Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on March 13, 2015

For your viewing pleasure, I present the fourth episode of the Live from the Sword Coast podcast (featuring recordings of my gaming group’s 5th Edition Dungeons & Dragons campaign).

Does a necrotic plague threaten the city of Baldur’s Gate?  Are our heroes to blame?  Is using your familiar like a coal mine canary a good plan? Find out by pressing play!

Tonight’s Cast:
Dungeon Master: Kevin Madison
Beradin Toraktalomaar: Dave Oomah
Diero Dundragon: Stevie Mo
Malark Buckman: Jeff Ivey
Maurgoth, Son of Daurgothoth: Nick Enns

Please note that this video contains SPOILERS for the Hoard of the Dragon Queen adventure and the Tyranny of Dragons campaign.

You can find a summary of the campaign to date here, you can find earlier episodes of the Live from the Sword Coast podcast here, and you can find the stats for this session’s player characters here:

Beradin Toraktalomaar

Diero Dundragon

Malark Buckman

Maurgoth, Son of Daurgothoth

I hope you enjoy joining our session and, if you have any questions or concerns, please do not hesitate to send them my way at dungeonmusings@gmail.com.

Oh, and you can follow me on Twitter @dungeonmusings

Until next time I remain,

The Dungeon Muser

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Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on March 13, 2015

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Diero Dundragon
Diero

Male Human Criminal Fighter 5  XP: 11,870
Faction: The Harpers  Renown: 4
Neutral Good
Representing Steve-O

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin:
Eyes:
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 44
Hit Dice: 5d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 6 = + 3 [proficiency] + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Common Chondathan
Proficiencies: Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons,   Thieves Tools, Light Armor, Medium Armor, Heavy Armor

Unarmed strike [+6 to hit; 1+3 bludgeoning]
Handaxe [+6 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+6 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]

Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 6 = +3 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 5, as a battle master you know 3 maneuvers. These are:
Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 13 or drop an object carried to its feet.
Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+5 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diero can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — four d8 superiority dice, three maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.

First Ability Score Improvement: Feat

Diero Dundragon’s Equipment:

Money: 95 gold pieces.

Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Backpack, Mess kit, Dice, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit, and Thieves’ tools.

Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad. 

Harpers Contacts:
Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Beradin Toraktaalomar 5th Level Cleric- 5th Edition Dungeons & Dragons

Beradin Toraktaalomar
Beradin

Male Dwarf Folk-Hero Cleric 5  XP: 9,120
Faction: Order of the Gauntlet Renown: 4
Neutral Good
Representing Dave

Strength 14 (+2)
Dexterity 9 (-1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 4′ 2″
Weight: 175 lb
Skin: Brown
Eyes: Dark Brown
Hair: Black; Thick Beard / Hirsute

Maximum Hit Points: 43 [includes hill dwarf bonus]
Hit Dice: 5d8
Speed: 25 feet
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield] (Resist Poison)

Proficiency bonus: +3
Initiative modifier: -1 = -1 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 2 = + 3 [proficiency] -1 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: -1 = 2 [strength]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 7 = + 3 [proficiency] + 4 [wisdom]
Charisma save: + 4 = + 3 [proficiency] + 1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 210 lb maximum

Languages: Common Dwarvish
Proficiencies: Brewer’s Tools, Healer’s Kit, Herbalism Kit, Land Vehicles, Simple Weapons, Light Armor, Medium Armor, Heavy Armor

Sacred Flame [DC 15 Dex save or 2d8 radiant damage, (range 60ft)]
Unarmed strike [+5 to hit; 3 bludgeoning]
Crossbow, light [+2 to hit; 1d8-1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Warhammer [+5 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.] Steel Shield [+2 AC; 6 lb.]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex -1 = -1
Animal Handling Wis 4 = +4
Arcana Int 0 = +0
Athletics Str 2 = +2
Deception Cha 1 = +1
History Int 0 = +0
Insight Wis 4 = +4
Intimidation Cha 1 = +1
Investigation Int 0 = +0
Medicine Wis 7 = +4 + 3
Nature Int 0 = +0
Perception Wis 4 = +4
Performance Cha 1 = +1
Persuasion Cha 4 = +1 + 3
Religion Int 3 = +0 + 3
Sleight of Hand Dex -1 = -1
Stealth Dex -1 = -1
Survival Wis 7 = +4 + 3

Cleric spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day

At cleric level 4, you know 4 cleric cantrips. Beradin knows the Guidance, Mending, Sacred Flame, and Thaumaturgy cantrips.

Beradin’s level and wisdom allow him to prepare 9 Cleric spells daily, in addition to his domain spells.

Gold Dwarf

  • Can move 25 feet even if in heavy armor
  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
  • Stonecunning (always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Cleric

  • Ritual caster.
  • The DC to resist your spells is 15 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Channel Divinity (1 use between short rests)
  • Channel Divinity — Turn Undead (1 action, each undead within 30ft makes Wis save DC 14. If failed, creature is turned and must move away and cannot take reactions, taking only the dash action.)

Life Cleric (domain)

  • When using a spell to restore hit points, recipient regains 2 + the spell level hit points.
  • Level 2: Channel Divinity — Preserve Life. Distribute 25 (5 x your level) hit points to creatures within 25 feet who are at half hit points or below.
  • Level 5: Destroy Undead — if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed

First Ability Score Improvement: +2 wisdom

Beradin Toraktaalomar’s Equipment:

Money: 420 gold pieces.

Wyrm’s Breath Bitter: This pungent and bitter beer forces the imbiber to make a DC 13 Constitution saving throw or be poisoned for 1 minute (Dwarf characters have advantage on this saving throw, thanks to their Dwarven Resilience trait). For 1 minute after consuming this ale, the imbiber can use a bonus action to unleash a thunderous and noxious belch, which causes all creatures in a 10ft cone to make a DC 13 Constitution saving throw or be poisoned and deafened. Those targets affected by the belch can make a new saving throw at the end of their turn to end the poisoned and deafened conditions. After three belches, the poisoned effect on the imbiber immediately ends and he can no longer belch (at least not to cause poisoning and deafness).

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

Crossbow bolts (quiver of 20), Backpack, Mess kit, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit (proficient), Holy symbol (silver), and Spell component pouch.

Beradin Toraktaalomar’s Personality Traits: If someone is in trouble, I’m always ready to lend a hand.
Beradin Toraktaalomar’s Ideal: Sincerity: There’s no good in pretending to be somethign I’m not.
Beradin Toraktaalomar’s Bond: I protect those who can’t protect themselves.
Beradin Toraktaalomar’s Flaw: I put too much trust in my church’s hierarchy.

Order of the Gauntlet Contacts:
Onthar Frume: Human Paladin of Helm and Grandmaster of the Order, based out of Elturel, but roams the Sword Coast region – Contact Bond Level 2

Sir Bennett: Human Knight Captain of the Order, runs the fledgling Chapter House in Baldur’s Gate – Contact Bond Level 1

ANIMATED ARMOR – Order of the Gauntlet Follower
1365801541356
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33
Speed 25 ft.
STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 6
Languages:
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by a dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
ACTIONS
Multiattack.
The armor makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Casting Call – Live from the Sword Coast: Beradin Toraktaalomar 5th Level Cleric- 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Maurgoth Son of Daurgothoth
rimas_the_dragonborn_by_fushark-d3iiidf

Male Dragonborn Charlatan Warlock 5  XP: 12,370
Faction: Host of Daurgothoth                    Renown: 3 Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice 5d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)

Carry: 150 lb maximum

Languages: Common Draconic
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 4, you know 3 warlock cantrips. Maurgoth’s cantrips are Eldritch, Friends, and True Strike.

Maurgoth has 2 Second-level spell slots, which regenerate on a short rest.

At warlock level 5, Maurgoth knows 6 warlock spells. Maurgoth’s spells are Arms of Hadar, Command, Fly, Hex, Invisibility, and Scorching Ray.

At warlock level 5, Maurgoth knows 3 warlock invocations.

Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast

Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).

One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonborn

  • The breath weapon does 2d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves.
  • Red dragonborn are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Level 1: Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (7 hps).

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 495 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Backpack, Gaming set (proficient), Ink pen, Ink vial, Mess kit, Parchment sheets x10, Rations (1 day) x10, Rope (50′, hempen), Tinderbox Waterskins, Disguise kit (proficient), Wand, and Book of Lore

Maurgoth Son of Daurgoth’s Personality Traits: I lie about almost everything, even when there is no reason to do so.
Maurgoth Son of Daurgoth’s Ideal: Independence: I am a free spirit – no one tells me what to do.
Maurgoth Son of Daurgoth’s Bond: Wanted by his father the Dracolich after he betrayed him.
Maurgoth Son of Daurgoth’s Flaw: Can’t resist swindling more powerful beings. 

Host of Daurgothoth Contacts:

Veygauth: Dragonborn Illusionist who is one of the favoured children of Daurgothoth. Mostly based out of Waterdeep, where he poses as a human who repairs and crafts stringed musical instruments– Contact Bond Level 2.

Durek Irthosavutha (Black Secret): Dwarven thug and shakedown artist with the Guilde who lives in the Outer City of Baldur’s Gate – Contact Bond Level 1

ARVOUL – HALF-DRAGON WINGED KOBOLD – Host of Daurgothoth Follower
Arvoul
Small humanoid, lawful evil
Armor Class 13 (natural armor)
Hit Points 15
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 16 (+3) CON 9 (-1) INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
Damage Resistance: fire
Senses darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Sunlight Sensitivity. While in sunlight, Arvoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Arvoul has advantage on an attack roll against a creature if at least one of Arvoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.
Dropped Rock. Ranged Weapon Attack. +5 to hit, one target directly below Arvoul. Hit: 1d6+3 bludgeoning damage.
Fire Breath (Recharge 5-6). Arvoul exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

TREASURES OF TIAMAT! – Magic Items from the Tyranny of Dragons Campaign

One of my favorite parts of the new 5E Dungeon Master’s Guide are the tables that allow you to add random special features to the magic items found by your characters (found on pages 142 and 143 of the DMG).

As we have been playing through the Hoard of the Dragon Queen adventure, the first half of Wizards of the Coast’s Tyranny of Dragons campaign, I have been using those tables to add some extra flavor to the magic items my players find, and I thought I would share a few of them here.

Vivexvalignant

Vivexvalignant: This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (a draconic word meaning “Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell compelled duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

TREASURES OF TIAMAT! – Magic Items from the Tyranny of Dragons Campaign