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Level 1: Dungeon Level


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Dungeon of the Mad Mage Level 1: Dungeon Level

 

Blue had formed his illusion as he moved east as Narissa moved southwest next to his illusion and awaited anyone coming from that direction.

 

Xaya moved over and dispatched the last of the cloaked figures in the room with a single swing of her greatsword, decapitating the man before her and Jax moved east to flank on each side of the burning elemental, to say the position was uncomfortable for the ice princess would be an understatement. 

 

Varta quickly pushed past to lead the charge southward, her weapon readied as Moss came up beside Ignis and began the incantations of a spell as Ignis wreathed them all in flame and they vanished, all four of them appearing in the hall in front of Varta a moment later.

 

One of the Nilbog's appeared to the west and as it did Moss unleased his spell as a thorny vine materialized and slashed against the creature wrapping it up and pulling it toward him and depositing it next to Xaya.

 

The creature immediately stepped back away just enough to activate its confusion ability which only seemed to effect Xaya this time before the creature disengaged and moved back down the hall among the cloak figures.

 

The door near blue suddenly opened and a Nilbog was standing there.

 

Shattered Statue

The remains of a shattered statue lie in the middle of the large room behind the door that had just been opened. It looks as though someone was trying to put the pieces back together again.

 

The Nilbog waved a feather in the air as if it was tickling someone and Blue felt it, oh did he feel it.  He began to laugh uncontrollably, falling to the ground and literally laughing hysterically.

 

A couple of the cloaked figures fired bolts at Xaya as they moved out of the southern room and to the west forcing her to activate her magical shielding to avoid being struck.

 

Another of the figures raced up the hall to the north but as soon as Narissa saw them she ran to the east to find Blue laughing on the ground. The figure fired at the wizard peaking around the corner before realizing it was just an illusion and was unmoving.

 

One of the hooded figures charged the group and cut Moss heavily across his forearm as another ran up with him and stabbed into the firey spirit there, a third ran up but his attack was less effective as Ignis dodged out of the way that time.

 

Another ran up and effectively blocked the passage as he thrust his sword against the magical shielding protecting Xaya.

 

One of the others in the hall waved his hand and the lights went out as magical darkness fell upon the clustered group.

 


OOC Scene Notes

Passive Perceptions - Narissa (11) Xaya (13) Blue (14) Varta (15) Moss (17)


Fourth Day, the 24th of TarsakhApril @ 4:16 am

WE ARE IN COMBAT

Blue (incapacitated, hideous laughter, prone) 
Ignis (blinded)
Jax (blinded)
Moss (blinded)
Narissa (mirror image)
Varta (blinded, poisoned, ready melee)
Xaya (blinded, confusion, shield)

 

Nilbog #1 (concentrating)
Thief #11 (blinded)
Thief #12 (blinded)
Thief #13 (blinded)
Thief #14 (blinded)
Thief #15 (concentrating)

 

See descriptions tab for definitions and effects of the above conditions.

 

Everyone is up.

 

DARKNESS

Group is currently in total darkness. All members have darkvision.
Perception checks and Investigation checks are now made at disadvantage by all.
Passive Perception is lowered by 5.

 

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 Level and Crypts

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COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

ROUND 4

Enemies (11)

Gypsies, Tramps, & Thieves (9)
Nilbogs (2)

 

PC's (5)

 

Blue
Is under the effects of Hideous Laughter
Is Incapacitated
Is Prone
Mage Armor (7 hours and 20 minutes remaining)
Minor Illusion (9 rounds remaining)

 

Ignis
Blinded

 

Jax
Blinded

 

Moss
Blinded
Darkvision (7 hours and 30 minutes remaining)
Ignis Summoned (1 hour remaining)

 

Narissa
Mirror Image (2 duplicates) (7 rounds remaining)

 

Varta
Blinded
Poisoned (unknown duration)

 

Xaya
Blinded

 

Nilbog #1
Concentrating on Confusion (9 rounds remaining)

 

Thief #11 
Is Blinded

 

Thief #12 
Is Blinded

 

Thief #13 
Is Blinded

 

Thief #14 
Is Blinded

 

Thief #15 

Is concentrating on Darkness (10 minutes remaining)

 

MECHANICS DESCRIPTIONS

Ignis
Takes 8 hit points of piercing damage from Thief #12's shortsword.
Has 22 of 30 hit points remaining.

 

Moss
Takes 10 hit points of piercing damage from Thief #11's shortsword.
Has 28 of 38 hit points remaining.

 

Xaya
Used one first level spell slot (3 of 4 remaining)
Shiled is up.

 

Thief #1
Takes 25 hit points of slashing damage from Xaya's greatsword.
Has taken a total of 30 hit points of damage.
IS DEAD!!

 

Thief #15
Has used Darkness

 

Nilbog #1

Has used Confusion.

Takes 5 hit points of piercing damage from Moss's Thorn Whip.
Used reaction to Reverse Fortune, reducing damage to 0.
Has taken 0 hit points of damage total.

 

Nilbog #2
Has used Confusion

 

 

Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight.

 

Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.

 

Confusion
An affected target can't take Reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an Action this turn.

 

2-6: The creature doesn't move or take Actions this turn.

 

7-8: The creature uses its Action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

 

9-10: The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this Effect ends for that target.

 

Darkness
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

 

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 

Hideous Laughter
The target falls prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another DC 12 Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

 

Incapacitated
An incapacitated creature can’t take Actions or Reactions.


Mirror Image
Each time a creature Targets you with an Attack during the spell's Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates.

 

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

 

A duplicate's AC equals 10 + your Dexterity modifier. If an Attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The spell ends when all three duplicates are destroyed.

 

A creature is unaffected by this spell if it can't see, if it relies on Senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.

 

Poisoned
A poisoned creature has disadvantage on Attack rolls and Ability Checks.

 

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: 3/4 *L (+8* / DC 16*)

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

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

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

XP: 6,760/14,000

 

Hit Points: 42/49 (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

XP: 6,760/14,000

MOSS XAYA NEV

Hit Points: 28/38
Hit Dice: 5/5

Wildshape: 1/2 *S

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

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

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

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

XP: 6,760/14,000

Hit Points: 43/43
Hit Dice: 5/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 24/31

Defender Repair: 3/3 *L

Fey Step: 3/3 *L

1st Level Spell Slots: 3/4 *L (+8* / DC 16*)

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

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

XP: 6,760/14,000

 

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: 2/3 *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

XP: 6,760/14,000

 

 

 

 

Name
Thief #14 shortsword attacks Xaya
17
1d20+4 [[13]]
Thief #13 shortsword attacks Ignis
3
1d20+2 [[1]]
Thief #7 fires Hand Crossbow at Xaya
15
1d20+4 [[11]]
Thief #11 Shortsword Damage to Moss (Crit)
10
2d6+2 [[4,4]]
Thief #12 shortsword attacks Ignis
19
1d20+4 [[15]]
Thief #12 shortsword damage to Ignis
8
1d6+2 [[6]]
Thief #10 fires at Ignis (cover +2 AC)
14
1d20+4 [[10]]
Thief #8 fires Hand Crossbow at Xaya
20
1d20+4 [[16]]
Xaya WIS save versus Confusion
4
1d20+0 [[4]]
Varta WIS save versus Confusion
10
1d20+0 [[10]]
Ignis WIS save versus Confusion
22
1d20+2 [[20]]
Thief #11 Shortsword at Moss
24
1d20+4 [[20]]
Moss WIS save versus Confusion
16
1d20+7 [[9]]
Blue WIS save versus Hideous Laughter.
8
1d20+4 [[4]]
Jax WIS save versus Confusion
20
1d20+0 [[20]]
Moss CHA save versus Nilbogism DC 12
16
1d20-1 [[17]]
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 Varta Rockgrinder:  Rune Knight 5
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AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


Everything goes black. Varta hears Xaya get attacked and starts to move to help, but then she hears combat behind her. 

 

"Narissa and Blue need someone to protect them."

 

She turns and runs north. When she gets in the hallway, she sees Blue laughing on the ground instead of helping, and gets mad, kicking the elf in the side. 

 

"Stop laughing! This isn't funny! Get up!"



Mechanics

Main Hand: Battleaxe
Off Hand: Shield


Move: N,N,N,NW,N,N

Action: kick Blue
Bonus Action: none

 

 

     

 

Name
unarmed strike for 4 damage
16
1d20+5 [[11]]
advantage
18
1d20+5 [[13]]
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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 1/1


Sometimes in life laughter came on with no reason.  Sometimes, even less often, laughter turned itself into something funny, where simply laughing made everything funny enough that it kept you laughing till you were exhausted and your sides were sore.  Something about the feather waving in the air (or the magic that Blue knew it signified, having cast that spell himself more than a time or two) proved to be just absolutely hilarious.  Blue dropped to the ground with side splitting laughter.  He was grateful that it wasn't a more painful kind of debilitating spell, but only grateful in the most vague sense as he could barely think through the sheer hilarity that life was providing with every moment.  In the end, though, the laughter was not nearly as side splitting as the boot an angry goliath woman delivered to his ribs.


Nisgaviel (Bat Familiar) | AC: 12 | HP: 0/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

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


Action: .
Bonus Action: N/A.
Move: .
Manipulate: N/A.

Concentration: .

Planned Responses: Shield for magic missile or melee attacks that hit, Absorb Elements for elemental attacks that are covered.  Natural 20 portent for life-or-death or equivalent saves.  

Nisgaviel - Celestial Spirit and Bat Familiar

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Land on Blue's shoulder.
Manipulate: Your one free object interaction goes here.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor

Web, Misty Step

Hypnotic Pattern

 

Name
Wisdom Save #1
13
1d20+4 [[9]]
Wisdom Save #2 (ADV)
7
1d20+4 [[3]]
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Xaya Nev - Eladrin Artificer 5 (MW Sheet Link)spacer.png


AC: 17 | HP: 43/43 HD: 5/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 4/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


Xaya again falls under the trance of confusion, unsure of what to do next.

 

"Where are we?"

 

Lacking instructions, Jax just dodges.


Jax (Steel Defender) AC: 15 | HP: 24/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: Empty


Action: Confusion
Bonus Action: none

Reaction: Shield if it would help.
Move: none
Manipulate: none


Defender Action: dodge

Defender Move: none

Defender Reaction: deflect attack

     

Steel Defender

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

 

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

 

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

 

image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
JAX (Steel Defender)
Medium, construct (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 15 (natural)

Hit Points 31 (5d8)

Speed 40 ft.

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Saving Throws: Dex +4, Con +5

Skills: Athletics +5, Perception +6

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 16

Languages: understands the languages you speak

Challenge:

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ACTIONS


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

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

REACTIONS


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

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Notes

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

 

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

Name
Confusion
6
1d10 [[6]]
WIS save
13
1d20 [[13]]
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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Resistance: necrotic, radiant | HD: 5/5d8 | Initiative: +1 | Passive Perception: 11 | Bloodwell Vial: 1/1 | Favored of the Gods: 1/1 | Healing Hands: 1/1 | Radiant Soul: 1/1 | Sorcery Points: 5/5 | Spell Slots: 1st 4/4 2nd 3/3 3rd 2/2 | DM Inspiration: 1/1


 

Narissa stops at the sight of the nilbog near her and the giggling wizard. "Oh that is a good one!  Congratulations!  He is much more amusing this way.  But he won't be nearly as funny if the bandit splits him open."

 

She kicks Blue in the ribs and readies a Fire Bolt to cast if the bandit appears, one hand on the vial.

 



Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action:  Ready Fire Bolt
Bonus Action: 
Move: Kick Blue
Manipulate:   

 

Name
Fire Bolt damage
3
1d10 [[3]]
Readied Fire Bolt
21
1d20+8 [[13]]
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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 1/1


Blue's laughter cut off with a pained, "Ow!" as the humor of the situation drained away like water down a funnel.  He was absolutely certain he'd have a spectacular bruise later, but was still grateful to Varta for the timely, if unintentional assist.  

 

"Thank you for..." the wizard began, back in Common, before another, daintier boot impacted his other side and his words once more cut off with a pained, "Ow!"  Blue shot Narissa a deadpan look before realizing he'd been about to thank Varta for breaking the nilbog's spell.  With a mental boost the wizard helped himself back onto his feet.  On the bright side, he could still feel some humor in the situation.  More the wry humor of falling victim to one of his own favorite spells than the kind that would prompt genuine laughter, but Blue tried anyway, chuckling as he looked at the nilbog.

 

 "Oh the feather joke, that one always gets me," Blue said quickly, "but a great and noble being like yourself shouldn't have to open doors with your own hands.  Please, oh magnificent one, let me have a second chance to take care of this small task for you."

 

With what he thought of as a merchant's grin, the wizard moved closer to the nilbog, reached out, and pulled the door shut before bracing it as best he could while juggling his Grimoire and turning to the others and whispering, "That will only buy us a moment, but there is someone down that hall."  


Nisgaviel (Bat Familiar) | AC: 12 | HP: 0/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

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


Action: Brace the door shut.
Bonus Action: N/A.
Move: Stand (15ft), E.
Manipulate: Shut door.

Concentration: .

Planned Responses: Shield for magic missile or melee attacks that hit, Absorb Elements for elemental attacks that are covered.  Natural 20 portent for life-or-death or equivalent saves.  

Nisgaviel - Celestial Spirit and Bat Familiar

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Land on Blue's shoulder.
Manipulate: Your one free object interaction goes here.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor

Web, Misty Step

Hypnotic Pattern

 

Edited by Gallifrey (see edit history)
Name
Athletics to hold door closed
2
1d20-1 [[3]]
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Moss - Tortle Druidspacer.png


AC: 19 | HP: 28/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 1/2 | Spell Slots: 1st 4/4 2nd 1/3 3rd 2/2 | DM Inspiration: 1/1


There is pain, and suddenly everything goes dark. Moss feels a moment of panic, then forces himself to breathe. "Bother," he mutters. "Ignis, move carefully and follow the sound of my voice. We need to see if this darkness ends."

 

Stepping carefully, the tortle uses his best guess on direction to disengage from the melee he's found himself in. He tucks his arms and head into his shell slightly to present less of a target.


Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12


Mechanics

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


Action: Disengage
Bonus Action: Command Ignis
Move: E, E, E, E (29,96)
Manipulate: 


Wildfire Spirit

Action: Disengage
Move: E, E, E, E, N (28,95)
Manipulate: 

Ignis' Statblock

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IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
spacer.png

Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

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STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

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Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — 

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ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

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Dungeon of the Mad Mage Level 1: Dungeon Level

 

As Varta pulled away out of the darkness she moved north until she saw Blue rolling around on the ground laughing, she then preceeded to kick the man hard in the ribs to get him to stop laughing. As the kick almost knocked the breath out of the man, his laughing stopped immediately. Narissa gave him a kick of her own but not one that really hurt as she manifested a ball of fire in her hand and awaited the cloaked figure to round the corner.

 

Blue managed to get to his feet and step forward as he closed the door between them and the nilbog, doing his best to hold it closed for the moment but between juggling the grimoire and recovering from the pain in his side he did not think he was doing a very good job if the nilbog really wanted to open the door.

 

Moss and Ignis pulled eastward out of the darkness into the southern part of the room with the broken statue.

 

The nilbog that now stood on the opposite side of the closed door saw the fiery spirit and Moss move into the chamber to his south, so he turned and wiggled the feather toward the druid and the druid began laughing and fell to the ground and began to roll around in what he thought was the funniest moment he had ever experienced.

 

As one of the cloaked figures came around the corner Narissa released her handful of fire, grazing the figure but not stopping it as it raised its hand and worked its own magic as sparkling dust fell down upon them. Varta and Narissa managed to avoid the majority of the particles but between holding onto his grimoire and the door closed Blue could not avoid them as they settled upon him, and he started to glow. The cloaked figure then ducked back south to avoid reprisals.

 

One of the cloaked figures moved after Moss out of the darkness, seeing him on the ground laughing he drew his shortsword and walked over to thrust it into the tortle but the weapon was deflected off of his shell.

 

The three that surrounded Xaya in the darkness struck at her and she once again had to call her magical barrier into play to protect herself from the assault.

 


OOC Scene Notes

Passive Perceptions - Narissa (11) Xaya (13) Blue (14) Varta (15) Moss (17)


Fourth Day, the 24th of TarsakhApril @ 4:16 am

WE ARE IN COMBAT

Blue (faerie fire, holding door 2) 

Jax (blinded, dodging)
Moss (incapacitated, hideous laughter, prone)
Narissa (mirror image)
Varta (poisoned)
Xaya (blinded, shield)

 

Nilbog #2 (concentrating)

Thief #9 (concentrating)
Thief #12 (blinded)
Thief #13 (blinded)
Thief #14 (blinded)
Thief #15 (concentrating, ready ranged)

 

See descriptions tab for definitions and effects of the above conditions.

 

Everyone is up.

 

DARKNESS

Group is currently in total darkness. All members have darkvision.
Perception checks and Investigation checks are now made at disadvantage by all.
Passive Perception is lowered by 5.

 

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 Level and Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

ROUND 5

Enemies (11)

Gypsies, Tramps, & Thieves (9)
Nilbogs (2)

 

PC's (5)

 

Blue

Faerie Fire
Holding Door 2
Mage Armor (7 hours and 20 minutes remaining)
Minor Illusion (8 rounds remaining)

 

Jax
Blinded

Dodging

 

Moss
Darkvision (7 hours and 30 minutes remaining)Hideous Laughter
Incapacitated
Ignis Summoned (1 hour remaining)
Prone

 

Narissa
Mirror Image (2 duplicates) (6 rounds remaining)

 

Varta
Poisoned (unknown duration)

 

Xaya
Blinded

 

Nilbog #2
Concentrating on Hideous Laughter (9 rounds remaining)

 

Thief #9 
Is concentrating on Faerie Fire (Blue, 9 rounds remaining)

 

Thief #12 
Is Blinded

 

Thief #13 
Is Blinded

 

Thief #14 
Is Blinded

 

Thief #15 

Is concentrating on Darkness (10 minutes remaining)

Readied Range

 

MECHANICS DESCRIPTIONS

Blue
Takes 4 hit points of bludgeoning damage from Varta's unarmed strike.
Has 28 of 32 hit points remaining.

 

Ignis
Has 22 of 30 hit points remaining.

 

Xaya
Used one first level spell slot. (2 of 4 remaining)

 

Nilbog #1
Used Confusion

 

Nilbog #2
Used Confusion

 

Thief #9
Has used Faerie Fire
Takes 3 hit points of fire damage from Narissa's Fire Bolt.
Has taken a total of 3 hit points of damage.

 

Thief #15
Used Darkness

 

 

Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight.

 

Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.

 

Darkness
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

 

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 

Faerie Fire
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

 

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

 

Hideous Laughter
The target falls prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another DC 12 Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

 

Incapacitated
An incapacitated creature can’t take Actions or Reactions.


Mirror Image
Each time a creature Targets you with an Attack during the spell's Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates.

 

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

 

A duplicate's AC equals 10 + your Dexterity modifier. If an Attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The spell ends when all three duplicates are destroyed.

 

A creature is unaffected by this spell if it can't see, if it relies on Senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.

 

Poisoned
A poisoned creature has disadvantage on Attack rolls and Ability Checks.

 

Default Marching Order

Varta
Xaya
Jax
Blue 
Narissa
Moss

 

 

CHARACTER STATUS

ADMAER "BLUE" AZUREGIFT VARTA "ROCKGRINDER"

Hit Points: 28/32 (fey ancestry)
Hit Dice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 3/4 *L (+8* / DC 16*)

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

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

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

XP: 6,760/14,000

 

Hit Points: 42/49 (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

XP: 6,760/14,000

MOSS XAYA NEV

Hit Points: 28/38
Hit Dice: 5/5

Wildshape: 1/2 *S

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

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

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

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

XP: 6,760/14,000

Hit Points: 43/43
Hit Dice: 5/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 24/31

Defender Repair: 3/3 *L

Fey Step: 3/3 *L

1st Level Spell Slots: 2/4 *L (+8* / DC 16*)

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

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

XP: 6,760/14,000

 

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: 2/3 *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

XP: 6,760/14,000

 

 

 

 

Name
Thief #13 attacks Xaya (Adv/Dis offset due to blindness, unseen attacker)
6
1d20+4 [[2]]
Thief #12 attacks Xaya (Adv/Dis offset due to blindness, unseen attacker)
9
1d20+4 [[5]]
Narissa Dex Save Versus Faerie Fire
15
1d20+2 [[13]]
Thief #14 attacks Xaya (Adv/Dis offset due to blindness, unseen attacker)
20
1d20+4 [[16]]
Thief #11 attacks Moss with advantage due to prone.
17
keep(2d20,1,highest)+4 [[13,1]]
Moss Will Save versus Hideous Laughter
8
1d20+7 [[1]]
Blue Dex Save Versus Faerie Fire
5
1d20+2 [[3]]
Varta Dex Save Versus Faerie Fire
15
1d20+0 [[15]]
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Xaya Nev - Eladrin Artificer 5 (MW Sheet Link)spacer.png


AC: 17 | HP: 43/43 HD: 5/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


Xaya is in total darkness but seems to have collected her mind. She shakes off the momentary confusion and mentally counts the goblins she can hear around her. 1,2,3. I need help.

 

"Jax, come attack these thieves."

 

She swings at the thieves in front of her while Jax comes over to help her. 


Jax (Steel Defender) AC: 15 | HP: 24/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: Empty


Action: Greatword #14, then #13
Bonus Action: command Jax

Reaction: Shield if it would help.
Move: none
Manipulate: none


Defender Action: attack 13 then 12

Defender Move: SW

Defender Reaction: deflect attack

     

Steel Defender

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

 

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

 

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

 

image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
JAX (Steel Defender)
Medium, construct (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 15 (natural)

Hit Points 31 (5d8)

Speed 40 ft.

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Saving Throws: Dex +4, Con +5

Skills: Athletics +5, Perception +6

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 16

Languages: understands the languages you speak

Challenge:

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

ACTIONS


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

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

REACTIONS


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

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Notes

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

 

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

 

Name
Xaya damage 2
10
2d6+5 [[4,1]]
Jax attack
17
1d20+8 [[9]]
Xaya damage 1
11
2d6+5 [[4,2]]
Xaya attack 1
15
1d20+8 [[7]]
Xaya attack 2
27
1d20+8 [[19]]
Jax damage
9
1d8+3 [[6]]
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Narissa Delavaunt - Aasimar Divine Soul Sorcererspacer.png


AC: 11 | HP: 27/27 | Resistance: necrotic, radiant | HD: 5/5d8 | Initiative: +1 | Passive Perception: 11 | Bloodwell Vial: 1/1 | Favored of the Gods: 1/1 | Healing Hands: 1/1 | Radiant Soul: 1/1 | Sorcery Points: 5/5 | Spell Slots: 1st 4/4 2nd 3/3 3rd 2/2 | DM Inspiration: 1/1


 

Narissa decides this is not her favorite place to be and moves past the nilbog to 28.92.  "Pardon me.  I can see your greatness from afar more clearly!"

 

She casts Light at the area of darkness, hoping to negate it and help Xaya, and then casts Spiritual Weapon to appear in 28.97 and attack the bandit standing over the tortle.

 



Mechanics

Main Hand: Empty
Off Hand: Bloodwell vial


Action:  Ready Fire Bolt
Bonus Action: 
Move: Kick Blue
Manipulate:   

 

 

Edited by bzipser (see edit history)
Name
Spiritual Weapon damage
7
1d8+4 [[3]]
Spiritual Weapon attack
21
1d20+8 [[13]]
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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 28/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 3/4 2nd 2/3 3rd 2/2 | DM Inspiration: 1/1


Blue took a deep breath, forcing down the pain in his ribs even as his mind spun rapidly though various plans of action.  The fact that he was now limned with Faerie Fire gave him a fairly good idea of who they were fighting, and drow coupled with nilbogs were not a wonderful combination.  They needed a plan of action.  Fighting the nilbogs still seemed like a losing proposition, if his visions of what might have happened had Varta not had a Cloud Rune flashed briefly through his memory, but something still had to be done.

 

By the sound of things Xaya, Jax, and Moss were fighting to the south, past the room with the macabre puppet.  He, Narissa, and Varta were facing several drow coming from the west, and there was a nilbog just behind the doors he was failing to properly secure.  And now there was wild laughter coming from behind that door as well.  Which meant the nilbog had found a new target.  

 

The nilbogs were a major part of the problem, but not one with an easy solution.  Still, there had to be something...  Narissa moving past him and opening the door galvanized the wizard into action himself.  Action was far better than inaction here, even if he hadn't quite figured out what course of action was best.

 

Reaffixing his grin to his face, the wizard faced the nilbog through the once again open door and started talking fast, even as his eyes darted across the room in search of inspiration.  "There we are mighty one, a properly opened door.  Not something you should have had to do for yourself in the first place.  Did we ever apologize for our rude behavior earlier?  If not then please allow me to offer my most sincere apologies now, on behalf of myself and my friends.  Had we known who we faced we would certainly..." the wizard's eyes fixed on the statue and the efforts that had been made to repair it, his mind making a deductive leap he felt assured probably wasn't over a metaphorical cliff, "...have honored you with the respect you deserve.  Such as by offering to help with any menial tasks you might have at hand, such as reassembling a statue.  Such a tedious task is well beneath you, but not beneath us.  Pardon me just a moment." 

 

Eyes flicking from the statue to Moss the pages of Blue's Grimoire flipped again, though only a handful this time, before settling on Chill Touch.  Intoning a few words in the language of magic caused a spectral hand to erupt from the wall beside the drow, its skeletal fingers reaching towards the nearest source of warmth and life.  Even as the hand moved, Blue's mind flexed, pulling Moss towards him and out of reach of the armed enemy trying to stab him to death.


Nisgaviel (Bat Familiar) | AC: 12 | HP: 0/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

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


Action: Cast Chill Touch on thief #11.  If thief #11 died from previous attacks, instead ready the cast for the first drow Blue sees.
Bonus Action: Pull Moss to 29, 95.
Move: Past the nilbog to 27, 90.
Manipulate: N/A.

Concentration: .

Planned Responses: Shield for magic missile or melee attacks that hit, Absorb Elements for elemental attacks that are covered.  Natural 20 portent for life-or-death or equivalent saves.  

Nisgaviel - Celestial Spirit and Bat Familiar

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Land on Blue's shoulder.
Manipulate: Your one free object interaction goes here.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor

Web, Misty Step

Hypnotic Pattern

 

Edited by Gallifrey (see edit history)
Name
Necrotic Damage
7
2d8 [[4,3]]
Chill Touch
22
1d20+8 [[14]]
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Moss - Tortle Druidspacer.png


AC: 19 | HP: 28/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 1/2 | Spell Slots: 1st 4/4 2nd 1/3 3rd 2/2 | DM Inspiration: 1/1


Heedless of the danger, Moss rolls around on the ground, laughing. "What did the owlbear say to the wizard?" he chortles, apparently repeating a joke that he heard once. "That is so funny, because owlbears can't talk! What will they think of next?"

 

Ignis, however, springs into action to protect his master. The spirit moves forward to stand between Moss and the thief. Flames surround them both as Ignis teleports Moss away from the thief.


Ignis (Wildfire Spirit) | AC: 13 | HP: 22/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12


Mechanics

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


Action: Laughing
Bonus Action: NA
Move: NA
Manipulate: NA


Wildfire Spirit

Action: Fiery Teleport
Move: SE (29,96) then Teleport to 29,93
Manipulate: 

Ignis' Statblock

spacer.png
IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
spacer.png

Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

spacer.png
STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

spacer.png

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — 

spacer.png

ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

Edited by codexgigas (see edit history)
Name
Wisdom Save
22
1d20+7 [[15]]
Fiery Teleport (DC 16 Dex negates)
6
1d6+3 [[3]]
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 Varta Rockgrinder:  Rune Knight 5
spacer.png


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 knows she needs to protect Narissa and Blue, but when they flee to the east, she also knows she doesn't want to just wait in the hallway while these bandits pepper her with arrows. 

 

She follows after the wizards and closes the door behind her. She then finds herself standing right next to the Nilbog.

 

"Hello. How are you?"



Mechanics

Main Hand: Battleaxe
Off Hand: Shield


Move: to 26,89

Action: dodge
Bonus Action: none

Object: Close door 

 

     

 

 

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Level 1: Dungeon Level


Despite the darkness that surrounded her Xaya was able to dispatch another of the cloaked figures with two wide swings of her greatsword as the weapon cut through the darkness. She could here Jax tear into another of the foes adjacent to her.

 

Narissa opened the door that Blue held closed and moved past Blue and the Nilbog, the goblin chuckled and thumped her hard across her back with its scepter for the effort, as the duplicate disappeared the creatures realized he had been fooled. Once away from the creature Narissa uttered the words to cause light to come into the darkened area but the darkness swallowed up the magical light instantly. She then turned her focus southward as she uttered her prayer mixed incantation and seven whirling shurikens appeared next to Moss as they began to strike and cut into the cloaked figure closest to him.

 

Blue began intoning a few words in the language of magic and caused a spectral hand to erupt from the wall beside the drow closest to Moss, its skeletal fingers reaching towards the nearest source of warmth and life. Caressing the creature and draining its remaining life as the husk of the dark elf collapsed to the ground. Even as the hand moved, Blue's mind flexed, pulling Moss towards him as he himself moved into the chamber and past the Nilbog.

 

Moss continues to roll around on the ground in a fit of laughter as Ignis takes a defensive stance over its master, then the laughter is gone, and Moss realizes he is on the cold stone floor, and it is no longer funny as Ignis wreaths them in flame and teleports them north.

 

Varta moves through the door and closes it behind her as she takes up a defensive position next to the Nilbog.

 

The Nilbog next to Varta opens the door back up as its counterpart immediate launches a magically laced insult against Varta "What was the first part of you to rot off, your brain or your balls?" Needless to say, Varta was not impressed by the humor.

 

The other Nilbog then reworked its magic and Moss began laughing hysterically once again.

 

As the drow advanced down the hall, they all fired crossbow bolts at Varta, the bolts embedded or pinged off the shield she was ducked behind.

 

Xaya suddenly felt the cold steel of the drow's blade as it pierced her side in the darkness, this time she could not get her protection spell off quick enough. The other drow next to her fled westward out of the darkness and then south.

 

The darkness around Xaya and Jax suddenly dropped as another of the drow fired its crossbow at her before ducking back around the corner.


Scene Notes

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


Fourth Day, the 24th of TarsakhApril @ 4:16 am


WE ARE IN COMBAT

Blue (faerie fire) 

Moss (incapacitated, hideous laughter, prone)
Narissa (mirror image, spiritual weapon)
Varta (dodging, poisoned)

 

Nilbog #2 (concentrating)

Thief #9 (concentrating)
 

See descriptions tab for definitions and effects of the above conditions.

 

Everyone is up.

 

DARKNESS

Group is currently in total darkness. All members have darkvision.
Perception checks and Investigation checks are now made at disadvantage by all.
Passive Perception is lowered by 5.

 

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 Level and Crypts

Show Bookkeeping

INITIATIVE (Round 6)

Enemies (9) = Drow (7) | Nilbogs (2)

PC's (5)

MECHANICS

Narissa

Lost one duplicate (1 remaining)
Used one second level spell slot. (1 of 3 remaining)

 

Xaya
Takes 10 hit points of piercing damage from Thief #12's shortsword.
Has 33 of 43 hit points remaining.

 

Nilbog #1
Used Confusion

 

Nilbog #2
Used Confusion

 

Thief #9
Has used Faerie Fire
Has taken a total of 3 hit points of damage.

 

Thief #11
Takes 7 hit points of force damage from Narissa's Spiritual Weapon.
Takes 7 hit points of necrotic damage from Blue's Chill Touch.
Has taken a total of 14 hit points of damage.
IS DEAD!!

 

Thief #13
Takes 9 hit points of force damage from Jax's Force Rend.
Has taken a total of 9 hit points of damage.
Is critically wounded.

 

Thief #14
Takes 11 hit points of slashing damage from Xaya's greatsword.
Takes 10 hit points of slashing damage from Xaya's greatsword.
Has taken a total of 21 hit points of damage.
IS DEAD!!

 

Thief #15
Used Darkness

CONDITIONS

Blue

Faerie Fire
Mage Armor (7 hours and 20 minutes remaining)
Minor Illusion (7 rounds remaining)

 

Moss
Darkvision (7 hours and 30 minutes remaining)

Hideous Laughter
Incapacitated
Ignis Summoned (1 hour remaining)
Prone

 

Narissa
Mirror Image (1 duplicate) (5 rounds remaining)

Spiritual Weapon (9 rounds remaining)

 

Varta
Poisoned (unknown duration)

 

Nilbog #2
Concentrating on Hideous Laughter (9 rounds remaining)

 

Thief #9 
Is concentrating on Faerie Fire (Blue, 8 rounds remaining)

DESCRIPTIONS

Conditions

IncapacitatedAn incapacitated creature can’t take Actions or Reactions. | PoisonedA poisoned creature has disadvantage on Attack rolls and Ability Checks. | ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has disadvantage on Attack rolls.

An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

 

Spell Effects

Faerie FireAny creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
 | Mirror ImageEach time a creature Targets you with an Attack during the spell's Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an Attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on Senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.
 | Tasha's Hideous LaughterThe target falls prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another DC 12 Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
 

Default Marching Order

Varta | Xaya | Jax | Blue | Narissa | Moss

 

Watch 1

Undetermined

Watch 2

Undetermined

Watch 3

Undetermined

ADMAER "BLUE" AZUREGIFT

Hit Points: 28/32 (fey ancestry)
Hit Dice: 5/5

Arcane Recovery: 1/1 *L

Portent 1: 20

Portent 2: 13

1st Level Spell Slots: 3/4 *L (+8* / DC 16*)

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

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

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

XP: 6,760/14,000

MOSS

Hit Points: 28/38
Hit Dice: 5/5

Wildshape: 1/2 *S

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

2nd Level Spell Slots: 1/3 *L (+8* / DC 16*)

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

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

XP: 6,760/14,000

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: 1/3 *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

XP: 6,760/14,000

VARTA "ROCKGRINDER"

Hit Points: 42/49 (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

XP: 6,760/14,000

XAYA NEV

Hit Points: 33/43
Hit Dice: 5/5 (fey ancestry)

Any Cantrip: 1/1 *L

Defender: AC:15 Hit Points: 24/31

Defender Repair: 3/3 *L

Fey Step: 3/3 *L

1st Level Spell Slots: 2/4 *L (+8* / DC 16*)

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

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

XP: 6,760/14,000

 

 

Name
Thief #7 attacks Varta with H Crossbow (ADV/DIS offset) (Cover +2 AC)
6
1d20+4 [[2]]
Mirror Image (8 or higher to hit)
12
1d20 [[12]]
Nilbog #2 damage against Narissa
8
1d6+2 [[6]]
Nilbog #2 AoO against Narissa
15
1d20+4 [[11]]
Thief #8 attacks Varta with H Crossbow (ADV/DIS offset)
19
1d20+4 [[15]]
Thief #15 fires crossbow at Xaya
10
1d20+4 [[6]]
Thief #12 damages Xaya with Shortsword (CRIT)
10
2d6+2 [[3,5]]
Thief #10 attacks Varta with H Crossbow (ADV/DIS offset) (Cover +2 AC)
11
1d20+4 [[7]]
Varta WIS save versus VM from Nilbog 1
15
1d20+2 [[13]]
Thief #12 attacks Xaya with Shortsword (ADV/DIS offset)
24
1d20+4 [[20]]
Moss WIS save versus Hideous Laughter from Nilbog 2
11
1d20+7 [[4]]
Thief #9 attacks Varta with H Crossbow (ADV/DIS offset) (Cover +2 AC)
7
1d20+4 [[3]]
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Xaya Nev - Eladrin Artificer 5 (MW Sheet Link)spacer.png


AC: 17 | HP: 33/43 HD: 5/5d8 | Initiative: +2 | PP: 13 | Spell Slots: 1st 2/4 / 2nd 1/2 | Fey Step: 3/3 | Any Cantrip: 1/1 | DM Inspiration: 1/1


The darkness disappears, and Xaya's eyes adjust to the normal darkness. She sees just one bandit in front of her and Jax by her side. She swings her greatsword at the elf and then commands Jax to attack as well. 

 

"Jax, finish him. Where are the others? Moss was just over there."

 

If the bandit drops, Xaya and Jax move to the east to see if Moss needs any help. 


Jax (Steel Defender) AC: 15 | HP: 24/31 | Initiative: +1 | PP: 16 | Repair: 3/3


Mechanics

Main Hand: Greatsword
Off Hand: Empty


Action: Greatword #12
Bonus Action: command Jax

Reaction: Shield if it would help.
Move: if #12 falls, move to 26.93
Manipulate: none


Defender Action: attack 12

Defender Move: follow Xaya (to 26.92 if Xaya moved)

Defender Reaction: deflect attack

     

Steel Defender

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

 

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

 

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

 

image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
JAX (Steel Defender)
Medium, construct (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 15 (natural)

Hit Points 31 (5d8)

Speed 40 ft.

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
14 (+2)
DEX
12 (+1)

CON
14 (+2)

INT
4 (-3)

WIS
10 (+0)

CHA
6 (-2)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Saving Throws: Dex +4, Con +5

Skills: Athletics +5, Perception +6

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 16

Languages: understands the languages you speak

Challenge:

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

ACTIONS


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

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

REACTIONS


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

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Notes

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

 

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

Name
Xaya attack 1
16
1d20+8 [[8]]
Xaya damage 2
9
2d6+5 [[1,3]]
Xaya attack 2
24
1d20+8 [[16]]
Xaya damage 1
13
2d6+5 [[3,5]]
Jax Damage
11
1d8+3 [[8]]
Jax attack
12
1d20+8 [[4]]
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