Mira Ashwood: Difference between revisions

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Created character page for Return to the Keep campaign
 
Saltmarsh adventure update (haunted house progress)
 
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{{Character
'''Mira Ashwood''' is a human Mage and the undisputed hero of the [[Treasure Hunt]] adventure. When all three of her companions fell in the final battle against the undead, Mira single-handedly destroyed both zombies, discovered the escape route, broke through a sealed tomb, and sailed the entire party to safety � the only one standing at the end.
|name=Mira Ashwood
|class=Mage
|race=Human
|level=1
|alignment=Neutral Good
|player=No
}}


'''Mira Ashwood''' is a human [[Mage]] and a member of the adventuring party exploring the [[Caves of Chaos]].
== Ability Scores ==
 
== Background ==
Curious and bookish, Mira left her mentor's tower seeking practical experience. She is cautious but brave when her companions need her.


== Ability Scores ==
{| class="wikitable"
{| class="wikitable"
|-
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
|-
| 9 || 14 || 12 || 16 (+2 languages) || 13 || 11
| 9 || 14 || 12 || '''16''' (5 bonus languages, 70% spell learn) || 13 || 11
|}
|}


== Combat Statistics ==
== Combat Statistics ==
{| class="wikitable"
{| class="wikitable"
|-
|-
! THAC0 !! AC !! HP !! Movement
! Class !! Level !! HP !! AC !! THAC0 !! Alignment !! XP !! Next Level
|-
|-
| 20 || 10 || 4 || 12
| Mage || 2 || '''7'''/7 || 10 (no armour) || 20 || Neutral Good || 3,020 || 5,000
|}
|}


== Saving Throws ==
== Spellbook ==
 
{| class="wikitable"
{| class="wikitable"
|-
|-
! PPDM !! RSW !! PP !! BW !! Spell
! Spell !! Level !! Effect
|-
|-
| 14 || 11 || 13 || 15 || 12
| Sleep || 1st || Affects 2d4 HD of creatures within area
|-
| Detect Magic || 1st || Detects magical auras within 60 feet
|-
| Read Magic || 1st || Read magical writings and scrolls
|-
| Magic Missile || 1st || 1d4+1 force damage, automatic hit
|}
|}


== Spells ==
'''Spell Slots:''' 2 x 1st level � Magic Missile + Sleep prepared
=== Memorised (1 slot) ===
 
* '''Magic Missile''' — 1d4+1 damage, auto-hit, 60 yards range
== Equipment and Inventory ==
 
=== Weapons ===
 
{| class="wikitable"
|-
! Weapon !! Damage !! Notes
|-
| Dagger || 1d4/1d3 || Proficient. Originally Keestake's � used to kill Zombie Liala and chisel through the crypt wall
|-
| Staff || 1d6/1d6 || Purchased in Ventris
|}


=== Spellbook ===
=== Other Equipment ===
* Sleep
* Detect Magic
* Read Magic
* Magic Missile


== Equipment ==
* Spellbook (contains Sleep, Detect Magic, Read Magic, Magic Missile)
* Quarterstaff (1d6 damage)
* Dagger (1d4 damage)
* Spellbook
* Spell component pouch
* Spell component pouch
* Backpack, bedroll, waterskin
* Ink, quills, parchment (10 sheets)
* Lantern, oil (4 flasks)
* Backpack, bedroll, waterskin, cloak
* '''Gold:''' 12 gp
* Torches (6), flint and steel
* Trail rations (7 days)
 
== Adventure History ==
 
=== [[Treasure Hunt]] ===
 
==== Episode 1: The Shipwreck ====
 
Mira awoke in the slave hold of ''The Dorak'' when her bunk buckled in the crash. She grabbed the keys and freed the party from their shackles. During the fight with Hafkris, she landed a hit with a makeshift club in Round 2 (rolled 16, 3 damage), helping bring down the half-orc.
 
==== Episode 2: The Ravine � First Brush with Death ====
 
Mira killed Goblin 4 in the first round of combat against the goblin survivors (rolled 19, 6 damage with a club). But in the same round, Goblin 5 struck her for 5 damage � dropping her from 4 HP to -1 HP. She bled out over the following rounds, reaching -6 HP before being stabilized. This was Mira's first near-death experience, leaving her unconscious for hours while the party travelled to the temple.
 
==== Episode 3: Temple of the Goddess ====
 
Mira lay unconscious in the temple while the party explored. [[Brother Marcus|Marcus]] used his divine boon to heal her but rolled only 1 (healing to -5 HP � still unconscious). [[Melisana of Ventris|Melisana]] then used her own boon, rolling 8 (maximum), which brought Mira to 3 HP and consciousness. Mira studied her recovered spellbook overnight, memorizing Magic Missile. She healed to 4 HP (full) by morning.
 
==== Episode 4: Manor of the Sea King ====
 
During the goblin patrol fight in the servants corridor, Mira stayed back from melee. In Round 3, with [[Finnegan Cole|Finn]] bleeding out and two goblins still standing, she cast Magic Missile on Goblin 3 � dealing 4 damage (3+1) and killing it instantly before it could attack. This was her only spell slot, now spent. After the fight, she picked up Finn's dropped crossbow and dagger from the corridor floor before the party fled into Room 38.
 
==== Episode 5: The Catacombs � The Insight ====
 
When [[Keestake]] lunged at Mira with his dagger during the betrayal, [[Brother Marcus|Marcus]] killed the traitor before the blade could reach her. Mira recovered Keestake's dagger � which would become the most important weapon of the adventure.
 
In the catacombs, when the party failed repeatedly to find the secret door in Room 8's back wall (6 failed search rolls), Mira's INT 16 insight provided the breakthrough. She observed that the party had been searching by touch (feeling for seams, tapping for hollows) and suggested looking ''visually'' for something unusual � "something you'd see, not something you'd feel." This was exactly the mechanism described in the module: a miscoloured stone. The DM ruled her targeted visual search succeeded, and she spotted the grey-black stone among grey-brown walls. [[Zeale]] twisted it, revealing the secret passage.
 
==== Episode 6: The Crypt � The Heroic Stand ====
 
This episode cemented Mira as the hero of the entire adventure.
 
'''The Disaster:''' In Combat Round 1 against the two zombies, every party attack missed. Viledel's mace felled [[Finnegan Cole|Finn]] (6 damage, 0 HP) and Liala struck [[Brother Marcus|Marcus]] (-2 HP, dying). Two party members down in one round.
 
'''Stabilizing Marcus:''' During the retreat, Mira tore a strip from her own cloak and bound Marcus's wounds, stabilizing him at -3 HP.
 
'''Finding the Lever:''' While [[Zeale]] fought both zombies alone (and was subsequently struck down), Mira sprinted to the smooth south wall. Her INT check succeeded (rolled 4 vs INT 16) � she found a lever mechanism half-hidden behind a stone lip. She pulled it, and the entire south wall collapsed outward, opening directly to the ocean and filling the chamber with moonlight.
 
'''Destroying Viledel:''' With both zombies approaching, Mira attempted to dodge aside and let them walk off the cliff. Her DEX check partially failed (rolled 16, needed 14), but Viledel � heavy in his scale mail � could not stop his momentum and tumbled off the cliff into the ocean. '''Viledel eliminated.''' His magic items (scale mail +1, mace +1, golden coronet worth 500 gp) were lost to the sea.
 
'''Killing Liala:''' Liala turned to fight instead of falling. Initiative tied 9 vs 9, but Mira's DEX 14 gave her the tiebreaker. She struck with Keestake's dagger � rolled 13 (needed 12 vs AC 8), dealing 4 damage. Liala had exactly 3 HP remaining. '''Liala destroyed.''' The zombie's return attack (rolled 15, would have hit for 7 damage) never landed � killed before acting.
 
'''Breaking Through:''' With both zombies destroyed and orc pursuit closing in, Mira used the dagger as a chisel on the crumbling 60-year-old mortar of the bricked-up crypt (Room 20). Working with [[Melisana of Ventris|Melisana]], she spent approximately 15-20 minutes prying bricks loose to open a man-sized hole, revealing Prince Horedel's 30-foot burial galley. Another 15-20 minutes of work opened the hole wide enough (8+ feet) for the boat.
 
'''The Rescue:''' Mira dragged all three unconscious companions to the escape point:
* [[Finnegan Cole|Finn]] (0 HP) from Room 17 � STR check rolled 6 vs 9, success
* [[Brother Marcus|Marcus]] (-3 HP) from Room 17 � STR check rolled 8 vs 9, success
* [[Zeale]] (-8 HP) from near the crypts � STR check rolled 16 vs 9, failed. Melisana helped
 
'''The Escape:''' Mira kicked out the wooden support beams holding the galley (STR check rolled 6 vs 9, success). The boat crashed to the stone floor. She and Melisana loaded the unconscious party members aboard and pushed the galley 60 feet across the chamber � Mira's push failed (STR 13 vs 9) but Melisana used an oar as a lever.
 
The orc pursuit force burst into Room 16 just as the galley reached the cliff edge. The boat plunged into the ocean. Mira and Melisana leaped aboard. Orc arrows flew � both missed (rolled 4 and 4, needed 10). Melisana cut the sail bindings, caught the storm wind, and the galley surged away.
 
One mile out, the goddess destroyed the island with tornadoes. The seas calmed. Stars appeared.
 
=== Between Adventures ===
 
Mira rested on Ventris Island, studying her spellbook and purchasing writing supplies. She now prepares two spells per day � Magic Missile and Sleep � making her significantly more versatile in combat. She seeks opportunities to expand her spellbook with new spells.
 
=== [[The Sinister Secret of Saltmarsh]] ===
 
==== The Haunted House ====
 
Mira lent a sheet of her parchment for [[Finnegan Cole|Finn]]'s sketch of the house, and pored over the ruined documents found in an upper bedroom (mould-rotted deeds, nothing useful survived). In a master-bedroom cupboard she caught [[Finnegan Cole|Finn]]'s wrist before he could touch a cloak furred with '''yellow mould''' - identifying and avoiding the hazard.
 
==== Hero of the Attic ====
 
When four stirges ambushed [[Finnegan Cole|Finn]] in the attic and drained him to 0 HP, Mira climbed the rope and - on the round that decided his life - cast '''Sleep''', dropping all four stirges at once so [[Melisana of Ventris|Melisana]] could finish them. From the stirges' nest she recovered an '''unidentified ring''' she believes to be magical, though she cannot confirm it without Detect Magic.
 
==== The Giant Ant Battle ====
 
With the party's blades skidding off the ants' armour, Mira loosed her '''Magic Missile''' - an automatic hit that bypassed their shells - to help bring down a doorway ant. Both her spells (Sleep and Magic Missile) are now spent.
 
== Current Status ==


== Experience ==
'''Unhurt but spell-less''' - 7/7 HP with no spells remaining until she can rest and re-study her book. She holds an unidentified ring (suspected magical) recovered from the haunted house. Still the party's quiet problem-solver - and, in the attic, the one whose Sleep spell saved Finn's life.
* '''XP:''' 0
* '''Next Level:''' 2,500


[[Category:NPCs]]
[[Category:Player Characters]]
[[Category:Mages]]
[[Category:Humans]]
[[Category:Return to the Keep Party]]

Latest revision as of 21:07, 28 June 2026

Mira Ashwood is a human Mage and the undisputed hero of the Treasure Hunt adventure. When all three of her companions fell in the final battle against the undead, Mira single-handedly destroyed both zombies, discovered the escape route, broke through a sealed tomb, and sailed the entire party to safety � the only one standing at the end.

Ability Scores

STR DEX CON INT WIS CHA
9 14 12 16 (5 bonus languages, 70% spell learn) 13 11

Combat Statistics

Class Level HP AC THAC0 Alignment XP Next Level
Mage 2 7/7 10 (no armour) 20 Neutral Good 3,020 5,000

Spellbook

Spell Level Effect
Sleep 1st Affects 2d4 HD of creatures within area
Detect Magic 1st Detects magical auras within 60 feet
Read Magic 1st Read magical writings and scrolls
Magic Missile 1st 1d4+1 force damage, automatic hit

Spell Slots: 2 x 1st level � Magic Missile + Sleep prepared

Equipment and Inventory

Weapons

Weapon Damage Notes
Dagger 1d4/1d3 Proficient. Originally Keestake's � used to kill Zombie Liala and chisel through the crypt wall
Staff 1d6/1d6 Purchased in Ventris

Other Equipment

  • Spellbook (contains Sleep, Detect Magic, Read Magic, Magic Missile)
  • Spell component pouch
  • Ink, quills, parchment (10 sheets)
  • Backpack, bedroll, waterskin, cloak
  • Torches (6), flint and steel
  • Trail rations (7 days)

Adventure History

Episode 1: The Shipwreck

Mira awoke in the slave hold of The Dorak when her bunk buckled in the crash. She grabbed the keys and freed the party from their shackles. During the fight with Hafkris, she landed a hit with a makeshift club in Round 2 (rolled 16, 3 damage), helping bring down the half-orc.

Episode 2: The Ravine � First Brush with Death

Mira killed Goblin 4 in the first round of combat against the goblin survivors (rolled 19, 6 damage with a club). But in the same round, Goblin 5 struck her for 5 damage � dropping her from 4 HP to -1 HP. She bled out over the following rounds, reaching -6 HP before being stabilized. This was Mira's first near-death experience, leaving her unconscious for hours while the party travelled to the temple.

Episode 3: Temple of the Goddess

Mira lay unconscious in the temple while the party explored. Marcus used his divine boon to heal her but rolled only 1 (healing to -5 HP � still unconscious). Melisana then used her own boon, rolling 8 (maximum), which brought Mira to 3 HP and consciousness. Mira studied her recovered spellbook overnight, memorizing Magic Missile. She healed to 4 HP (full) by morning.

Episode 4: Manor of the Sea King

During the goblin patrol fight in the servants corridor, Mira stayed back from melee. In Round 3, with Finn bleeding out and two goblins still standing, she cast Magic Missile on Goblin 3 � dealing 4 damage (3+1) and killing it instantly before it could attack. This was her only spell slot, now spent. After the fight, she picked up Finn's dropped crossbow and dagger from the corridor floor before the party fled into Room 38.

Episode 5: The Catacombs � The Insight

When Keestake lunged at Mira with his dagger during the betrayal, Marcus killed the traitor before the blade could reach her. Mira recovered Keestake's dagger � which would become the most important weapon of the adventure.

In the catacombs, when the party failed repeatedly to find the secret door in Room 8's back wall (6 failed search rolls), Mira's INT 16 insight provided the breakthrough. She observed that the party had been searching by touch (feeling for seams, tapping for hollows) and suggested looking visually for something unusual � "something you'd see, not something you'd feel." This was exactly the mechanism described in the module: a miscoloured stone. The DM ruled her targeted visual search succeeded, and she spotted the grey-black stone among grey-brown walls. Zeale twisted it, revealing the secret passage.

Episode 6: The Crypt � The Heroic Stand

This episode cemented Mira as the hero of the entire adventure.

The Disaster: In Combat Round 1 against the two zombies, every party attack missed. Viledel's mace felled Finn (6 damage, 0 HP) and Liala struck Marcus (-2 HP, dying). Two party members down in one round.

Stabilizing Marcus: During the retreat, Mira tore a strip from her own cloak and bound Marcus's wounds, stabilizing him at -3 HP.

Finding the Lever: While Zeale fought both zombies alone (and was subsequently struck down), Mira sprinted to the smooth south wall. Her INT check succeeded (rolled 4 vs INT 16) � she found a lever mechanism half-hidden behind a stone lip. She pulled it, and the entire south wall collapsed outward, opening directly to the ocean and filling the chamber with moonlight.

Destroying Viledel: With both zombies approaching, Mira attempted to dodge aside and let them walk off the cliff. Her DEX check partially failed (rolled 16, needed 14), but Viledel � heavy in his scale mail � could not stop his momentum and tumbled off the cliff into the ocean. Viledel eliminated. His magic items (scale mail +1, mace +1, golden coronet worth 500 gp) were lost to the sea.

Killing Liala: Liala turned to fight instead of falling. Initiative tied 9 vs 9, but Mira's DEX 14 gave her the tiebreaker. She struck with Keestake's dagger � rolled 13 (needed 12 vs AC 8), dealing 4 damage. Liala had exactly 3 HP remaining. Liala destroyed. The zombie's return attack (rolled 15, would have hit for 7 damage) never landed � killed before acting.

Breaking Through: With both zombies destroyed and orc pursuit closing in, Mira used the dagger as a chisel on the crumbling 60-year-old mortar of the bricked-up crypt (Room 20). Working with Melisana, she spent approximately 15-20 minutes prying bricks loose to open a man-sized hole, revealing Prince Horedel's 30-foot burial galley. Another 15-20 minutes of work opened the hole wide enough (8+ feet) for the boat.

The Rescue: Mira dragged all three unconscious companions to the escape point:

  • Finn (0 HP) from Room 17 � STR check rolled 6 vs 9, success
  • Marcus (-3 HP) from Room 17 � STR check rolled 8 vs 9, success
  • Zeale (-8 HP) from near the crypts � STR check rolled 16 vs 9, failed. Melisana helped

The Escape: Mira kicked out the wooden support beams holding the galley (STR check rolled 6 vs 9, success). The boat crashed to the stone floor. She and Melisana loaded the unconscious party members aboard and pushed the galley 60 feet across the chamber � Mira's push failed (STR 13 vs 9) but Melisana used an oar as a lever.

The orc pursuit force burst into Room 16 just as the galley reached the cliff edge. The boat plunged into the ocean. Mira and Melisana leaped aboard. Orc arrows flew � both missed (rolled 4 and 4, needed 10). Melisana cut the sail bindings, caught the storm wind, and the galley surged away.

One mile out, the goddess destroyed the island with tornadoes. The seas calmed. Stars appeared.

Between Adventures

Mira rested on Ventris Island, studying her spellbook and purchasing writing supplies. She now prepares two spells per day � Magic Missile and Sleep � making her significantly more versatile in combat. She seeks opportunities to expand her spellbook with new spells.

The Haunted House

Mira lent a sheet of her parchment for Finn's sketch of the house, and pored over the ruined documents found in an upper bedroom (mould-rotted deeds, nothing useful survived). In a master-bedroom cupboard she caught Finn's wrist before he could touch a cloak furred with yellow mould - identifying and avoiding the hazard.

Hero of the Attic

When four stirges ambushed Finn in the attic and drained him to 0 HP, Mira climbed the rope and - on the round that decided his life - cast Sleep, dropping all four stirges at once so Melisana could finish them. From the stirges' nest she recovered an unidentified ring she believes to be magical, though she cannot confirm it without Detect Magic.

The Giant Ant Battle

With the party's blades skidding off the ants' armour, Mira loosed her Magic Missile - an automatic hit that bypassed their shells - to help bring down a doorway ant. Both her spells (Sleep and Magic Missile) are now spent.

Current Status

Unhurt but spell-less - 7/7 HP with no spells remaining until she can rest and re-study her book. She holds an unidentified ring (suspected magical) recovered from the haunted house. Still the party's quiet problem-solver - and, in the attic, the one whose Sleep spell saved Finn's life.