DL 80 – Drowned Sanctum 3 – Into the Sanctum


  • Something speaks in their minds again
  • Fail to harvest Chuul pincers
  • Ship finds out about the nature of the dome and Falor about the Deep Warder – will be researching it’s association with Persana
  • Fight Atlantean Champion – Ship Cy gets pendant Felor grabs conch shell
  • Get healed by statue
  • Falor sees “feed me clean guard me” in the fish pool
  • Find secret door in one of the buildings and go down
  • Gio splashed by acid trap
  • Go through musty halls. Pass by garbly noises from behind door (room 6)
  • Enter Room 4 – Falor sticks head in the water which triggers…
  • Olu Levels up to 4

Felor Trivaxith:

Twin Relics of Thoren
Falor Trivaxith Item: attunement
+1 Sword and Shield: The “Twin Relics of Thoren”

The Twin Relics were forged from a rare metal known as “Star Iron”, mined from the heart of a fallen star. The metalwork on both the sword and shield was intricate and identical, featuring celestial patterns that mirrored the night sky. Embedded within these patterns were precious gems – sapphires, emeralds, and diamonds – that sparkled with an otherworldly light.

It is believed that when aligning the swortd to reflect the visible constellations, the blade will point in the direction the beaerer wishes to go.

But what made these relics truly unique was an inscription etched onto both the sword and the shield. The inscription was in an ancient language, long forgotten by many. Scholars who studied the inscription believed it to be a clue leading to a lost trident, a religious relic of immense power.

The inscription reads: “Under the gaze of the Sea’s Sapphire, at the Emerald Forest’s edge, beneath the Diamond Mountain’s peak, the Trident’s power lies in wait.”

The Twin Relics of Thoren were lost to time, and their current whereabouts are unknown. Many adventurers have sought them, drawn by their power and the promise of the lost trident. Their search continues, adding another chapter to the legend of Thoren and his masterpieces.

13

SURVIVAL (2)
Falor Trivaxith

Ship-‘Cy (Dustin):

For Description Only
Dark Vision
transmutation 2

Range: Touch
Components:

V,
S,
M
Duration: 8 Hours
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
SPELL SAVE DC: 15

Olu Sundre Druid:

21

PERCEPTION (5)

Ship-‘Cy (Dustin):

22

ARCANA (3)
Ship’Cy

For Description Only
Invisibiltiy
illusion 2

Range: Touch
Components:

V,
S,
M
Duration: Concentration 1 Hour
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

SPELL SAVE DC: 15

11

STEALTH (2)
Ship’Cy

5

STEALTH (2)
Ship’Cy

Felor Trivaxith:

Knightly Regard
Falor Trivaxith Background: Knight of the Order
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Ser Gio:Bobugbubilz, the Demon Lord of Amphibians, He Who is Hard to Name, Ruler of Frog Hell is an

ancient, demonic deity. He holds dominion over all amphibian creatures, whether sapient or not, and his

domain meets the mundane world wherever dry land gives way to deceptive marshes, fens and bogs. Those unfortunate enough to live near such liminal spaces usually offer the strange deity at least some form of

obeisance, as tales of the dangers of getting lost in the swamps and ending up in what is colloquially known as Frog Hell are common among fenwalkers and swampfolk.

Ship-‘Cy (Dustin):

10

PERCEPTION (4)
Ship’Cy

For Description Only
Fireball
evocation 3

Range: 150 feet
Components:

V,
S,
M
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
SPELL SAVE DC: 15

rolling {8D6}
{

(

1

+

6

+

6

+

3

+

5

+

5

+

6

+

3

)

}

=

35

Olu Sundre Druid:

13

INITIATIVE (1)

Ship-‘Cy (Dustin):

20

INITIATIVE (2)
Ship’Cy

Ser Gio:

4

INITIATIVE (1)

Felor Trivaxith:12

Ship-‘Cy (Dustin):

11

Ship’Cy

3 + 3

WISDOM SAVE (1)
Ship’Cy

Ser Gio:

12

WISDOM SAVE (0)

Felor Trivaxith:

25

WISDOM SAVE (5)
Falor Trivaxith

Olu Sundre Druid:

21

WISDOM SAVE (5)

Felor Trivaxith:

6

STRENGTH SAVE (4)
Falor Trivaxith

Olu Sundre Druid:

12

Felor Trivaxith:

23

30/120
Falor Trivaxith


Range, thrown. Ammunition: 5. Fire. acid

14

30/120
Falor Trivaxith


Range, thrown. Ammunition: 5. Fire. acid

6
piercing

Ser Gio:

14

Halberd (+4)


Cleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

22

Halberd (+4)


Cleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

5
Slashing

10
Slashing

8
Force

Psionic Strike

Ship-‘Cy (Dustin):

12

Ship’Cy

rolling 1d4
(

3

)

=

3
7

For Description Only
Chill Touch
abjuration cantrip

Components:

V,
S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

SPELL SAVE DC: 15

Olu Sundre Druid:

25

6

11

Felor Trivaxith:

5

ARCANA (0)
Falor Trivaxith

15

PERFORMANCE (4)
Falor Trivaxith

23

PERFORMANCE (4)
Falor Trivaxith

Dungeon Viewer:The wight releases a hollow, waterlogged shriek filled with the voices of the dead.Each creature of the wight’s choice within 20 feet that can hear it must succeed on a DC 13 Wisdom saving throw or suffer the following effects until it makes the save:

The creature is disoriented:Speed is halved, It cannot take reactions, It has disadvantage on Perception checks

Additionally, a creature that fails the save by 5 or more falls prone as phantom waves crash through its mind

If standing in an inch of water DC goes to 15.

Ser Gio:https://youseethis.blog/tokens/

9

PERCEPTION (1)

Felor Trivaxith:

23

HISTORY (3)
Falor Trivaxith

Olu Sundre Druid:

20

WISDOM SAVE (5)

rolling 1d8
(

6

)

=

6

Ship-‘Cy (Dustin):

18

WISDOM SAVE (1)
Ship’Cy

Felor Trivaxith:

17

WISDOM SAVE (5)
Falor Trivaxith

Ship-‘Cy (Dustin):

rolling 1d8
(

2

)

=

2

Felor Trivaxith:

15

INSIGHT (2)
Falor Trivaxith

20

RELIGION (0)
Falor Trivaxith

Olu Sundre Druid:

14

PERCEPTION (5)

12

PERCEPTION (5)

Ser Gio:

20

INVESTIGATION (3)

9

DEXTERITY SAVE (0)

5

PERCEPTION (1)

17

PERCEPTION (1)

Ship-‘Cy (Dustin):

20

ARCANA (3)
Ship’Cy

Felor Trivaxith:

15

PERCEPTION (2)
Falor Trivaxith

19

PERCEPTION (2)
Falor Trivaxith

9

PERCEPTION (2)
Falor Trivaxith

8

PERCEPTION (2)
Falor Trivaxith

11

PERCEPTION (2)
Falor Trivaxith

Emissary of the Sea
Falor Trivaxith Racial: Triton
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.


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