codexgigas Posted July 14, 2022 Clone Share Posted July 14, 2022 Moss - Tortle Druid AC: 17 | HP: 38/38 | Initiative: +0 | Passive Perception: 17 | Spell Slots 1st 4/4 / 2nd 2/3 / 3rd 2/2 | Wild Shape 2/2 Moss slowly moves over toward the Kenku skeleton, apologizing as he bumps into his new companions along the way. "What have we here?" he murmurs, inspecting the bones. His gaze follows its pointing figure toward one of the carvings on the wall. He stands up, dusts off his knees, and walks over the carved panel in question. He slowly examines it. He takes a moment to remove his shield and place it on a hook protruding from his shell. He murmurs another spell, conjuring a flame in the palm of his erstwhile shield hand. He holds it close to the carved demon to get a better look. 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 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 Perception 19 1d20+7 [[12]] Religion 22 1d20+5 [[17]] Link to comment Share on other sites More sharing options...
bzipser Posted July 14, 2022 Clone Share Posted July 14, 2022 (edited) Narissa Delavaunt - Aasimar Divine Soul Sorcerer AC: 11 | HP: 27/27 | Initiative: +1 | Passive Perception: 11 Narissa follows the others into the hall, grimacing as she catches sight of the bas reliefs. "An ominous beginning." 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. Edited July 15, 2022 by bwatford removed quote (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Religion N1 23 1d20+5 [[18]] Religion S2 16 1d20+5 [[11]] Religion S1 6 1d20+5 [[1]] Religion N2 8 1d20+5 [[3]] Link to comment Share on other sites More sharing options...
BobtheWizard Posted July 15, 2022 Clone Share Posted July 15, 2022 Xaya Nev - Eladrin Artificer 5 Xaya does not recognize the first two demons but thinks she has read about the next ones. As she walks down the hall, she repeats the names of the demons she recognizes, mostly focusing on the north wall. "That one is a barlgura. And that's a nalfeshnee. A chasme. Hmm, not sure about that one. A glabrezu, a goristro, and a hezrou. Oh, and that one on the south side is a shadow demon." She then continues down the hallway, sidestepping the skeleton and trying to get through the hall carefully but quickly. Jax continues to follow along as instructed. As Xaya passes Moss and the skeleton, she warns him not to summon any of the demons. "Moss, be careful. I don't think we should mess around in this hallway too much." 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,W,W,W,W (moves down 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. 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. Name xDiceName xDiceResult xDiceString xDiceRolls North 3 16 1d20+4 [[12]] North 6 22 1d20+4 [[18]] South 6 9 1d20+4 [[5]] North 5 16 1d20+4 [[12]] North 4 11 1d20+4 [[7]] South 5 23 1d20+4 [[19]] South 4 6 1d20+4 [[2]] North 7 21 1d20+4 [[17]] South 3 13 1d20+4 [[9]] Link to comment Share on other sites More sharing options...
bwatford Posted July 15, 2022 Author Clone Share Posted July 15, 2022 Dungeon of the Mad Mage Level 1: Dungeon Level Moss took the lead and moved over to the kenku skeleton and examined it, the bones were clean, which meant it had been here a really long time. He could not determine an original cause of death, so he turned his attention to the bas-relief carving that it was pointing to. Looking over the nalfeshnee carving he could determine nothing special about it. The others quickly caught up and moved past the tortle, Varta taking a couple of the steps down and shining her light at what she could see down them. Hall of Many Pillars At the west end of a 20-foot-wide hall, stairs descend 10 feet to a room lined with pillars. Similar staircases descend into the room from 10-footwide tunnels leading north, west, and south. The skeleton of a giant constrictor snake coils up the top half of the northernmost pillar. Varta catches a strange glimpse of two goblins dressed in jester outfits hiding among the many pillars of the room. 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 WE ARE IN COMBAT Moss. Moss has no shield currently equipped. Init. Goblin average initiative 14, PC average initiative 15. PC's act first. Everyone is up. Vision Limitations. he pillars in the room will provide various levels of cover from ranged attacks (I will calculate this as needed) Stairs. Because the room is ten feet below the hall with the bas-reliefs you can not see into the room with the pillars unless you are at least standing on the first square of stairs (Varta's current position on map). Technically she is the only one that can see them from her position at the moment. SKILL CHECKS Don't read them unless you make them. You can't make them unless you are where you can see the goblins. Show DC 10 Nature Check Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. 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 Level 1: Dungeon Leveland Crypts Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS ROUND 1 PC's Goblins BLUE Is concentrating on Detect Magic (1 minute remaining) MOSS Darkvision (7 hours and 51 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 Name xDiceName xDiceResult xDiceString xDiceRolls Initiative Moss 16 1d20+0 [[16]] Initiative Xaya 21 1d20+2 [[19]] Initiative Varta 11 1d20+0 [[11]] Initiative Narissa 14 1d20+1 [[13]] Initiative Goblin #1 17 1d20+2 [[15]] Initiative Blue 13 1d20+2 [[11]] Initiative Goblin #2 11 1d20+2 [[9]] Link to comment Share on other sites More sharing options...
Gallifrey Posted July 15, 2022 Clone Share Posted July 15, 2022 Admaer "Blue" Azuregift - High Elf Wizard AC: 15 | HP: 32/32 | Initiative: +2 | Passive Perception: 14 | Spell Slots: 1st 3/4, 2nd 3/3, 3rd 2/2 | Portents: 20, 13 "A barlgura, yes, should have seen it," Blue said with a rueful grin, "The hair, the tusks, the simian frame, the general expression of rage..." The wizard's pen danced across the parchment for a brief moment before he looked up to check on Xaya's path. Moving slowly and continuing to examine the walls, Blue proceeded to follow her down the hall. He was just about to ask his familiar to take a look down the stairs when he received the warning of goblins up ahead. Blue tucked his pen behind his ear as he darted forward, just far enough past Xaya to get a clear line of sight on the goblin farthest away. Then he spat a word, sending a spike of energy towards the goblins mind. Spell cast, Blue retreated to the space where he'd started. Mechanics Main Hand: Free Off Hand: Parchment-wrapped Arcane Grimoire Action: Cast Mind sliver on goblin #2. Bonus Action: Your bonus action goes here. Move: W,W,W, cast Mind Sliver then move E,E,E. Manipulate: Tuck away inkpen. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Nature 13 1d20+4 [[9]] Mind Sliver Psychic Damage on Hit 7 2d6 [[2,5]] Link to comment Share on other sites More sharing options...
codexgigas Posted July 15, 2022 Clone Share Posted July 15, 2022 Moss - Tortle Druid 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 Moss snorts in disappointment as his investigation reveals nothing. "That's disappointing," he mutters to himself. He ceases to concentrate on his spell, and the fire in his hand winks out. He thrusts his arm back into the straps of his shield, taking the time to ensure that it is reattached tightly. He looks at Xaya over his shoulder. "There's nothing to summon here," he replies. 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 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 July 15, 2022 Clone Share Posted July 15, 2022 Xaya Nev - Eladrin Artificer 5 Xaya starts down the stairs, sees the goblins and immediately starts into action. She chases after the southern goblin, one hand on her sword and one on her ice chisel. As she moves, she mutters a few arcane words and the area around the west goblin fills with cold ice, covering it and the hallway behind him. "Goblins! Don't let them get away. Varta, get the one to the West." Jax follows after her and attacks the southern goblin. Mechanics HP: 43 /43 | Defender HP: 31 / 31 1st Level: 4 / 4 2nd Level: 1 / 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: Cast Web, catching the western goblin and then going west from it. Bonus Action: Command defender Reaction: Shield if it would help. Move: W,W,W,W,W,SW (moves down the stairs, ending up just north of the southern goblin). Manipulate: grab focus then let go Defender Action: Attack Defender Move: SW,W,W,W,W,W,S 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 xDiceName xDiceResult xDiceString xDiceRolls Defender Damage 7 1d8+3 [[4]] Nature 13 1d20+4 [[9]] Defender Attack 27 1d20+8 [[19]] Link to comment Share on other sites More sharing options...
Hammerfist Posted July 18, 2022 Clone Share Posted July 18, 2022 Varta Rockgrinder - Goliath Fighter (Rune Knight) 5 Varta nodded as she moved forward, axe and shields in hand. However, the Goliath was also quick to say, "I can't reach the Western one. Yet. But let's see if I can make life easier for us!" Making her way over to the first goblin, only because her legs were able to take her there in the same turn, Varta lashed out with her battleaxe and then tried to bash the goblin with her shield, the goal being to knock it over. Show Actions Move: Varta heads over to Goblin 1 since she can't yet reach Goblin two. Standard: Two attacks against Goblin 1 Bonus: Shield Bash on Goblin One meant to push it over. 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) Name xDiceName xDiceResult xDiceString xDiceRolls damage one 7 1d8+5 [[2]] Shove Bonus Action 9 1d20+6 [[3]] Nature 9 1d20-1 [[10]] damage two 6 1d8+5 [[1]] attack one 16 1d20+7 [[9]] attack two 16 1d20+7 [[9]] Link to comment Share on other sites More sharing options...
bzipser Posted July 18, 2022 Clone Share Posted July 18, 2022 (edited) Narissa Delavaunt - Aasimar Divine Soul Sorcerer AC: 11 | HP: 27/27 | Initiative: +1 | Passive Perception: 11 Narissa moves west to halfway down the steps and fires at the goblin ahead (#2). Mechanics Main Hand: Empty Off Hand: Hand on Bloodvial focus ________________ Action: Casts Mind Sliver Bonus Action: Your bonus action goes here. Move: Move 5 squares west, 1 square north Manipulate: Your one free object interaction goes here. Edited July 18, 2022 by bzipser (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Mind Sliver Increased Damage from Level 5 4 1d6 [[4]] Mind Sliver Damage 4 1d6 [[4]] Link to comment Share on other sites More sharing options...
bwatford Posted July 18, 2022 Author Clone Share Posted July 18, 2022 Dungeon of the Mad Mage Level 1: Dungeon Level Blue tried to speak a word toward the goblin, but the arcane word did not come out of his mouth. Instead, the words "Praise Oink" came from his lips, that was when he realized he was in the presence of greatness and began announcing Oink's greatness to the rest of the group around him as he moved back around Narissa. As Xaya moves, she mutters a few arcane words and the area around the west goblin fills with cold ice, covering it and the hallway behind him. Jax follows after her and tries to tear the goblin in two, and slashes it, causing a vicious wound, but that wound immediately seems to reverse as the wound closes back up as if no damage was done at all. The goblin just giggles. Varta made her way over to the goblin that somehow was still undamaged, bringing her battleaxe down upon it, killing it in one mighty swing. A translucent ghostly goblin still stood where the body had fell, although it looked different than the one that had fallen. Varta brought her sword around a second time toward the ghostly presence, as her blade passed through it at least seemed to hurt the aberration. The warrior then struck out with her shield, but the ghostly goblin form dodged out of the way. The goblin across the room screamed as Narissa came down the steps an launched a mental assault against it, blood ran from its ears, and it looked like it would fall dead before it stopped suddenly, the blood running back up into its ears as if in reverse and then the giggles began. The goblin tangled in the icy web works some magic of his own that confuses the mind of Xaya and Jax. The ghostly goblin that stood over the fallen goblin passed a ghostly hand through her face and the rune knight instantly caused the cloud rune upon her armor to flash which caused the damage she was being caused to transfer to the goblin across the room. The goblin shrieked and blood poured from its orifices as it fell over on the floor dead, leaving another ghostly goblin apparition behind. OOC Scene Notes Passive Perceptions - Narissa (11) Xaya (13) Blue (14) Varta (15) Moss (17) Fourth Day, the 24th of TarsakhApril @ 3:54 am WE ARE IN COMBAT Blue. Is charmed by goblin #2. Must use his action this round to praise Oink. Everyone is up. Vision Limitations. he pillars in the room will provide various levels of cover from ranged attacks (I will calculate this as needed) Stairs. Because the room is ten feet below the hall with the bas-reliefs you can not see into the room with the pillars unless you are at least standing on the first square of stairs. 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 Level 1: Dungeon Leveland Crypts Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS ROUND 2 PC's Bad Guys Blue Is charmed by goblin #2 (1 round remaining.) While charmed in this way you must use your action each round to praise Oink. Moss Darkvision (7 hours and 51 minutes remaining) MECHANICS DESCRIPTIONS Blue Is charmed by goblin #2. (1 round remaining) While charmed in this way you must use your action each round to praise Oink. Moss Darkvision (7 hours and 51 minutes remaining) Varta Used reaction for Cloud Rune (0 of 1 remaining) Goblin #1 Takes 7 hit points of force damage from Jax's Empowered Rend. Uses reaction to use Reversal of Fortune, reducing the damage to 0. Takes 7 hit points of slashing damage from Varta's battleaxe. Has taken a total of 7 hit points of damage. IS DEAD!! Goblin #2 Takes 8 hit points of psychic damage from Narissa's Mind Sliver. Uses reaction to use Reversal of Fortune, reducing the damage to 0. Takes 13 hit points of psychic damage from Nilbog's Body Snatcher. Has taken a total of 13 hit points of damage. IS DEAD!!! Nilbog #1 Takes 6 hit points of slashing damage from Varta's battleaxe. Has taken a total of 6 hit points of damage. Charmed A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects. The charmer has advantage on any ability check to interact socially with the creature. 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: 0/1 *S Giant's Might: 3/3 *L Second Wind: 1/1 *S Stone Rune: 1/1 *S Stone's Endurance: 1/1 *S DM Inspiration: 1/1 Attuned Magic Items: 0/3 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 Name xDiceName xDiceResult xDiceString xDiceRolls Xaya versus Confusion WIS save DC 12 6 1d20+0 [[6]] Jax versus Confusion WIS save DC 12 7 1d20+0 [[7]] Blue Charisma Save 3 1d20+0 [[3]] Blue Charisma Save ADV 5 1d20+0 [[5]] Goblin #2 Dex Save Versus Web 5 1d20+2 [[3]] Varta Psychic Damage from Body Snatcher 13 2d10 [[10,3]] Varta Body Snatcher Attempt (does it beat 8?) 12 3d6 [[2,6,4]] Goblin #2 INT save versus Body Snatcher 2 1d20+0 [[2]] Narissa Charisma Save 20 1d20+7 [[13]] Varta versus Confusion WIS save DC 12 13 1d20+2 [[11]] INT Save Versus Narissa's Mind Sliver 6 1d20+0 [[6]] Varta INT save versus Body Snatcher (DC 12) 1 1d20-1 [[2]] Nilbog versus Confusion WIS save DC 12 14 1d20+0 [[14]] Avoid Shield Bash 21 1d20+2 [[19]] Varta Charisma Save 12 1d20+0 [[12]] Link to comment Share on other sites More sharing options...
BobtheWizard Posted July 18, 2022 Clone Share Posted July 18, 2022 Xaya Nev - Eladrin Artificer 5 (MW Sheet Link) AC: 17 | HP: 43/43 HD: 5/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 4/4 / 2nd 2/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1 Xaya is momentarily confused. Where am I? What is going on? She sees the ghost try to attack Varta, but it somehow instead attacks the other goblin, killing it and turning it into a ghost as well. When the other goblin dies, her confusion is lifted, but she still can't make sense of the thwarted attack. But she knows what needs to be done. "Jax! Keep up the fight!" Xaya and Jax both try to attack the ghost right in front of them. Xaya swings her ice sword and Jax tries to rip the ghost apart with her teeth. OOC: I'm going to summarize rolls here. The rolls below are a mess. Attack 1: 22 to hit, 14 magical slashing damage Attack 2: 15 to hit, 13 magical slashing damage Defender Attack: 12 to hit, 7 force damage Jax (Steel Defender) AC: 15 | HP: 31/31 | Initiative: +1 | PP: 16 | Repair: 3/3 Mechanics Main Hand: Greatsword Off Hand: Empty Action: attack Bonus Action: Command defender Reaction: Shield if it would help. Move: to other ghost if the first one drops Manipulate: none Defender Action: Attack Defender Move: to other ghost if first one drops 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 1 Xaya, 2 Vatra, 3 Goblin Ghost 2 1d3 [[2]] Jax Advantage due to stunned 15 1d20+8 [[7]] Jax Save 10 1d20 [[10]] Jax Attack 12 1d20+8 [[4]] Jax confusion take 2 7 1d10 [[7]] Xaya Attack 1 22 1d20+8 [[14]] Xaya Damage 1 14 2d6+5 [[4,5]] Xaya Save 15 1d20 [[15]] Jax Confusion 7 1d8 [[7]] Xaya Damage 2 13 2d6+5 [[6,2]] Xaya Confusion 5 1d8 [[5]] Jax Damage 7 1d8+3 [[4]] Xaya confusion take 2 5 1d10 [[5]] Xaya Attack 2 15 1d20+8 [[7]] Link to comment Share on other sites More sharing options...
codexgigas Posted July 19, 2022 Clone Share Posted July 19, 2022 Moss - Tortle Druid AC: 19 | HP: 38/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 2/2 | Spell Slots: 1st 4/4 2nd 2/3 3rd 2/2 | DM Inspiration: 1/1 Hearing the sounds of combat, Moss startles and ceases his examination of the carvings. "Oh dear, we seem to have gotten ourselves into quite a pickle!" he exclaims. He moves forward as quickly as his tortle legs can carry him, heading down the stairs. He chants as he moves, ending behind a pillar. He peeks around it, firing three rays of fire at the creature causing so many problems for his friends. 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: Cast scorching ray on enemy 1. Bonus Action: NA. Move: Moss moves 30' due west (behind the first pillar) 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 Nature 27 1d20+8 [[19]] Scorching Ray 1 Damage 8 2d6 [[6,2]] Scorching Ray 3 Damage 10 2d6 [[5,5]] Scorching Ray 2 Attack Roll 27 1d20+8 [[19]] Scorching Ray 3 Attack Roll 20 1d20+8 [[12]] Scorching Ray 1 Attack Roll 15 1d20+8 [[7]] Scorching Ray 2 Damage 3 2d6 [[2,1]] Link to comment Share on other sites More sharing options...
bzipser Posted July 19, 2022 Clone Share Posted July 19, 2022 Narissa Delavaunt - Aasimar Divine Soul Sorcerer AC: 11 | HP: 27/27 | Initiative: +1 | Passive Perception: 11 Narissa casts Spiritual Weapon to attack the goblin in the web. A spellbook made of light appears to whack at the ghost. She follows it up with another Mind Sliver at the same one. Mechanics Main Hand: Empty Off Hand: Hand on Bloodvial focus ________________ Action: Casts Mind Sliver Bonus Action: Your bonus action goes here. Move: Move 5 squares west, 1 square north Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Spiritual Weapon damage 10 1d8+4 [[6]] Mind Sliver damage 3 2d6 [[1,2]] Nature check 17 1d20+2 [[15]] Spiritual Weapon attack 23 1d20+8 [[15]] Link to comment Share on other sites More sharing options...
Gallifrey Posted July 19, 2022 Clone Share Posted July 19, 2022 Admaer "Blue" Azuregift - High Elf Wizard AC: 15 | HP: 32/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 4/4 2nd 3/3 3rd 2/2 | DM Inspiration: 1/1 "Praise Oink!" Blue said again with a broad grin, turning to Moss and Narissa and continuing his speech, "Praise his eyes, be they ever so beady. Praise his charmingly snaggled teeth. Praise..." 'You have been charmed,' his familiar informed him, their voice echoing in his thoughts, bouncing off thoughts gone fluffy and cloud-like. "I sure have been!" Blue replied cheerfully, "How could I not be? How could anyone not be charmed by the magnificence that is Oink, praise his name. Now where did he get to... Moss, Miss Delavaunt, you just have to meet Oink, praise him, he's just the best." The wizard took a few steps forward, even as parts of his mind reminded him that there were goblins present who were not Oink and presumably also not his new best friend. Still, he advanced, hoping to catch a glimpse of the glory of Oink in his elegantly worn (and adorable) little jester's outfit. What he saw instead caused the blood to drain from his face. "Oh Oink!" the wizard cried, seeing his little friend lying facedown in a pool of his own blood, a strange ghost now standing where Oink once stood, "Praise his name, you were taken from us too soon! Gone now to sleep with the celestials, unless you were a follower of Maglubiyet, in which case now you serve as an honored soldier in his armies." 'You are under the effects of a spell, please snap out of it,' his familiar said again, rather calmly, coming to rest on his shoulder. "Clearly I would know if I was under the effect of some sort of spell," the wizard replied, his puffy, cloud-like thoughts shuddering before he added, "Praise Oink." Nisgaviel (Bat Familiar) | AC: 12 | HP: 1/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing) Mechanics Main Hand: Free Off Hand: Parchment-wrapped Arcane Grimoire Action: Cast Mind sliver on goblin #2. Bonus Action: Your bonus action goes here. Move: W,W,W, cast Mind Sliver then move E,E,E. Manipulate: Tuck away inkpen. Nisgaviel - Celestial Spirit and Bat Familiar Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Hold position. 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 Charisma Save 4 1d20+0 [[4]] Charisma Save ADV 5 1d20+0 [[5]] Link to comment Share on other sites More sharing options...
Hammerfist Posted July 20, 2022 Clone Share Posted July 20, 2022 Varta Rockgrinder - Goliath Fighter (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 thanked all the gods of Stone that the Giants had seen it fit to bless her with a variety of mighty runes. She felt as if she was losing her mind just as the Cloud Giant magic suddenly made its way from her breastplate to the enemy. Thankfully this major reversal of fortune was enough to tip the scales in the party's favor. The Goliath looked down at the tiny creature by her feet and shook her head. "You're too dangerous to just leave here, punk. Time to go back to nilbog heaven. Tell them that a Htailog sent you there!" Varta lowered her axes in a series of vicious swipes as she also bashed at the tiny thing with her shield. Mechanics Main Hand: Battleaxe Off Hand: Shield Action: Two attacks against Goblin 1 Bonus Action: Shield Bash on Goblin One meant to push it over. Reaction: Move: Varta heads over to Goblin 1 since she can't yet reach Goblin two. Manipulate: one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls attack two 19 1d20+7 [[12]] Shield Bash 12 1d20+6 [[6]] attack one 10 1d20+7 [[3]] Damage two 7 1d8+6 [[1]] Link to comment Share on other sites More sharing options...
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