takes its turn right after mine. 

Heal it by 2d6 with mending spell.

Revive with spell slot if died in 1 hour.

Equipment

 

___________________________________________________

General Inventory 

Scale +1 (infuse) 45#
Greatsword +1 (infuse) 6#

All-Purpose Tool +1 (free) 1#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls

Cure Wounds x2


Coin Purse  
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

100 gp diamond

50gp ruby dust

50gp platinum bands x2

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 106 (unencumbered)

Spells

  Spell Save DC: 16
Spell Attack Mod: +8
Cantrips: Mending, Ray of Frost
1st: Shield, Heroism, Absorb Elements, Cure Wounds, Grease, Faerie Fire
2nd: Branding Smite, Warding Bond, Levitate, Web


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."

Defender Stats

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.

 

Steel Defender

Medium construct

Armor Class: 15 (natural armor)

Hit Points: 31 (2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level))

Speed: 40 ft.

STR      DEX     CON     INT      WIS      CHA

14 (+2) 12 (+1) 14 (+2) 4 (−3)   10 (+0) 6 (−2)

Saving Throws: Dex +1 plus PB, Con +2 plus PB

Skills: Athletics +2 plus PB, Perception +0 plus PB x 2

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): equals your bonus

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB 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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Dungeon of the Mad Mage Level 1: Dungeon Level

 

Blue finished his ritual of detection as Moss activated the magical spell that would allow him to see in the dark. Blue scanned the room with the shields for anything magical but did not detect the presence of anything.

 

Purposing at least a temporary order of operations, Varta took the lead with Xaya and Jax close behind as the others followed until that reached the edge of the long hall.

 

Demon Reliefs

Every 10-foot section of wall has a 9-foothigh, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a demon. Each relief depicts a different kind of demon.

 

North Wall Bas-Reliefs (also shown on map) from east to west (a balor, a barlgura, a chasme, a dretch, a glabrezu, a goristro, and a hezrou.)

 

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South Wall Bas-Reliefs (also shown on map) from west to east (a marilith, a nalfeshnee, a quasit, a shadow demon, a vrock, and a yochlol.

 

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OOC Scene Notes

Passive Perceptions - Narissa (11) Xaya (13) Blue (14) Varta (15) Moss (17) / Passive Investigations - Varta (9) Narissa (12) Moss (12) Blue (17) Xaya (17)


Fourth Day, the 24th of TarsakhApril @ 3:51 am

 

IDENTIFYING STATUES

For your character to identify any one particular carving requires a DC 15 Religion Check, a roll can be made for each if you like but only once you are within direct site of it.

 

PURPOSED MARCHING ORDER

Please let me know if this needs to be changed.

Varta
Xaya
Jax
Blue 
Narissa
Moss

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

spacer.png

Level 1: Dungeon Leveland Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE

Currently Not in Use!

 

CONDITIONS

BLUE
Is concentrating on Detect Magic (7 minutes remaining)

 

MOSS

Darkvision (7 hours and 57 minutes remaining)

 

MECHANICS

MOSS
Used one 2nd level spell slot. (2 of 3 remaining)

DESCRIPTIONS

DEFAULT MARCHING ORDER

Varta
Xaya
Jax
Blue 
Narissa
Moss

 

 

CHARACTER STATUS

ARIK LOSTCUB
Hit Points: 8/15 (Resistance (cold))
Hit Dice: 1/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

Spell Slots 1st Level: 1/1 (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

VARTA "ROCKGRINDER"

Hit Points: 49/49 (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

 

 

ELENDRIS VESSICARI
Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

 

XAYA NEV

Hit Points: 43/43
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: 4/4 *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

 

ESTRIEL ILYAKRANA
Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

 

 

 

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Xaya Nev - Eladrin Artificer 5spacer.png



Xaya looks around to make sure the others are with her. She might be talking to Jax or to everyone. It's not completely clear.

 

"Follow me and step where I step.

 

Once everyone is ready, she starts to move down the hallway, keeping to the center of the passage and watching for traps and tripwires in the path. She glances at each mural to see if she recognizes the relief. Jax follows along as instructed.

 



Mechanics

HP: 43 /43 | Defender HP: 31 / 31

1st Level: 4 / 4 

2nd Level: 2 / 2

Hit Dice: 5 / 5d8 

Fey Step: 3 / 3 LR

Defender Repair: 3 / 3 LR

Any Cantrip: 1 / 1 LR

___________________________________________________

Main Hand: Greatsword
Off Hand: Empty

___________________________________________________

Action: none
Bonus Action: none

Reaction: Shield if it would help.
Move: W,W,N,N,NW,W (moves into the hallway, staying in the center and looking north and south as she goes).
Manipulate: none

Defender Action: Dodge

Defender Move: stays beside Xaya

Defender Reaction: none

Character Sheet

 

Xaya Nev - Winter Eladrin Battlesmith Artificer 5

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 18 (+4) Wis 10 (+0) Cha 8 (-1)
Speed 30 ft.HP 43 HD 5d8 AC 17 (scale +1)

Passive Perception 13 Initiative +2
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elvish, Sylvan
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Greatsword +8 attack, 2d6+5 slashing damage
Ray of Frost (range 60) +8 attack, 2d8 cold damage

Defender +8 Attack 1d8+PB force damage

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Constitution +6, Intelligence +7
Skills Acrobatics +5, Arcana +7, Investigation +7, Insight +3, Perception +3
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

Elven Accuracy +1 INT, role 3 dice if advantage

___________________________________________________
RACIAL FEATURES

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

___________________________________________________
CLASS FEATURES

Magical Tinkering. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message no more than 6 seconds long.

Continuously emits an odor or a nonverbal sound (wind, waves, chirping, or the like).  

Visual effect can be a picture, up to 25 words of text, lines and shapes, or a mixture.

The maximum number of objects  is equal to your Intelligence modifier (minimum of one object). 

 

Infusions. 

*Enhanced Defense +1 armor or shield

*Enhanced Weapon +1

Mind Sharpener

Replicate Item: Alchemists Jug

 

BATTLESMITH FEATURES

Battle Ready. Martial Weapons. Use INT for magical weapons.

Ice Defender. Make defender at end of LR. Takes its turn right after mine. 

Heal it by 2d6 with mending spell.

Revive with spell slot if died in 1 hour.

Equipment

 

___________________________________________________

General Inventory 

Scale +1 (infuse) 45#
Greatsword +1 (infuse) 6#

All-Purpose Tool +1 (free) 1#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls

Cure Wounds x2


Coin Purse  
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

100 gp diamond

50gp ruby dust

50gp platinum bands x2

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 106 (unencumbered)

Spells

  Spell Save DC: 16
Spell Attack Mod: +8
Cantrips: Mending, Ray of Frost
1st: Shield, Heroism, Absorb Elements, Cure Wounds, Grease, Faerie Fire
2nd: Branding Smite, Warding Bond, Levitate, Web


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."

Defender Stats

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.

 

Steel Defender

Medium construct

Armor Class: 15 (natural armor)

Hit Points: 31 (2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level))

Speed: 40 ft.

STR      DEX     CON     INT      WIS      CHA

14 (+2) 12 (+1) 14 (+2) 4 (−3)   10 (+0) 6 (−2)

Saving Throws: Dex +1 plus PB, Con +2 plus PB

Skills: Athletics +2 plus PB, Perception +0 plus PB x 2

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): equals your bonus

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB 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.

 

 

 

 

 

Name
Religion south 2
19
1d20+4 [[15]]
Religion south 1
10
1d20+4 [[6]]
Religion north 1
12
1d20+4 [[8]]
Religion north 2
24
1d20+4 [[20]]
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Varta Rockgrinder - Goliath Fighter (Rune Knight) 5spacer.png



"HAH!  Shield spells.  This gal..."

 

Varta let out a loud, throaty laugh in her raspy alto voice and then helped all of the others make their way safely down.  She paused for a moment to 'admire' the wall of demons and all the various depictions and poses.

 

"Well, I say THIS for the demons.  They didn't make it to the top of the Abyss on their looks."  The Goliath seemed rather uncomfortable around the creatures, as if their snarling faces were an unwelcome reminder of something.

 

Varta then continued her way down the hall, shield up and eyes looking around for anything of importance.

 

 



Mechanics

HP: 49 /49

Second Wind 1/1

Action Surge 1/1

Cloud Rune 1/1

Stone Rune 1/1

 

___________________________________________________

Main Hand: Battleaxe
Off Hand: Shield

___________________________________________________

Action: Battleaxe 2x
Bonus Action: Shield Bash

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

 

Varta Inulpine - Goliath Rune Knight Fighter 5

___________________________________________________
STATS

Str 16 (+3) Dex 10 (+2) Con 16 (+3) Int 8 (+4) Wis 14 (+2) Cha 10 (+0)
Speed 30 ft.HP 49 HD 5d10 AC 20 (Splintmail +1, Shield)

Passive Perception 15 Initiative +0
Vision: 120' darkvision
DM Inspiration Yes
Languages Common, Giant, Elvish, Dwarvish
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Greatsword +7 attack, 1d8+4 slashing damage

Javelin (range 30/120) +6 attack, 1d6 piercing

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Strength +6, Constitution +6

Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

Shield Master: 
Source: Player's Handbook

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

___________________________________________________
RACIAL FEATURES

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Languages. You can speak, read, and write Common and Giant.

___________________________________________________
CLASS FEATURES

Fighting Style:  Dueling
Second Wind
Action Surge
Rune Carver
Giant's Might

Equipment

 

___________________________________________________

General Inventory 

Splintmail +1  45#
Battleaxe +1  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls

Cure Wounds x2


Coin Purse  
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

100 gp diamond

50gp ruby dust

50gp platinum bands x2

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

 

 


 

 

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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 32/32 | Initiative: +2 | Passive Perception: 14 | Spell Slots: 1st 3/4, 2nd 3/3, 3rd 2/2 | Portents: 20, 13


Blue followed along behind Varta and Xaya, sweeping the walls and murals with his magical senses.  He was careful to follow Xaya's footsteps, not wanting to risk a mishap so early in their venture.  Reaching up behind one long ear, the wizard felt around momentarily for his inkpen, before shaking his head and reaching into his belt pouch.  After securing and preparing his inkpen, Dlue returned to taking notes on the hallway and bas reliefs.  

 

"I can't say these are the sort of art that I'd like to have around if I was decorating," the wizard said, glancing at Varta after looking at the first few carved images, "Though I suppose they might grow on you with time?"

 

He hadn't intended to make the last sentence a question, but on closer reflection he honestly thought it fit better that way.  His familiar silently agreed.  These were not the sort of faces that one would learn to appreciate.  And if you somehow did, that was probably a sign of a deeper underlying issue.    

 

"At least they're educational," he added, carefully noting the location of each, "In a 'if you see this run though it may very well be too late' sort of way.  Still, better than wondering what is about to eat you rather than going to your grave wondering."

 

"The one with the wings, horns, and flaming whip over there," he went on, pointing across the hall before looking at the other two carvings nearby, "is a balor.  Nasty, powerful thing.  Not sure about the one next to it.  Or the tree-looking one with the tentacles here.  Any thoughts Xaya?"

 



Mechanics

Main Hand: Inkpen
Off Hand: Parchment-wrapped Arcane Grimoire

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: W,W,W,W,N,N.
Manipulate: Your one free object interaction goes here.

 

Nisgaviel - Celestial Spirit and Bat Familiar

AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft

 

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Hold position.
Manipulate: Your one free object interaction goes here.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

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)
Name
Yochlol
10
1d20+7 [[3]]
Balor
25
1d20+7 [[18]]
Barlgura
12
1d20+7 [[5]]
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Dungeon of the Mad Mage Level 1: Dungeon Level

 

Moving slowly into the hall the group kept their eyes open for anything out of the ordinary. Just  beyond Varta's light one could make out a set of steps leading down at the far western end of the hall now.

 

Skeleton

A kenku skeleton lies on the floor about thirty feet from Varta, one of its thin arms pointing toward a bas-relief of a nalfeshnee demon on the south wall.

 


OOC Scene Notes

Passive Perceptions - Narissa (11) Xaya (13) Blue (14) Varta (15) Moss (17) / Passive Investigations - Varta (9) Narissa (12) Moss (12) Blue (17) Xaya (17)


Fourth Day, the 24th of TarsakhApril @ 3:54 am

 

IDENTIFYING STATUES

For your character to identify any one particular carving requires a DC 15 Religion Check, a roll can be made for each if you like but only once you are within direct site of it.

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

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Level 1: Dungeon Leveland Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Currently Not in Use!

 

BLUE
Is concentrating on Detect Magic (4 minutes remaining)

 

MOSS

Darkvision (7 hours and 54 minutes remaining)

 

MECHANICS DESCRIPTIONS

Currently Not in Use!

DEFAULT MARCHING ORDER

Varta
Xaya
Jax
Blue 
Narissa
Moss

 

 

CHARACTER STATUS

ADMAER "BLUE" AZUREGIFT VARTA "ROCKGRINDER"

Hit Points: 32/32 (fey ancestry)
Hit Dice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *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

 

Hit Points: 49/49 (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

 

MOSS XAYA NEV

Hit Points: 38/38
Hit Dice: 5/5

Wildshape: 2/2 *S

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding Moon Sickle (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

 

Hit Points: 43/43
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: 4/4 *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

 

NARISSA DELAVAUNT  

Hit Points: 27/27
Hit Dice: 5/5 (resist necrotic, radiant)

Bloodwell Vial: 1/1 *L

Favored of the Gods: 1/1 *L

Healing Hands: 1/1 *L

Radiant Soul: 1/1 *L

Sorcery Points: 5/5 *L

1st Level Spell Slots: 4/4 *L (+8* / DC 16*)

2nd Level Spell Slots: 3/3 *L (+8* / DC 16*)

3rd Level Spell Slots: 2/2 *L (+8* / DC 16*)

*When holding/wearing Bloodwell Vial (+7 / DC 15) when not.
DM Inspiration: 1/1
Attuned Magic Items: 1/3

 

 

 

 

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