Character Book | Sace

by Id8tionist

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Sace

NEED



UPDATED

September 25, 2025

Need to do:

  • clean up: Adventure | Ch.01, Session Jamie 005 - 007
  • look on r20 chats for:
  • "Roll for HP" (for level ups)
  • Initiatives (for combats)
  • Going through notes for:
  • Npcs / Locations / Items / Factions
  • Worldanvil links and updates

This is a great way to search/find important things during play, but I need to keep it updated!!

Contents

Sessions

Jamie

Mike

Jamie

Mike

Contents

Sace

Level 12 Rogue | Arcane Trickster


Alignment: Chaotic Good
Race: Pallid Elf
Background: Criminal | Pickpocket


HP Init AC Speed
129 (12d8 + 4) +5 17 (Leather +1) 40 ft.
Stand Leap Running Leap Swim Climb Fly
6 ft. 12 ft. 20 ft.🎒 20 ft. 40 ft.🥾

Ability Scores

STR DEX CON INT WIS CHA
12 20 18 14 14 14
+1 +5 +4 +2 +2 +2

Saving Throws

☐ +0 Strength ☑ +6 Intelligence
☑ +9 Dexterity ☐ +2 Wisdom
☐ +4 Constitution ☐ +2 Charisma

Skills

☐ +5 Acrobatics (D) ☐ +2 Medicine (W)
☐ +2 Animal Handl'n (W) ☐ +2 Nature (I)
☐ +2 Arcana (I) ☑ +5 Perception (W)
☐ +1 Athletics (S) ☐ +1 Performance (C)
☑ +6 Deception (C) ☑☑ 4 Persuasion (C)
☐ +2 History (I) ☐ +2 Religion (I)
☐ +6 Insight (W) [A] ☑☑ +11 Sleight of Hand (D)
☐ +2 Intimidation (C) ☑☑ +11 Stealth (D)
☑☑ +10 Investigation (I) [A] ☐ +2 Survival (W)

Languages / Proficiencies

  • Armor: Light Armor
  • Weapon: Longsword, Shortsword, Rapier, Hand Crossbow, Simple Weapons
  • Languages: Common, Draconic, Elvish, Goblin, Marquesian, Thieves' Cant
  • Thieves Tool (Expertise) (+8) + Ability
  • Leatherworker's Tools (+4) + Ability
  • Jeweler's Tools (+4) + Ability
  • Dice Set (+4) + Ability
  • Feats Mobile, Ritual Caster, Cartomancer
  • Proficiency Bonus +4
  • Passive Perception 15

Character Sheet

Appearance

Long black hair and traditional pallid elf white skin. His eyes are all black.

Scars:

Many scars across his back and chest from his days as a "pirate slave" A strange marking on his arm from when some snakes killed him. Various cuts from Meladyan. A scar from the BBEG of the Neverwinter battle as he did cut me down before a feather revived me.

Character Backstory

No memory of his past, except for the past 50 years. He was a slave to the pirates and fought and earned his way to freedom.

Personality Traits

Traits: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

I always want to know how things work and what makes people tick.


Ideals: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)


Bonds: Something important was taken from me, and I aim to steal it back.

I protect those who cannot protect themselves.


Flaws: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Features and Traits

Racial

  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Keen Senses. You have proficiency in the Perception skill.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
  • Incisive Sense. You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
  • Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Class

  • Sneak Attack (6d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

    You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  • Expertise: Investigation, Sleight of Hand, Stealth, Thieves' Tools
  • Thieves' Cant: Hidden sign language
  • Bonus action Can use dash/disengage/hide.
  • Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
  • Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • Mage Hand Legerdemain: In Spells
  • Spell Casting
Features
  • Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Feats

Mobile:

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Ritual Caster:

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it

Cartomancer:

You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

  • Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

  • Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

🔮 Spellcasting

Sace is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He regains spell slots after finishing a long rest. He knows the following Wizard spells:

Racial

  • Light
  • Sleep (1x day)
  • Invisibility (1x day)

Class*

  • Cantrip: Mage Hand (Legerdemain), Booming Blade, Fire Bolt, Sword Burst
  • 1st Level (4): Silent Image, Silvery Barbs
  • 2nd Level (3): Misty Step (C), Blur, Spray of Cards (C), Mirror Image, Phantasmal Force, Tasha's Mind Whip

Cardistry Feat

  • Cantrip: Prestidigitation

Ritual Feat

  • 1st Level: Find Familiar, Alarm, Tenser's Floating Disk, Comprehend Languages, Illusory Script, Unseen Servant, Detect Magic, Identify
  • 2nd Level: Magic Mouth, Gentle Repose, Skywrite Missing: Augury
  • 3rd Level: Phantom Steed, Feign Death, Leomund's Tiny Hut, Water Breathing
  • 4th Level: Divination
  • 5th Level: Contact Other Plane, Rary's Telepathic Bond Missing: Drawmij's Instant Summons

*(2 can be other than Enchantment/Illusion)


Feats & Spellcasting

Attacks & Gear

⚔ Attacks

Weapon Attacks

Name Attack Damage Properties
⚔️🔮 Rapier +2 (Form. Nine Lives Stealer) +12 1d8
+5 piercing +2 magic
Finesse
⚔️🔮💎
Pearl handled Vicious Dagger
+10 1d4
+5 piercing
Finesse, light, thrown (20/60)
⚔️ Dagger +10 1d4
+5 piercing
Finesse, light, thrown (20/60)
⚔️🔮 Vicious Shortsword +10 1d6
+5 piercing
Finesse, light
⚔️ Silver Mace +6 1d6
+1 bludgeon
Silver
⚔️🏹 🔮
Vicious Hand Crossbow +1
+11 1d6
+5 piercing +1 magic
Ammunition (30/120),
light, loading
⚔️🏹 Sling +10 1d4
+5 bludgeon
Ammunition (30/120)

🔮 Vicious When you roll a 20 with this Magic Weapon, the target takes an extra 7 piercing damage.

Spell Attacks

Name Attack Damage Properties
🔮C Booming Blade - 2d8 thunder +3d8 if they move
🔮C Fire Bolt +7 3d10 Fire 120' Flammable
🔮II Tasha's Mind Whip INT DC15 3d6 psychic 90', lose reaction and special
🔮1x Sleep - 5d8 HP 90'
🔮II Phantasmal Force INT DC15 1d6 psychic 10' Cube
🔮C Sword Burst DEX DC15 3d6 force 5'
🔮II Spray of Cards DEX DC15 (1/2) 2d10 force Blinded
🔮IR Silvery Barbs - Special Reroll 20. Give Advantage

Other Attacks

Name Attack Damage Properties
🧪 Common Acid 4d4 20/60 Thrown
🧪 Potent Acid 6d4 20/60 Thrown
🧪 Holy Water (Vial)
🧪 2 Holy Water (Flask) 2d6 (F/u) 20' thrown
🧪☠️ Basic Poison DC10 Con 1d4
🧪☠️ 2 Spider Poison DC11 Con 2d8 Poisoned 1Hr, possible paralyzed
🧪☠️ 3 Phase Spider Poison DC11 Con 4d8 Poisoned 1Hr, possible paralyzed
🧪☠️ Drow Poison (Injury) DC13 Con Poisoned 1Hr, Possible Unconscious
🧪☠️ 2 Wyvern Poison DC15 Con 7d6 (1/2)

Consumables

⚗️ Potions

  • 5 Potion of Greater Healing (4d4+4)
  • Potion of Healing (2d4+4)
  • Potion of Hill Giant Strength (S21, 1H)
  • 5 Eye Coloring Drops (100 uses ea)

📜 Scrolls

  • Scroll: Unseen Servant
  • Scroll: Protection From Poison
  • Scroll: Gust of Wind
  • Scroll: Shield
  • Scroll: Ice Storm

Misc

Other Magic Items

  • Winged Boots [A]
  • Necklace Adaptation [A]
  • Cloak of Elvenkind [A]
  • Leather Armor +1
  • Heward's Handy Pouch
  • Bag of Holding
  • Embercloak
  • Two-Birds Sling
    (Wroxi has currently)
  • Whistle of Repeating
  • Mystery Key (10% open)
  • Pipe of Rememberance
  • Tankard of Sobriety
  • Charlatan's Die
  • Modified Charlatan's Die
  • Orb of Direction
  • Orb of Time
  • Wand of Magic Detection
  • Sending Stoen (1 of 2)
  • Blue Stone from Tim
  • Magic Coin
Gear

Spells

Cantrips

Name School Range
🔵 Light [Race] Evoc. Touch
🔵 Mage Hand [Legerdemain] Conj. 30 feet
🔵 ⚔️ Booming Blade Evoc. Self (5' radius)
🔵 ⚔️ Fire Bolt Evoc. 120 feet
🔵 ⚔️ Sword Burst Conj. Self (5' radius)
🔵 Prestidigitation [Feat] Trans. 10 feet

Level 1 [4]

Name Time School C. Range
🔵 ⚔️ Sleep [Race] Action Ench. 90 feet
🔴 ⚔️ Silvery Barbs Reaction Ench. 60 feet
📕 Find Familiar 1 Hr. Conj. 10 feet
📕 Alarm 1 Min. Abj. 30 feet
📕 Tenser's Floating Disk Action Conj. 30 feet
📕 Comprehend Languages Action Divin. Self
📕 Illusory Script 1 Min. Illu. Touch
📕 Unseen Servant Action Conj. 60 feet
📕 Detect Magic Action Divin. × Self
📕 Identify 1 Min. Divin. Touch

Level 2 [3]

Name Time School C. Range
🔵 Invisibility [Race] Action Illu. × Touch
🟡 Misty Step [C] Bonus Conj. Self
🔵 Blur Action Illu. × Self
🔵 Mirror Image Action Illu. Self
🔵 ⚔️ Spray of Cards [C] Action Conj. Self (15-foot cone)
🔵 ⚔️ Phantasmal Force Action Illu. × 60 feet
🔵 ⚔️ Tasha's Mind Whip Action Ench. 90 feet
📕 Magic Mouth 1 Min. Illu. 30 feet
📕 Gentle Repose Action Necro. Touch
📕 Skywrite Action Trans. × Sight
📚📚 Augury 1 Min. Divin. Self

Level 3 [2]

Name Time School C. Range
🔵 Major Image Action Illusion 120 feet
🔵 Catnap Action Enchantment 30 feet
📕 Phantom Steed 1 Min. Illu. 30 feet
📕 Feign Death Action Necro. Touch
📕 Leomund's Tiny Hut 1 Min. Evoc. Self (10-foot-radius hemisphere)
📕 Water Breathing Action Trans. 30 feet

Level 4 [All Ritual]

Name Time School C. Range
📕 Divination 4th (rit.) Action Divin.

Level 5 [All Ritual]

Name Time School C. Range
📕 Contact Other Plane 5th (rit.) 1 Min. Divin.
📕 Rary's Telepathic Bond 5th (rit.) Action Divin.

Level 6 [All Ritual]

Name Time School C. Range
📚📚 Drawmij's Instant Summons 6th (rit.) 1 Min. Conj.
Spellbook

Cantrips

Booming Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Light (Racial Feature)

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mage Hand (Legerdemain)

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Versatile Trickster

PHB p97


At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.


Fire Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Spellbook

Sword Burst

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Prestidigitation

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Level 1 Spells

Sleep (Racial Feature)

1st-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.



Silvery Barbs

1st-level enchantment


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.


📕 Find Familiar

1st-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

Spellbook

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


📕 Alarm

1st-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a tiny bell and a piece of fine silver wire)
  • Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


📕 Tenser's Floating Disk

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury)
  • Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.


📕 Comprehend Languages

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of soot and salt)
  • Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

📕 Illusory Script

1st-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
  • Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.



Spellbook

📕 Unseen Servant

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of string and a bit of wood)
  • Duration: 1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.


📕 Detect Magic

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


📕 Identify

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
  • Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


Level 2 Spells

Invisibility (Racial Feature)

2nd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an eyelash encased in gum arabic)
  • Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Misty Step

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Blur

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.


Spray of Cards

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a deck of cards)
  • Duration: Instantaneous

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


Spellbook

Mirror Image

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

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.


Phantasmal Force

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.


Tasha's Mind Whip

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.


📕 Magic Mouth

2nd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
  • Duration: Until dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Spellbook

📕 Gentle Repose

2nd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
  • Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.


📕 Skywrite

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.


📚📚 Augury

2nd-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
  • Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


Level 3 Spells

Major Image

3rd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Catnap

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pinch of sand)
  • Duration: 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Spellbook

📕 Phantom Steed

3rd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.


📕 Feign Death

3rd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.


📕 Leomund's Tiny Hut

3rd-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.


📕 Water Breathing

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a short reed or piece of straw)
  • Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.


Level 4 Spells

📕 Divination

4th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
  • Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Spellbook

Level 5 Spells

📕 Contact Other Plane

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.


📕 Rary's Telepathic Bond

5th-level divination (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (pieces of eggshell from two different kinds of creatures)
  • Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.


Level 6 Spells

📚📚 Drawmij's Instant Summons

6th-level conjuration (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a sapphire worth 1,000 gp)
  • Duration: Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

Spellbook

Items

Attuned

Winged Boots
Cloak of Elvenkind
Necklace of Adaptation

Wearing

Name Count Weight
🛡️ 🔮 Leather Armor +1 1 10
👔 Common clothes (Dark, w/ Hood) 1 3
🔮 👔 Cloak of Elvenkind [A] 1 5
🔮 👔 Winged Boots [A] 1 1

💍 Jewelry

Name Count Weight
📿🔮 Necklace of Adaptation [A] 1 0.0002
📿 💎 🔥 🔮 Fire Elemental Ring of Damage 1 0.0002
💎💍 Order of the Crescent Moon Pin (Hidden under lapel) 1 0.0002
📿 💎 Gold Locket & Chain (50gp) 1 0.0002
📿 💎 Gold necklace with coral beads (175gp) 1 0.0002
📿 💎 Vine Necklace w/ amethyst (250gp) 1 0.0002
📿 💎 Rope necklace 1
📿 💎 Necklace of human teeth from general 1
💎💍 Sahuagin Gold Earring (30gp) 1 0.0002
💎💍 Pair gold earrings (200gp) 1 0.0002
💍 💎 Diamond ring from ambush (200 gp) 1 0.0002
💍 💎 Gold ring with corral (50gp) 1 0.0002
💎💍 Signet Ring (25 gp) 1
💍 💎 Signet ring (Blank) 💍 1 0.0002
💍 💎 silver ring 50 gp 1 0.0002
💍 💎 Sahuagin Baron Platinum Armband (200gp) 1 0.0002
💍 💎 Fine silver bracelet (250gp) 1 0.0002
💎💍 Ghast's silver bracelet sculpted to look like a twisted tongue (75 gp) 1 0.0002
💎💍 copper bracelets (50 sp each) 3 0.0002
💎💍 Ghast's gem-studded belt (400 gp) 1 0.0002

Weapons

Name Count Weight
⚔️ 🔮 +2 Rapier 1 1
⚔️ 🔮 Vicious Shortsword 1 2
⚔️ 🔮 Hand Crossbow +1 (Vicious) 1 3
⚔️ 🔮 🏹 Two-Birds Sling 🏹 1 0.0002
⚔️ 🔮 💎 Pearl handled Vicious Dagger (20gp) (on Belt w/ Swords) 1 1
⚔️ Dagger (1 ea. Boot, 1 Behind Pouch, 1 Back of Belt, 2 on belt, 1 in leather) 7 1
⚔️ Mace (Silver) 1 4
Sling 1 0

Ammunition

Name Count Weight
🎒 Crossbow bolt case 🏹 1 1
⚔️ Crossbow bolts 🏹 1 0.075
🎒 Sling Bullet Pouch 🏹 1
⚔️ Sling Bullets 🏹 (in a pouch) 20 0.075
⚒️ Thieves' Tools ⚒️ (Found: Ivory Handles) (200gp) Hidden in secret spot in boots 1 1

Scroll Case

Name Count Weight
👝 Map or scroll case 1 1
📜🔮 Scroll (Gust of wind) 1 0.0002
📜🔮 Scroll (Protection from Poison) 1 0.0002
📜🔮 Scroll (Unseen Servant scroll - From Meldanen's Pouch) 1 0.0002
📜🔮 Scroll (Ice storm) 1
📜🔮 Scroll (Shield) 1
Items

Pouch 1

Name Count Weight
👝 Pouch 1 1
🔮 Sending stone (1 of 2) 1 0.0002
🔮 blue stone stolen from Tim 1 0.0002
🔮 Pipe of Remembrance 1 0.0002
🔮 Mystery Key (10% open a door) 1 0.0002
Gold Flask (1/2 full of monastery wine) 1 1
🔮 Wand of Magic Detection 1 1
🔮 Orb of Time 1 3
🔮 Orb of Direction 1 3

Pouch 2

Name Count Weight
👝 Pouch 1 1
🧪 Spider Poison (vial) 2 0.05
🧪 Phase Spider Poison (vial) 3 0.05
🧪 Drow poison (Injury) 1 0.05
🧪 Wyvern Poison (vial) (1200 gp) 2 0.05
🎲 Dice set 🎲 1 0.0002
🎲 Masterfully crafted loaded Dice set 🎲 1 0.0002
🎲 Exquisitely-crafted loaded Dice set 🎲 1 0.0002
🔮 🎲 Charlatan's Die 1 0.0002
🔮 🎲 Charlatan's Die (no attunement. 2 charges a day. resets 1 charge LR. 1 0.0002
♠️ Deck of Cards (2 Aces) ♠️ 1 0.0002

Pouch 3

Name Count Weight
👝 Pouch 1 1
⚒ Thieves' Tools ⚒ 1
⚒️ Spyglass (not great) ⚒️ 1 1
🪞 Small Silver Mirror (25gp) 1 0.05
Tinderbox 1 1
Bell 1 0.0002
Caltrops 60 0.1
Chalk 10 0.0002
Signal whistle 1 0.0002
🔮 Whistle of Repeating 1 0.0002
Whetstone 1 1
🧪 Antitoxin 3 0.0002

On Belt

Name Count Weight
🔮 Tankard of Sobriety 1 0.05
Flask (whiskey) 1 1
✨Component pouch (listed elsewhere) 1 2
👝 pouch has 1/2 of my carry coins 1 1

Backpack

Name Count Weight
🎒 Backpack 1 5
⚒ Jeweler's Tools ⚒ 1 2
⚒ leatherworker's tools 1 5
🕯️ Candle 10 0.0002
❤️ Healer's kit (9) 1 3
⚔️ Dagger (from ship) 1 1
Trinket, Music Box 1 0.0002
🎒 Crossbow bolt case 🏹 1 1
⚔️ SILVER Crossbow bolts 🏹 9 0.0002

👝 Sack in Backpack

Name Count Weight
👝 Sack 1 0.5
SPECIAL: many handfuls of strange carnival candy 1 0.0002
SPECIAL: many tickets 1 0.0002
SPECIAL: "bag of holding" for candy only 1 0.0002
SPECIAL: components bag 1 0.2
🎲♠️ Trick Deck of Cards, q. is for cards 52
🎲♠️ Deck of Tarot Cards 1
👜 Leather Purse (carries other 1/2 coins) 1 0.5
Items

HH Pouch

Name Count Weight
🔮 👜 Heward's Handy Pouch 1 5
👝 Small Sack
tied to rear side of the belt for easy retrieval
1 0.5
🔮 Magic Coin 1
🔮 Turkey Phoenix Feather 1 0.0002
🔮 turducken chimera feathers 2 0.02
🔮 🧪 Potion of Greater Healing 5 👜.5
📦 Ornate box with 10 portions of Rapture Weed 1 0.0002
✨10 gp worth of incence/herbs
for find familiar (14)
11 0.0002
✨A lead-based ink worth at least 10 gp, 5 0.0002
✨10 gp worth of honeycomb &s jade dust 5 0.0002
🍼 vials of holy water 1 0.0002
🍼 holy water flasks 2 0.0002
🎒 Crossbow bolt case 🏹 1 0.0002
⚔️ Crossbow bolts 🏹 20 0.075
Name Count Weight
♠️♠️ Loose in Pouch ♠️♠️♠️ 0
💎Gold Gong & Striker (75gp) 1 0.0002
💎Silver Mask Shark Head (50gp) 1 0.0002
💎Silver Goblet (50gp) 1 0.0002
💎 Gold Rib Bone (5gp) 1 0.0002
Silk Hankerchief
from Sylvanny (worth 25 gp)
1 2
🔮 ashen bloom (9),
red flower in dwarf temple found in chest
9
🧪 Common Acid
(4d4, DC 12, slime - bought from druids)
1 0.5
🧪 potent acid
(6d4, DC 13, lizard) from druids
1 0.5
vial of quicksiliver and pouch of berries 1
🔮 🧪 Eye Coloring Drops 5
🔮 🧪 Potion of Hill Giant Strength 1 0

Gems Pouch

Name Count Weight
👝 leather bag
tied to front side of the belt for
easy retrieval
1 0.5
💎💎💎 Diamond (500 gp) 1
💎💎 Diamond (300gp) (HHP) 2 0.0002
💎 Rubies (100 gp ea.) 12 0.0002
💎 Large Pearls (10gp ea) 2 0.0002
💎 clam with Pearl in pond after wereboar fight (100gp) 1 0.0002
💎 Onyx (50gp) from otyugh 1 0.0002
💎 yellow pearl (100 gp) (component) 1 0.0002
💎 black pearl (500 gp) 1
💎 Fire Opal (1,000 gp ea.) 5 0.0002
💎 black opals (1,000 gp ea.) 5 0.0002
💎 moonstone (50g ea) 8 0.0002
💎 emerald (1000gp) 2 0.0002
💎 star sapphire (100 gp) 1 0.0002
💎 Gems (200 gp worth) 1 0.0002

Treasure

Secret compartment in boots hiding "⚒️ Thieves' Tools ⚒️ (Found: Ivory Handles) (worth 200gp)"

Trinket: A tiny gnome-crafted music box that plays a song you dimly remember from your childhood. (in Bag of Holding)

Own a tavern with Nissa. sold house to fen. We all share the ownership of a ship

Items

Bag of Holding

There are 5 large sacks each with a rune attached so Sace can find the proper bag by touch

Name Count Weight
🔮 👜 Bag of Holding 1 15
Name Count Weight
🥕 Waterskin 2 5
👝 Sack (coins) 1 0.5

Rune 01

Name Count Weight
RUNE 01 1️⃣ 1
👝 Sack (Rune w/ 1) 1 0.5
Grappling hook 1 4
Torch 10 1
Oil (Flask) 4 1
Hempen rope (50') 3 10
Crowbar 1 5
Hammer 1 3
Piton 10 0.25
🥕 Rations 7 2
Block and tackle 1 5
Iron spikes 10 0.5
Merchant's scale 1 3
🎒 Climber's kit 1 12
Ball bearings (1000) 1 2
⚔️ Handaxe 1 2
Shovel 1 5
Mess kit 1 1
Tankard 1 1
Note Book (Journal) 1 5
Ink pen 1 0
Ink 1 0
Manacles 5 6
Lock from prisoner and silver key 1 1

Rune 02

Name Count Weight
RUNE 02 2️⃣ 1
👝 Sack (Rune with 2) 1 0.5
⚔️ Spear 3 3
⚔️ Dagger 6 1
🛡️ Revelery Shield gave to Ziva 1 6
🔮 🧪 Potion of Greater Healing 8 0.5
🔮 🧪 Potion of Superior Healing 1 0.5
🍾 Empty bottles from potions 8 0.25
🎒 Crossbow bolt case 🏹 1 1
⚔️ Crossbow bolts 🏹 16 0.075
🔮 Cloak of the Manta Ray 1 1
🍾 Bottle of wine from Maldonen's pantry 2 2
🔮 🧪 Charisma Potion 1 0.5
🔮 🧪 Potion of Diminution 1 0.5
🔮 🧪 Oil of Slipperiness 1 0.5
🔮 🧪 Potion of Vitality 1
🎲♠ Trick Deck of Cards 1

Scroll Case in Rune 2 Sack

Name Count Weight
👝 Map or scroll case 1 1
🗺 maps of various places 7 0.0002
🗺 crude map w/lizard location 1 0.0002
🗺 Map of Sewers 1 0.0002
🗺 Map of Sword Coast Full 1 0.0002
Items

Rune 03

Name Count Weight
RUNE 03 3️⃣ 1
👝 Sack (Rune with 3) 1 0.5
Sanbelth Fine clothes 1 6
🏆 Large Crocodile Teeth 11 0.002
📓 Ritual Casting Spell Book 1 4

Pouch in Rune 3

Name Count Weight
👝 Pouch 1 1
🐉 dragon coin (was familiar to me) 1 0.02
🗝 M. Bedroom: key for cage 1 0.0002
🗝️ Useless Key (early adventure) 1 0.0002
🗝️ Sahuagini Coffer Key 1 0.0002
🗝️ Baron Sahuagin Key 1 0.0002
🏆 Guantlet from dwarf temple... 1
🏆 some black glass from gate battle 1
💎 gold foil sheets (gave to temple) then taken back 10 0.0002

Rune 04

Name Count Weight
RUNE 04 4️⃣ 1
👝 Sack with rune 4 1 0.5
👝 sack 2 0.5
leather armor scraps 1 10

Rune 05 (Party and Misc)

Name Count Weight
RUNE 05 5️⃣ 1
♠️♠️party loot 👝 Sack with Rune 5♠️♠️ 0 0.5
Rope pieces... used to tie someone up. 1
🔮 embercloak (HB) 1
Silk Rope 1 5
👝 empty COIN SACK (Satchel) found on general at neverwinter 1
🔮 +1 horned helmet & +1 great sword from general devil 1
Trilobite fossil, 2-headed copper coin, some garlic

Left at home:

  • 📓 History of Thieves Guilds 5
  • 📓 Wildemount book 5
  • 📓 Emperor of the Wave's ship ledger 3
  • 📓 Emperor of the Wave's ship log 3
  • 📓 ship's bbeg wiz spellbook, high elf 2
  • 📓 magical theory book from sylvanius... 2
  • 📓 Spellbook (Dead Alchemist) 3
  • 📓 Spellbook (Sanbalet) 3
  • 📓 Spellbook (from ship) 3

  • Box & lantern - 12 candles, flint/steel, parchment details who to communicate with a ship 1

  • 🛡️Oblong shield -- skull w/ spiders coming out of eyes 6
  • 2 skulls from ship 2.5
  • adult brass dragon scales (3300 gp/lb) 57
  • adult brass dragon bone (750) 18
  • adult brass dragon tooth (50 gp) 8

  • 2 chests
  • seachest
  • large metal box
  • 2 brass boxes



💰Coins💰

CP SP EP GP PP
10 / 33 383 / 1049 0 / 13 82 / 656 8 / 30

Components:

Component pouch

deck of cards & weapon (special)
charcoal/Incense/herbs (in HH POUCH)
brass brazier (in HH POUCH)
lead-based ink (in HH POUCH)
honeycomb & jade (in HH POUCH)
pearl (in GEM BAG) and owl feather
short reed
eggshell pieces from chicken and duck
vial of mercury
tiny bell and fine silver wire
soot & salt
a bit of fleece
an eyelash encased in gum arabic
piece of string and a bit of wood
graveyard dirt
small crystal bead
NEED: sapphire (1000gp), incence/sacrifice for my deity, augury bits
Items

Mounts, Familiar, and Pets

Shadowkat (Mount)


Moorbounder

Large Beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 70 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 2 (-4) 13 (+1) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages ﻗ°½
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Standing Leap. The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.

Moorbounder

One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.

Natural Hunters

Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.

EGW p295





















Bloke (Familiar)


Raven

Tiny Beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 0 (10 XP)
  • Proficiency Bonus +2

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Pets

Sace

Background

Much of my past is a mystery, even to myself. I only remember the past 50 years, with the rest of my life no longer a memory. No clue about my family or anything. I just remember my time as a slave in the pirate community. I spent my time working my way up for freedom and as I learned magic and fighting (as well as thievery) I earned my freedom.

Now I seek out injustice and adventure. If I come across my past, that works too.

At a Glance:

  • Pallid Elf Rogue trained in the Arcane Trickster subclass
  • Forgotten history, in the search of my past and memories
  • Part of The Revelry which harbor at Darktow Island

Relationships:

  • Andrew is a scoundrel friend. On the council, he inherited a bunch of fishing vessels. He is the one losing people.
  • Contacts in the Myriad (Chessia Wakiam)

Personality Traits:

  • I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
  • I always want to know how things work and what makes people tick.

Ideals:

  • Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bonds:

  • Something important was taken from me, and I am to steal it back.
  • I protect those who cannot protect themselves

Flaws:

  • If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

DM Notes:

  • Boarded Sea Ghost. Made Andrew grateful. (Rescue I did with Ziva)
  • Rumors of smuggling, my Myriad contact was info. Scarlet Brotherhood is trying to infiltrate everything, and Myriad wants info. I am helping Chessia and Andrew, as well as my own freedom Ideals. Who is the head…

Character Backstory

I once thought about my past.. I am now concerned with my present. I am trying to work with this group to learn more about the world and see how I can help those in need...


📓 JOURNAL (last update: 5/2/2023) 📓

Criminal Specialty: Pickpocket
Feature: Criminal Contact

I don't remember much of my first 50 years of life. I feel as if my memory was either blocked or taken from me. I remember flashes of a happy home life then being taken away. Then it gets turbulent. Slavery, ships, taught to steal.

All I have is a body of scars that I tend to hide that remind me of the past years of slavery and pain.

I earned my freedom and rank.

• Pallid Elf Rogue trained in the Arcane Trickster subclass

• Forgotten history, in search of my past and memories

Part of The Revelry which harbor at Darktow Island

--

Recently I and Ziva helped free some slaves and I really liked that. I don't recall my past, but what I do remember was a life of servitude. I also find the current group is beneficial to me financially and in finding others to free from such bonds. I am not currently as interested in my past as I fear it may hold things I shouldn't know...

So for now I will continue in my magical pursuits and in finding ways to help and just "jump" into things.

When I got free I went through a bit of a free-spirit period. I explored sex with many different people of various races, cultures, and sexes. Some sought stronger relationships than I was willing to offer. I then shifted my focus to the next thing -- exploring magic. I was already learning a bit and it helped me get my freedom, but now it was a new curiosity to explore. I came across the slave rumors and it motivated me to investigate the situation.

Allies & Organizations

Town Ally: Andrew Solmor Criminal Contact: (The Myriad) Chessia Wakiam - a talented songstress and dancer renowned throughout the Menagerie Coast for her sweet voice and enchanting allure, Chessia is a popular performer in many opulent social circles across Port Damali. Chessia uses her charming persona to deflect suspicion as she weaves her way into the lives of politicians and guild masters to steer them toward Myraid interests. *Through your contact you are in Saltmarsh to investigate rumors of an outpost of the Scarlet Brotherhood


BASTARDS:
Bardic Association for the Standards, Treatment, Advancement, and Recognition of Dedicated Storytellers

Joined The Order of the Crescent Moon

Backstory

Andrew Solmor

Young Andrew (LG male human noble) recently inherited his family's fleet of fishing boats after the untimely death of his mother, Petra. He's the youngest person ever to be elected to the council. Brash and inexperienced, Andrew is a slight man with sharp features and a toothy smile. His recent forays into trade have made him a local celebrity. Since Andrew owns both a fishing fleet and several trading vessels, he can sell his catch at a highly competitive price. And he can offer better prices for the other fishers in town to sell to him, since his catch brings in so much more profit.

Chessia Wakiam

a talented songstress and dancer renowned throughout the Menagerie Coast for her sweet voice and enchanting allure, Chessia is a popular performer in many opulent social circles across Port Damali. Chessia uses her charming persona to deflect suspicion as she weaves her way into the lives of politicians and guild masters to steer them toward Myraid interests. She trusts me because we had a "friends w/ benefits" thing for a long time whenever I came into town.

Clovis Concord

Westward flies the herald of the Raven Queen. It bursts through the clouds above the western mountains and emerges into a land blessed by sun. A sea of lush jungle stretches out beneath the raven, until eventually green gives way to golden sand, and then to a boundless, sapphire sea. Ships swarm on that sea like a cloud of gnats, engulfed by flames and the sound of cannon fire. They fight for freedom.

The Clovis Concord is a republic of city-states lining the Menagerie Coast, the westernmost shore of Wildemount. This tropical region is rich with history and known for a lively, free-spirited culture that contrasts sharply with Wildemount's other, politically narrow-minded nations.

Campaigns set on the Menagerie Coast are often nautical, exploring the conflict between the law of the Clovis Concord and the chaos of the Revelry pirates. They can also investigate the jungles that line the coast and the ancient ruins hidden within their verdant boughs.

Scarlet Brotherhood

The Scarlet Brotherhood claims that the bloodline of its followers traces back to an ancient empire, the Suel Imperium, and their goal is to restore the old Suloise noble houses to prominence in the world. As scions of a realm that once enjoyed unmatched arcane power and a vast dominion, its members see themselves as superior to all other folk and the only ones fit to rule.

For decades, this group has been concocting a conspiracy to spread fear, chaos, and uncertainty across the land. When the time is right, the Brotherhood will strike to seize the reins in kingdoms all across the world. Already its assassins have slain those who might oppose their sinister plans. In almost every court in the land, from the most remote backwater barony to the imperial courts of world powers, the Brotherhood's agents have quietly assumed positions of influence. In Saltmarsh, the Brotherhood supports councilman Anders Solmor and his family's trade cartel. They hope to use Anders to destabilize the region, weaken the crown, and clear the way for the Scarlet Brotherhood to seize control. The Brotherhood arranges for the Solmor ships to meet with eager merchants in distant ports who pay well above market value for his goods, ensuring his popularity and dependence on Brotherhood contacts. The Brotherhood plans to surround him with their advisers and functionaries to ensure that Saltmarsh develops under their control. They intend to ignite open war between Keoland and the Sea Princes, leaving both realms battered and weakened while the Brotherhood moves in.

Unlike the other factions in Saltmarsh, there is no good side to the Scarlet Brotherhood. As unrepentant megalomaniacs, they are villains through and through.

The Revelry

The Revelry's allies within the Clovis Concord will tell you that they turned to piracy because of the concord's excessive taxes and unjust laws. Perhaps it began that way, but over time, a movement that began as public dissent turned to lawful protest, which then became violent action. Eventually, a union of disenfranchised salvage ships and trade vessels fought their way into the Dragshallow Reef and violently overthrew the small sanctuary port of Darktow.

After establishing a lawless base of operations on the isle of Darktow, these pirates began stalking the well-known shipping routes of the Menagerie Coast to harry, intimidate, steal from, and destroy passing ships that flew under the concord's banner. Calling themselves The Revelry, these "free folk of the sea" have now spent over forty years terrorizing the Lucidian Ocean. With loose morals and a twisted code of honor, they take what they want from less protected targets while living a life of debauchery in the well-guarded haven of Darktow. The Revelry lacks a uniform symbol, instead changing the colors and symbols of its banner regularly to avoid counterfeiting and infiltration.

The Revelry is governed by a collective of captains, all of whom defer to the final word of the Plank King, a capricious monarch who never leaves Darktow. The original Plank King, Hunnis Breeah, ruled for twenty-five years before a goliath named Wyatt Maranoss challenged him for his increasingly lackadaisical attitude—and won. Now Breeah is dead, and Wyatt claims the title of Plank King.

Backstory

Goals

While the Revelry's original goal was to scare the concord into revoking their soaring taxes, its charter has changed. The Clovis Concord refused to change its laws, and the pirates found a certain dark joy in theft and murder on the waves. The original members of the Revelry (and now their children) have no plans to return to their former lives as legitimate traders. They intend to maintain and grow their operations across the Lucidian Ocean, while continuing to defend and improve their fortress in Darktow, finding intricate ways of reinforcing the reefs with dangerous traps and impassable barriers.

The Revelry has since expanded their interests beyond mere piracy. Relics and secrets dating back to the Age of Arcanum and beyond are rumored to be scattered all across the coast and the Swavain Islands. Some scavengers have returned to Darktow with proof of such artifacts, and a new kind of aspiring treasure seeker has emerged within the Revelry: one who seeks to plunder from the dead rather than the living. The drive to outdo their fellow sailors has already placed several ships in serious danger.

Relationships

Each member of the Revelry known to the Clovis Concord is considered a major criminal, amassing an ever-growing bounty with each infraction they commit and every ship they raid. Those arrested are generally executed and strapped to the rocks outside Brokenbank as a warning.

Some of the more affluent Marquesian merchant guilds that have little investment in concord shipments use back-channels to pay off the Revelry and fly specific colors when crossing their territory to avoid being boarded.

Figures of Interest

Whether it be for glory, for gold, or for freedom from law on the ocean waves, the banner of the Revelry calls many to join the cause.

Wyatt Maranoss, the Plank King p57 Chaotic evil, male goliath After seizing the mantle of Plank King, Wyatt quickly established his position with displays of tactical brilliance, fair judgment, and brutal retribution. Wyatt is eager to maintain the approval of his captains and often throws bawdy, drunken celebrations for his subordinates and the people of Darktow to offset periods of unrest or frustration. Initially friendly and welcoming to an almost unsettling degree, Wyatt has a reputation for abruptly turning into a cruel and violent dictator when his trust and hospitality are violated.

Captain Alyson Paij p57 Chaotic good, female human Known to many as the "Screaming Knuckle," Alyson is the loud and joyful captain of the ship The Ill Hand who enjoys a good brawl as much as she appreciates a stiff drink. Paij took to piracy because of her hatred for the Clovis Concord, but she is driven by an uncompromising sense of moral duty to the downtrodden. She never raids civilian vessels, and she does her best to rein in the Revelry's cruelest captains and focus their efforts on those who deserve to have their goods stolen.

  • Found in: Explorer's Guide to Wildemount (page: 57)

Backstory

Groups & Factions of Importance

FACTIONS

Jamie DM Adventures

Mike DM Adventures

The Monastary from M036

  • they trade seasons with a different monastery
  • ritual is at a different place
  • oldest/grand oak linked to forest
  • magic keeps forest growing
  • stone activates the tree
  • need it for full moon in 2 days

The Order of the Crescent Moon

  • Elite group for protection of the king.

Evil Gang with Horn Tattoos

  • Attacked us in Neverwinter

Moon Tribe M038

  • Bob and his Druid Werewolves
  • Use the Eldritch Tunnels

Dwarves going to Loviatar's Temple led by Ulrock Mithralband

  • in M.051 went to explore temple in Gauntlgrym
  • 12 died, like 3 survivors
  • Held a memorial

Army Attacking Neverwinter

  • This collection of vampires, generals, and casters have been using portals to bring in reinforcements

Various Adventuring parties

  • Assisted in defending Neverwinter
Groups & Factions of Note

NPC's of Importance

CHARACTERS

CAMPAIGN NPCS

CREATURES

  • stirges
  • Spider Swarm
  • Rot Grub Swarm
  • 3 Scouts in room 27: hobgoblin, bandit, scout
  • 3 Bandits
  • 2 Hobgoblins
  • 6 skeletons
  • alchemist

Jamie DM Adventures

NTO:

Session 01

  • Eda Oweland
  • Fen Uleasen
  • [Ziva Elymathyr](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Ziva-elymathyr-person)
  • [Wroxi Loominai](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Wroxi-loominai-person)
  • Hanna Rist
  • Dodd
  • Aged Alchemist of the Haunted House

Session 02

  • Ned
  • Sanbalet

Session 04

  • Bloody Bjorn
  • Captain Siegert Snakeeyes

Mike DM Adventures

Session 15

  • Mystic Star

Session 50

  • Stamp Collector
  • Stamp Collector's sibling
  • Stamp Collector's in-law
  • Fake Stamp Collector

The Wanderer (aka The Courier)

  • Has led us to jobs

Doc Finn, aka Findelye Dlaralthor

  • Creates potions

Bob


Face appears on the tree to say thank you and bestows heroes' feast M036

Xalvador Forlight & Gregory Trugust M039

  • Monks at Owlbear Monastary's sister group?

Khardram Battlebelch M039


old freind ZURZUR, the guy who went to NW would know best on magic in leyline tunnels ZERZER water hawthorne sneezewort and something..

  • unsure if names.. M.037

Jennris Firstboots M039


Undil Coalgrog M039


Histix Zanybar Lanvyn Sinkur stix M039

  • Gnome Tinker
  • makes barrel bots
  • Many suspectd him of taking the gears

Nainarv Wyvernflayer Narv M039


Kramnam Evenback M039


Nainarv M039


Xalvador Cartwright M039

  • I think he's the human who tried to pickpocket me

Kelly Longbottom


Laudblood Kardek

  • I think it might actually be Kardek Loudblood
  • I believe he was part of the couple who wanted book delivered
  • if so then married to Mistlyn Loudblood
  • M.040

Mistlyn Strongstone

  • I think she is the wife of Kardek and should be Mistlyn Loudblood

King Kreg Battlehammer

  • king in Gauntlgrym

Bonwyn Strongstone M041

  • Blacksmith in Gauntlgrym
  • is this Bodwin Strongstone?

Solvia Brunkikan M041

  • Blacksmith in Gauntlgrym

Muruham M041

  • Dwarf Child in Gauntlgrym
  • Builds stuff and now an apprentice to Solvia
  • Had a robot named Mound

Captain Cramnam Everback M045

  • At gate, other side of bridge in Gauntlgrym

Kramnam Evenback M046


Gimgarn Moltenkind M046


Gery Alard M046, M052

  • Omidonn introduced Wroki to her in Session M.046
  • He had a quest to fix minecraft rails
  • Has brothers
  • Some in the party found him to be shifty

Queen Almaraan M046

  • Dead, we went to her Dawn Forge in Gauntlgrym

Ulrock Mithralband, Dwarf with a 3000gp Longsword M051

  • spiky blue one
  • no magic
  • another dwarf, Comlin Shadowbane, was weak and picked on, a girl (with problems), Helgrunala Thunderrock, defended him (his foot was stomped on by the statue coming to life)
  • many of his "friends" died in the temple that day
  • I guess he was the leader, he lost his arm from the 'laser'
  • Betrayer dwarf runs out

Chrysoberyl M052

  • unsure if a person

Zafrina

  • A Druid played by Mikey

Loviatar M051

  • according to Omidonn: "Loviatar Temple's commandments are as follows. Fist, thou shalt worship God. Second, thou shalt praise God. Third, thou shalt prove thy faith Those who do not follow these laws will not leave alive."

Zigam Largegut M052

  • part of Sace's book situation

NPCs of Note

Old Lady of the Gingerbread House M053


The kid at the Gingerbread House M053


Guard (Allied)

A guard left to watch over a foot from a soldier that Sace wishes to research later, agreeing to look after it and not let anybody shatter it.

Glass Guys

Numerous fragile enemies described as one-hit wonders with only 1 HP, easily defeated but appearing in large numbers at the breach. They are glass statues that move like golems and crouch down into a fetal-like position when put to sleep.

Portal Master

A powerful enemy discovered beyond the wall, responsible for maintaining a portal. The party knows from previous encounters that defeating the portal master will cause the portal to disappear. He is protected by mirror images.

Foot Soldiers

Standard enemy combatants encountered alongside the portal master and glass guys. Many are put to sleep by the party's spells while others engage in combat.

Mage

An enemy spellcaster protected by mirror images, making them difficult to target directly. Capable of powerful attacks and melee spell attacks. Eventually becomes bloodied from the party's sustained attacks. Has over 100 health.

Neverwinter Knights Villagers

Non-adventurous individuals who have been captured, tied up, and are being held prisoner by enemy guards. They appear beaten up and are guarded by foot soldiers. One villager skillfully catches a dagger dropped by Omidonn and begins cutting his bindings.

General

A powerful enemy leader capable of dealing significant damage with melee attacks that can strike multiple targets at once, dealing both physical and fire damage. He is eventually bloodied and severely wounded by the party's combined efforts.

Assassin

An enemy combatant who uses ranged attacks and deals poison damage. Targets party members from a distance, particularly Omidonn and Nissa.

Claws

A DMPC Tabaxi Swashbuckler Rogue who participates in combat, holds his action strategically, eliminates enemies, and receives healing from allies. He is immune to poison and disease due to his Purity of Body ability.

Pickle

Ziva's summoned companion described as cute and making pickle noises. It moves across the battlefield, can be directed to engage enemies, and successfully eliminates foes in combat.

Allied Archers

Guards who support the party by firing volleys of arrows, eliminating multiple enemies throughout the battle.

Allied Casters

Adventurers in the background who are all capable of casting healing magic, providing healing to Nissa, Sace, and Claws during combat.

Bob

A friendly druid allied with the party. He provided significant healing after a tough fight using spells and Good Berries, and gave a rousing speech to rally the heroes for the final confrontation.

Enemy General

A commander of the opposing forces. After being defeated by Nissa, he dissipated into a cloud of smoke and embers, leaving no body to loot.

Enemy Mages/Summoners

Spellcasters among the enemy ranks. One used mirror images to protect himself, while another summoned glass soldiers. Two more, referred to as mage-generals, appeared in the final battle, one of whom could wreathe himself in damaging flames.

Glass Soldiers

Numerous but fragile foot soldiers, seemingly made of glass. They served as the main infantry for the enemy army.

Winged General

A massive, menacing, winged and horned humanoid with a dragon tattoo across his body who appeared late in the battle. He wields immense power, able to unleash devastating lightning and infect opponents with a burning wound from his tail. He appears to be a high-ranking commander.

A massive, powerful, winged humanoid who appears to be the main commander on the battlefield. He wields a great axe with devastating force and seems focused on finding someone called 'The Wanderer'. He is incredibly strong and relentless, systematically targeting and incapacitating party members by grappling them, flying high into the air, and throwing them to the ground.

Allied Guards and Adventurers

Soldiers and fellow heroes fighting alongside the party to defend the city. They formed blockades, fired arrows, and occasionally provided healing support to the main characters.

NPCs of Note

Magical General

A secondary general who focuses on spellcasting. He protects himself with illusory duplicates (mirror images) and a cloak of fire that damages attackers. He primarily uses cold-based magic, repeatedly blasting the heroes with cones of freezing energy.

Enemy Mages

Spellcasters responsible for maintaining portals that summon enemy foot soldiers. One was killed early in the fight, and the party focused on eliminating the second one to stop the flow of reinforcements. They used offensive spells like magic missile.

Bob

An allied druid who fought alongside the party, primarily in the form of a monkey. He was injured during the battle and forced back into his humanoid form.

Allied Guards

Friendly soldiers assisting the party in the battle. They provided support by firing volleys of arrows from the walls and engaging enemy foot soldiers on the ground.

Foot Soldiers

The rank-and-file enemies of the opposing army, continuously summoned through a magical portal. They swarmed the battlefield, attacking the heroes and their allies.

Colossal General

A massive, flying humanoid general with cracked skin, leading the enemy forces. He was searching for 'The Wanderer' and was willing to capture and interrogate party members to find him. After failing to get information, he ordered a retreat and flew off to continue his search elsewhere.

Enemy Mage

An enemy spellcaster who fought alongside the generals. He could surround himself in a fiery shield that damaged melee attackers. He was defeated by the party.

Assassins

Stealthy enemies armed with poisoned crossbows and shortbows. Several fought alongside the generals, with two emerging from hiding in caravans late in the battle. All were defeated.

Bob

A friendly druid who was knocked unconscious early in the fight. Despite the party's victory, a mass healing spell failed to revive him, suggesting he was truly dead. Omidonn prepared to cast a spell to resurrect him at the end of the session.

The Wanderer

A mysterious, magical individual also known as Benedict Fennwick. The main enemy general was obsessively searching for him. The party protected his location, remembering he stayed behind to guard a previous gate they had defended.

NPCs of Note

Items of Note of Importance

ITEMS OF NOTE

Jamie DM Adventures

  • Claw wine
  • The Seas Embrace

Mike DM Adventures

Draconic Language Books


Ritual Stone

  • Monastary

Strangely cut gems at monastary

  • the "key to everything"
  • "the first pieces of the puzzle"
  • I found an emerald
  • Onyx
  • Neferite
  • Pearl
  • Spelled OPEN

Owlbear Gauntlets M036, M.037


Embercloak

  • found in M.049

Orb for Kid's Robot

  • Nissa found it in M.050

Elemental Rings

  • Force found in Gauntlgrym M.050

Fire Snake Summoning Pendant


Bless Potions from the Doctor

  • For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.


Potion of Maximum Power

  • WThe first time you cast a damage-dealing spell of 4th level or lower within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. (1400 GP)

Purple Worm Harvesting The teeth of a purple worm are sharp, stone-like protrusions inside its gigantic maw. The teeth are made of ivory, covered in a layer of stone-textured keratin that is as hard as steel and able to chew through rock. The large teeth are often used by weaponsmiths to create unique weapons, which accept enchantments fairly well. The dark blood of a purple worm has a good deal of healing properties. Once refined with other ingredients, it is often used by the healers of many underground communities. The nutrient-rich substance can also be used to make a fertilizer for fungal crops


A small handbook of foreign coins, for travelers to identify denominations.


Drinks

  • Farmer's Favorite (ale in Gauntlgrym, M.046)
  • Flame Thrower Whiskey, found in Neverwinter
  • Gregor's Groundbreaker Ale (ale in Gauntlgrym, M.039)
Items of Note

Map

Maps

Map

Maps

Locations of Importance

IMPORTANT LOCATIONS

Jamie DM Adventures

Mike DM Adventures

Neverwinter


College of Adventurers


Lost Peaks


Unicorn Run


Mirror Plane


Godfather Tree

  • The Moon Clan druids special tree goes to Eldritch Tunnels

Eldritch Tunnels M038

  • Tunnels the Moon Tribe uses to traverse the planes
  • DON'T USE MAGIC IN THERE
  • Has to do with Mindflayers and lycanthropes
  • A passage that follows the Lay Lines
  • Also has strange bastalt structures
  • Druidic stone markers to lead paths

Saltmarsh


Nissa & Sace's Taverns


Gauntlgrym

  • Underdark City of Dwarves

Rock Bottom Tavern

  • Dwarf tavern in Gauntlgrym

Lost Temple of the Unknown God

  • Dedicated to Loviatar?
Locations of Note

MISC

Jamie DM Adventures

  • Plank King
  • Age of arcanum

Mike DM Adventures

MISC of Note

Journal

around Adventure | Ch.04, Session Jamie 020

Sometimes I still think of my past, and try to recall what I can. I feel like things keep changing, but the group I have found myself a part of has helped me find some semblance of stability (in it's own way.)

I still have no clue what day this is, how long we've been together, or even what lands we currently are in. I still have my curiosities about things, but they have shifted so much into my arcane studies so my mind doesn't go too far into the days of my youth which I have not recalled ever. Those 50 years are probably gone, and based on how I lived my life after I won my freedom it might be better that way.

My oldest memories were toiling away as a servant, a slave to those pirates. I worked hard, but my body is heavily scarred from the beatings and lashings I took, most of them before the earliest of my memories it would seem. But I do recall getting many of the lashes that would leave their mark. After those last "trials and tribulations" it took for me to prove to the pirates that I was no longer a slave and earned my freedom I have many memories of the days that I partook in too many "celebrations". Nights (and days) of drink and woman and I recall a few men too, no shame. None of those were worthy relationships though. Just moments of hedonism meant to help forget the past that I could remember. Ironic, a long history taken away and now I wanted to take away what history I could recall.

Then came along Chessia Wakiam, who helped me find a purpose. I began a life of seeking slaves to free and a thirst for arcane knowledge. The bits of magic I had learned on those ships which helped me convince that pirate Captain Renshaw Vance to let me be free was nothing compared to what I have learned to this point, especially with my command of these ritualistic magic spells. Through Chessia I was able to meet Andrew Solmor who was so instrumental in me finding my way to Saltmarsh and then of course to the BASTARDS. I have not seen presence of the Scarlet Brotherhood (which I still seek to destroy in any way possible), or the few I trust and used to rely upon in The Revelry.

The BASTARDS have gotten past the strange events where they were willing to torture individuals, which I still cannot support but at least it has not reoccurred, so I am willing to stick around with them. Besides, I am probably healthier and wealthier than I've ever been and I think their strengths have been a part of this. Now we shall see how the tavern that the monk and I are opening up will help me keep on rumors, possible adventures, and of course knowledge.

New entry, around the time of Gauntlgrym... not exactly, but a generalization of what was written:

From time to time I steal some tobacco or purchase small amounts, and at night I like to light up the special pipe that shows me great moments in my past. Hoping for something from before the days of slavery... lately I've hoped for it less and I've come to enjoy the moments that spring up from these past few months as this party travels. I have never cared for loyalty, due to my time as a slave and as a pirate... but I think I now understand the draw of it. I feel very loyal and protective of those in this band, and they have saved my life a few times -- granted I am sure I would not be in so many dangerous situations if I was stop traveling with them. But who is to say, with the dangers in this world.

For now, I am not concerned of my past and only welcome what adventures may come our way.


Timeline of BASTARDS

Older Notes

My first 50 years is a lost memory, and there are times if I forgot it on purpose or if they were taken from me as they are completely gone. I don't remember much of my first 50 years of life. I feel as if my memory was either blocked or taken from me. I remember flashes of a happy home life then being taken away. Then it gets turbulent. Slavery, ships, taught to steal.

The oldest memory I hold is where I was already a slave to a band of rowdy pirates from Mirg Isle (in the Pirate Isles on the Sea of Fallen Stars). They were The Revelry, and have grown even larger since those days.

It was Mystic Star who first smuggled me some books on magic that allowed me to work on my craft. She worked with many thieves guilds and criminal organizations, and most respected her enough to not put her in the middle of any wars or faction issues. Even after I fought for my freedom and earned the respect of the other pirates so I could go on my own without any other major issues, she was one of the ones I went to for intel and work. She knows who to tell what and what not to tell to whom. We are on as great of terms as one can be with her, and with the trust she shown over the years I am sure I am one of her favorites. We have used her intel even in the few past months as the BASTARDS and I have been digging into various issues around Neverwinter.

Her page: https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/mystic-star-person

Journal

When I earned my freedom I had no real direction and so there was a long period of years where I spent my time mostly drinking, stealing, and sleeping around with whomever would share their time with me. Then I met Chessia Wakiam, a talented songstress/dancer known throughout the Sword Coast for her sweet voice and enchanting allure. This female elf is a popular performer in many opulent social circles and she uses her charming persona to deflect suspicion as she weaves her way into the lives of politicians and guild masters to steer them toward Myriad interests. The Myriad is a criminal enterprise still very much in the shadows, but has connections in many port towns up and down the Sword Coast. I fell in love with her very much, and she knew it. She helped clean me up, for the most part, but as we got to know each other more it just didn’t work out. She introduced me to Andrew Solmor.

Learn more: https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/chessia-wakiam-person

He was a bit of a scoundrel, rebelling against his wealthy family at the time. We got ourselves into a bit of trouble here and there, but then he went off to take over his family business and would end up being on the council of Saltmarsh. I continued to travel, finding some trouble to get into, but also trying to free anyone bonded by slavery. At some point Andrew had sent word he could use my help in an issue with his ships… Learn more: https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/andrew-solmor-person This is where met Ziva and we helped free some captured fishermen.

NPCS: https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/npcs-connected-to-sace-article?preview=true

Last I saw Mystic Star was in Neverwinter where she gave us intel, she is still using the organizations for her own pursuits but keeping everyone happy. Chessia seems to be still singing, building a reputation and hiding her deeds that she does for The Myriad, I believe she is now mostly gaining intel and not doing anything too risky. Andrew is still running his business in Saltmarsh, the town we just sold our home in.

Journal

Notes of Adventures

Chapter 1, Saltmarsh (Jamie)

Session J.001: The Party Starts

09/05/2020 | PRE-BASTARDS


Backstory

I don't remember much of my first 50 years of life. I feel as if my memory was either blocked or taken from me. I remember flashes of a happy home life then being taken away. Then it gets turbulent. Slavery, ships, taught to steal. I do have this tiny gnome-crafted music box that plays a song I dimly remember from my childhood. I earned my freedom and rank. When I got free I went through a bit of a free-spirit period. I explored sex with many different people of various races, cultures, and sexes. Some sought stronger relationships than I was willing to offer. I then shifted my focus to the next thing -- exploring magic. I was already learning a bit and it helped me get my freedom, but now it was a new curiosity to explore. I came across the slave rumors and it motivated me to investigate the situation.

Allies & Organizations: Town Ally: Andrew Solmor Criminal Contact: (The Myriad) Chessia Wakiam - a talented songstress and dancer renowned throughout the Menagerie Coast for her sweet voice and enchanting allure, Chessia is a popular performer in many opulent social circles across Port Damali. Chessia uses her charming persona to deflect suspicion as she weaves her way into the lives of politicians and guild masters to steer them toward Myraid interests. She trusts me because we had a "friends w/ benefits" thing for a long time whenever I came into town. *Through my contact I am in Saltmarsh to investigate rumors of an outpost of the Scarlet Brotherhood. Family No Idea Birthday No Idea

Thunsheer (4) 23, y.0001

The Snapping Line, Saltmarsh

I am allied with The Revelry, a pirate union that stalks the shipping routes of the Menagerie Coast. They harbor at Darktow Island. Their leader is the Plank King. They have expanded their interests beyond mere piracy. Relics and secrets dating back to the Age of Arcanum (and beyond) are rumored to be scattered all across the coast and the Swavain Islands. Some scavengers have returned to Darktow with proof of such artifacts, and a new kind of aspiring treasure seeker has emerged within The Revelry : one who seeks to plunder from the dead rather than the living. The drive to outdo their fellow sailors has already placed several ships in serious danger.

  • For years, tales of the haunted house near Saltmarsh have circulated through the region. Though most of the stories are rightfully taken as warnings to avoid the place, rumors persist of a great treasure hidden in its walls. The most popular versions suggesting that the alchemist had discovered a method of transforming base metals into gold. What relics and other valuables did that old alchemist keep in the creaking floorboards and cracked plaster walls of his home?

  • I worked with [Ziva Elymathyr](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Ziva-elymathyr-person) (Annie) to investigate the slave trade in the area. I was working with The Revelry in Saltmarsh and saw ship after hearing fishermen were missing. Ziva was doing the Same and we worked together.

***Note: Mines -- May attract things, dwarves not good.

Adventure | Ch.01, Session Jamie 001

Claw wine at The Snapping Line Tavern.

  • [Ziva Elymathyr](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Ziva-elymathyr-person) is a sea elf from cold ice cap oceans. Bioluminescent trident.
  • Fen Uleasen is an Aasimer Warlock working with Arathnos ?]
  • [Wroxi Loominai](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Wroxi-loominai-person) is a gnome sorcerer trying to figure out her powers.

A few days ago Ziva and I found a ship. Rumored to have missing fishermen. We snuck aboard, rescued fishermen. It was a Revelry ship --- middle night. Lightly guarded. We freed the slaves. 6-7 freed. Name of the ship: The Seas Embrace

Town is aware. Council is pleased.

We were at The Snapping Line, Hanna's bar.


The Snapping Line This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme, and its sleeping rooms are plain but comfortable renditions of a ship's cabins. The smell of fish has never been scrubbed from its walls, and those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night.

The Snapping Line is run by a young woman named Hanna Rist, female human. The Rist family also makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar.

Heard about a smuggling ring at Empty Net, seedy bar on stilts. I ordered an ale and there was a dirty old drunk speaking about the house east of town. It is haunted and has a treasure in the basement. Gold in the library. Ghosts. Something about the second day and hightide or something (This old man was Dodd.)

Eda, the leader of the council (older human) walks in. She looks around and then sees us. She is very appreciative and has a favor, she said the rooms we stay in are on her.

Eda Oweland Eda, female human, is the current senior member of the town council, as well as the owner of three large fishing boats. She is a gruff, pragmatic woman whose graying hair is cut short and whose face bears the marks of a life lived outdoors. Eda is keenly interested in expanding Saltmarsh 's fishing industry, her sights set on a wild section of the coast where she hopes to build a new dock. She is suspicious of the dwarves' mining enterprise and doubts it will amount to much.

3x elected. Gruff, but fair.

Eda swears like a sailor when she is frustrated or angry, and the folk in town who support her appreciate her willingness to stick up for them. Despite her temper, she respects those who keep their cool. Anyone who stands up to her wins her respect. Those who try to flatter her earn her contempt.

The Sinister Secret of Saltmarsh

She had a favor. The town is looking to expand the fishing operations to the East and they want to build more docks. Extended Coat (Bureaucracy). She asked us to investigate the area to see if good for a dock. Cliffside, 4 miles up the coast

Reward: 100gp

Dodd took us to the house, after we paid him 2 gp.

possibly outdated due to DM shift: Note: Two moons, Kaffa is the larger moon and is tied to the Moonweaver, and the smaller moon is Roodisuc is smaller and hard to spot.

It is a full moon of Kaffa.

I went to the Empty Net, a rickety tavern dive bar on the South part of town. Failed to learn anything.


Thunsheer (4) 24, y.0001

The Snapping Line, Saltmarsh

We followed Dodd. The road to the house winds through the rocky coastal terrain, often offering a view of the sea below. Low clouds press upon you; occasional patches of sunlight appear out over the water. A stiff wind blows in off the waves, carrying the briny stink of churning salt water. The house is located four miles up the coast from Saltmarsh and is accessible by an old road.

We ended up getting into a fight with 5 giant toads where I killed the last one.

5 Giant Toads

Adventure | Ch.01, Session Jamie 001

Haunted House Four miles east of Saltmarsh , just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged alchemist of sinister reputation. Even then, locals avoided the house because of its owner's mysterious activities. Now, two decades after the unexplained disappearance of its occupant, the house has taken on an even greater air of evil and mystery.

Dilapidated and long abandoned, the house presents an unwholesome appearance. Those hardy souls who have infrequently sought entry (pursuing rumors of a secret hoard of alchemical gold) all returned with naught save grim tales of decaying chambers presided over by monstrous perils. Indeed, such is the reputation of the house that the fields around it, though prime agricultural land, remain untended and rank with weeds.

The decrepit house sits on the highest ground in the area. Around it, a stone wall has crumbled in many places, exposing the interior grounds. An ornate metal gate lies open at the end of the road, swaying slightly in the wind. Wild flora grows throughout the inner yard, but all the years cannot hide the evidence of a well-tended garden that once sat here. Near the house, the rotted wooden roof of a water well rises out of the tall grass.

The house is 35 feet tall from ground level to roof peak; the roof is gabled and has several holes where the slate shingles are missing.

Fen got Dodd to come back and tell us where to go. He never went into the house, just to the door.

The Wall The stone wall is 6 feet tall and more or less encloses the garden. It has partially collapsed in several places, so access to any part of the garden looks simple to pass.

The Garden There was a vegetable garden around the house. A few broken gardening tools and a tangle of weeds are all that remain. A single rosebush near the gate has overgrown the wall and choked out most of the other plants.

The Well The well shaft, which descends 20 feet, still contains clean water.

Sace began to investigate the well and found some snakes. Sace went unconscious in the fight, but they were victorious.

We ended up getting into a fight with some snakes.

Snakes 2

7sp

1. Entrance Hall The front door opens onto a musty, dirty entrance hall. To your left, a corridor leads into the west wing of the house. The walls are bare and bits of smashed furniture lie upon the floor. Ahead of you, another corridor leads toward the rear of the house.

A staircase on the eastern wall climbs to the next story, reaching it at a balcony that overlooks the entrance hall along its north and west sides; the stairs appear safe to climb, though the balcony rail is broken in several places. Under the stairs at the north end of the hall, a third corridor leads east.

Adventure | Ch.01, Session Jamie 001

8. Withdrawing Room Two stuffed armchairs stand near the fireplace of this room. The covers of both have been torn and the stuffing has been pulled out, but the wooden frames are intact. A broken table lies on the floor near the north wall.

I found a stone out of place on the chimney above the fireplace. Removing the stone reveals a hidden compartment. Additionally, characters who approach the fireplace notice a collection of mouse bones spilling out from the hearth.

A swarm of insects (spiders) lurks in the crevices of the fireplace and chimney. The spiders flood forth with obvious irritation if any creatures move to within 5 feet of the fireplace.

Treasure The hidden compartment contains a wooden box. Inside the box are 30 cp and two small pouches of alchemical powders (5 gp each).

Most of the other rooms had nothing much of interest that we came across…


Adventure | Ch.01, Session Jamie 001

Rewards Granted

Some coins, two small pouches of alchemical powders (5 gp each).


Missions/Quests Completed

  • A few days ago Ziva and I found a ship. Rumored to have missing fishermen. We snuck aboard, rescued fishermen. It was a Revelry ship --- middle night. Lightly guarded. We freed the slaves. 6-7 freed. Name of the ship: The Seas Embrace
  • Got to haunted house

Adventure | Ch.01, Session Jamie 001

House Interior

Adventure | Ch.01, Session Jamie 001

Session J.002: Haunted Mansion

09/18/20200 | PRE-BASTARDS


Recap

Ziva & Sace have been freeing slaves, and recently found a ship with missing fishermen. Heard of a smuggling ring and sent to Haunted House.

Thunsheer (4) 25, y.0001

Haunted House, East of Saltmarsh

The party explored the room.

The middle was not sturdy and also noticed tracks going to the left wall. The dust around the window was scattered, appeared recent activity and window sill has scratches on wood. Like something placed and/or taken off.


Third room - the door is well oiled, and I disabled the lock easily enough.


15. Ned's Bedroom The door to this room is locked. I picked it and the lock appears to have been recently oiled. In the southeast corner of this decayed bedroom liee a man; he was alive, though bound and gagged. He was clad only in undergarments and appears to have no weapons or equipment.

The center of the floor seemed to be sagging and damaged. Ned, Bound and Gagged. The man on the floor is Ned Shakeshaft who did a convincing job of wanting to be rescued. He has a pretty good idea where his clothes are, and will ask to be escorted to area 17 to retrieve them. Ned has no other possessions.


Snake in the Grass Ned tells the characters he is a traveler from Seaton who entered the house the previous night to find a place to sleep during his journey to Saltmarsh where he hoped to find work as an adventurer.

He entered through the back door and had only reached the kitchen when he was attacked from behind and knocked unconscious. He awoke some hours ago—bound, gagged, and stripped of his possessions—in this room. He did not see his attackers nor has he heard any sounds in the house. Now he would like to be released and to join the characters in their mission.

The room is empty and dark. In the South East corner is a man, bound & gagged in his underwear. He is sleeping. Ned (human who seems to be telling the truth about being knocked unconscious and bound, but he's not being entirely truthful about why he is there. He doesn't seem to be an innocent traveler as he claims).


Claim: On the way to town and cut through a pass. From Port Damali, looking to work at the mine in town. Looking for work, but stopped in the house for a rest. He is here because of the newly discovered mines at north of town. Had a backpack and sword, not now. We untied him and let him leave, he slowly walks away and leaves. Checking the north room:


16. Alchemist's Bedroom Damp mold covers portions of the walls and ceiling in this large bedroom, and rubbish is strewn liberally around the floor. In the center is a single mattress that has been badly torn, from which stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.


Bedroom. Mold & rubbish with a single mattress. The window had a chest it was closed and cracking. Papers and potion glasses as an alchemist would use. Moldy robes and a bundle of documents that crumble.


17. Box Room This room appears to have been used for storage. A large, ill-made oak chest stands under the window, its lid closed. Elsewhere in the room lie three broken wooden chairs, two splintered wooden buckets, and a mildewed sack. Just inside the door is a heap of clothing; these garments have collected little dust, appearing to have been placed here only recently.


Bigger room. Another chest under the window. Broken chairs, wooden barrels and a pile of clothes to the south. Pile in southeast is … looks newer. Under the pile of clothing is a short sword, cloak, boots, backpack, spare cloths and meats. Sace took them and put them in his back of holding.


19. Attic A gaping hole in the floor shows where the top of the staircase used to lead before it collapsed. There are grimy cobwebs on the walls and ceiling, and the floor is covered with broken furniture and other rubbish. Several holes in the roof allow dim light to enter this large room that extends the length of the house. Two large sacks lie heaped in the northwest corner. There is a gaping hole on the east side to attic and stairwell going down. In the attic is furniture and cobwebs.


11. Moldering Bedroom What was once a fine master bedroom now stands decayed. Some of the floorboards are missing, and there is rubbish scattered around. A tall wooden wardrobe stands against the wall opposite the fireplace, its door closed.


West south room - Master room with a fireplace. The wardrobe is missing floorboards, lots of rubbage.

Adventure | Ch.01, Session Jamie 002

Decrepit Bedroom Rubbish is scattered around what was once a fine guest bedroom; there is evidence of rodent infestation, and webs hang in the corners. A four-poster bed stands against the wall opposite the fireplace. Its woodwork is worm-ridden, and the curtains that once screened the bed are torn and stained. There is no bed linen, but the bed is mostly intact.


More western room: Recently used bedroom. There were stirges in the bed.


Stirges ☠️☠️☠️☠️☠️☠️

7sp

I put them sleep and killed the final with my rapier.

Went back downstairs. Towards the kitchen.


8. Withdrawing Room Two stuffed armchairs stand near the fireplace of this room. The covers of both have been torn and the stuffing has been pulled out, but the wooden frames are intact. A broken table lies on the floor near the north wall. I found a stone out of place on the chimney above the fireplace. Removing the stone reveals a hidden compartment. Additionally, characters who approach the fireplace notice a collection of mouse bones spilling out from the hearth. A swarm of insects (spiders) lurks in the crevices of the fireplace and chimney. The spiders flood forth with obvious irritation if any creatures move to within 5 feet of the fireplace.


Treasure. The hidden compartment contains a wooden box. Inside the box are 30 cp and two small pouches of alchemical powders (5 gp each).

A stone above the chimney, pushed it and pulled it -- found a box and unleashed a spider swarm.

Spider swarm ☠️

$$ 30 cp & 2 pouches of alchemical powders (5 gp ea.) $$

It hurt me and I attacked it.


9. Kitchen This kitchen is dirty and damp, with patches of gray mold and cobwebs on the floor, walls, and ceiling. In the southwest corner is some iron cooking equipment with a chimney above. Next to it, under the window, is a cracked and discolored stone sink. To the right of the sink, a small, closed wooden cupboard is fixed to the wall about five feet above floor level. Against the far wall, a flight of wooden stairs leads upward from west to east; the woodwork of the staircase is decayed, and a few of the treads are missing.


10. Scullery This room displays the effects of damp and decay more than most. Mold grows in patches on the floor, walls, and ceiling. A large copper cask, split, discolored and empty, stands under the window, with a small heap of crockery shards on the floor beside it. Stairs lead down into what is presumably a cellar. There appeared to be tracks leading to the stairs. As we descended the stairs we heard hideous screams—as if of a soul in torment—rise from the cellar below. Seems there was a trap with a magic mouth spell on the stairs. stairs, footprints, back door, dirty sink, nasty table. More damp/decay.


20. Wine Cellar Shoulder-height wooden bottle racks line the north and west walls here. There appear to be no intact bottles left in the racks and shattered bottles cover the floor. Against the east wall, at the foot of the stairs, rest two large metal storage bins that appear to be empty. In the center of the room lies a human corpse clad in plate mail; a longsword lies by the corpse's right side, and a large shield covers its legs.

There was a secret door here to the South. The bottle racks were empty, but we did find one that had rolled under a rack. Its label bearing the image of a jauntily dressed Unicorn


Basement: the walls have wine racks, bottles on the floor and at the foot of the stairs are storage bins. In the center of the room is a corpse in plate with longsword and shield.

Magic Mouth spell went off, door was trapped. Hideous screams from below.


(note: I can't recall if we encountered the swarm of rot grubs…)

$$ Bottle of wine (50gp)$$ 8 casks of brandy, too heavy (worth 10gp ea.)

There was. Secret door to the south. In the cellar there.

Adventure | Ch.01, Session Jamie 002

21. Cellar This torchlit chamber was once a large cellar, but it has since been converted into living quarters. Ten crude beds stand along the south wall, each with a wooden locker at its foot. A long wooden trestle table ringed by rickety stools dominates the center of the room. Metal cutlery, cups, and dirty plates sit atop the table. A cookstove is installed near the table, and evidence of recently cooked meals sits in pots atop it. A large ham hangs from a loop of twine near the stove. A sturdy set of stairs leads to a trapdoor in the ceiling above. There are two wooden doors in the east side of the room.

As we approached the doors in the east end of the room: The door to your left appears normal, but the one ahead has a wooden bar across it, held in brackets on the frame and the door itself. The word "DANGER" is scrawled on that door in the Common tongue using chalk. The left door, leading to area 22, is unlocked.

Barred Door. Characters who examine the bar can see that it is damaged and bent, as if something has tried to push the door open from the other side.

Treasure. coin purse that holds 7 gp and 15 sp

The ten wooden footlockers are locked. One can be opened by a character who succeeds on a DC 12 Dexterity check using thieves' tools. A locker can also be pried open by a character who uses a crowbar and makes a successful DC 12 Strength check. The lockers contain personal effects; each also has a coin purse that holds 7 gp and 15 sp.

Cellar, 10 crude beds and food stuff with stairs leading up. There were tracks to the Southwest, scrapping.

Doors to the East. The North was normal, clean and comfy. Well lit. There was a wood locker at the foot of the bed and the table had a candlestick. A box under the table and 3 books over the shelf.


22. Sanbalet's Private Quarters Unlike the barracks, this small room holds comfortable furnishings and appears to be well cared for. A comfortable-looking bed in the northwest corner has a wooden locker at its foot. A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch candlestick with three burning candles provides the room with bright light. The candles, though not fresh, are far from spent. Under the table is a small wooden box and an unlit bullseye lantern with a movable shutter over the lens. On a shelf above the table sit three books. In the northeast corner is a closed wooden wardrobe. This room was vacant. Sanbalet's books consists of the following volumes:

  • A volume of erotic poetry, fully illustrated
  • A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered)
  • A treatise concerning the demigod Iuz and its minions Inside the third book is a sheet of parchment featuring a few simple words and phrases in the Common tongue and their equivalents in Goblin. The words include "stop," "fight," "lift," "come," and so forth—key words used by Sanbalet to instruct his hobgoblin mercenaries.

Bullseye Lantern. The lantern is used to signal the Sea Ghost. Someone who makes a successful DC 10 Intelligence (Investigation) check realizes that the lantern is used only infrequently.

Treasure. The three books are worth 10 gp each. A fancy floor-length oilskin coat (5 gp) hangs in the wardrobe. Its sleeves contain numerous pockets (empty), and it is trimmed in iridescent green silk. And a hidden compartment under the table that holds Sanbalet's spellbook. The book contains all the spells Sanbalet has prepared.

  • Parchment with common and goblin phrases. "Stop Fight Come Lift" Books 10gp each.
  • Spellbook. Box & Lantern, 12 candles, flint & steel, parchment details how to communicate with a ship.
  • Fancy oilskin coat (Wroxi)
  • Footlocker at the bed with small clothes.
  • Cursed Luckstone

Cursed Luckstone Wondrous item, uncommon (requires attunement) This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.

— Source: GoS, page 229

A hidden compartment with Sanbelth's spellbook.

  • Dancing Lights
  • Minor Illusions
  • Ray of frost
  • Charm Person
  • Color Spray
  • Magic Missile
  • Silent Image
  • Magic Mouth
  • Scorching Ray

East is a wooden bar over the door and "DANGER", the door is bent out. We went South. The boxes had some coins

$$ 7 gp 15 sp in each- 9 boxes $$ And then a cave.

Adventure | Ch.01, Session Jamie 002

The Caverns The passages and caverns beyond the secret door have all declined perceptibly this way and it would seem it may go all the way to the sea. Some of these passages are well-lit by torches set in crude brackets on the wall, but some are dark and we later see it opens to the daylight outside. The walls are slimy and the floors are moist, though the smugglers have laid matting in places to make them more easily passable. All these passages and caverns are natural, though there are signs of worked stone here and there; such evidence is found on the stairs leading from the secret door and in places where narrow passages were widened. The light goes East and we went West. We started putting out the lights as we went.


25. Slimy Cavern This uneven, naturally formed cavern is about twenty feet in diameter. (I don't recall fighting the green slimes mentioned in the module).


26. Natural Cavern This roughly circular, naturally formed cavern is about twenty-five feet in diameter.

3 human scouts ☠️ We killed 3 human scouts, and I killed one.

Shortsword, 5 gp, 3 sp

Took a short rest and we were no longer scared.


27. Storage Cavern This cavern, like the passage leading to it, is well lit by torches held in simple iron brackets around the walls. You can see five small bolts of cloth stacked against the wall to your left, and to your right are eight small casks in a neat row.

Treasure. The five bolts of silk are worth 50 gp each, and the eight casks of brandy are worth 10 gp apiece at market, though the merchants of Saltmarsh recognize the goods as stolen if the characters try to sell them there.

Sanbalet carries a pipe of remembrance (see appendix B) and a set of masterfully crafted loaded gaming dice (20 gp). The hobgoblin wears a suit of mariner's armor (scale mail). Sanbalet A tall man with a shaved head and piercing green eyes, the leader of the smugglers is as charismatic as he is cunning. Sanbalet is a plotting nemesis who prefers manipulation to direct action. It is no accident that his gang occupies the old house, since the promise of hidden knowledge initially drew him here.

In the cave we found: Storage area, silk, barrels & casks, clubs, hobgoblin, bandit, Ned, and a scout. Behind the barrels. Gentleman.

Big fight. I think I killed someone. Hobgoblin, bandit, Net, Scout, (others?) all dead ☠️

  • $$ 5 bolts of silk 50gp each..
  • Sambala -- pipe of rememberence….set of masterfully crafting gambling (loaded) dice 20gp…
  • Mariner's armor scalemail --
  • Sanbelth's fine clothes
  • Silver key
  • $$ Pipe of Remembrance Wondrous item, common This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.

— Source: GoS, page 229

long rest after the huge fight

LONG REST 😴 At the Site?

Rewards Granted

  • 30 cp
  • 2 pouches of alchemical powders
  • 50gp bottle of wine
  • 10 wooden lockers (7gp 15sp each)
  • Sanbalets room loot:
  • 3 books, parchment with goblin words, bullseye lantern, fancy cloak, sanbalets spellbook
  • from scouts:
  • 5gp, 3sp / 3gp, 10. cp / 6 gp, 1 sp
  • 5 bolts of silk (50 gp)
  • 8 casks of brandy
  • pipe of remembrance
  • mariner's armor

Missions/Quests Completed

  • cleared out haunted house.

Adventure | Ch.01, Session Jamie 002
Adventure | Ch.01, Session Jamie 002

The Cellar

Adventure | Ch.01, Session Jamie 002

Session J.003: Caves Under Mansions

10/09/2020 | PRE-BASTARDS


Recap

The party is at a haunted house, on assignment for Eda Oweland to explore the house for a possible location of a new dock. Dodd led us here. They cleared it out and took a long rest.

Thunsheer (4) 26, y.0001

Haunted House, East of Saltmarsh

They heard noises. Sace was first watch then Ziva.

Sace snuck ahead and found two bandits and a hobgoblin. Sace went back and we decided I would do a sneak attack and then we would see if they follow or we could attack en masse. Sace kept doing potshots, but missing…

Sace killed the hobgoblin 2 bandits and a hobgoblin ☠️ They fought and won.

$$ 30 cp & 2 pouches of alchemical powders (5 gp ea.) $$

to a sea cave, this is how the goods are transported in. In the jollyboat.

28. Sloping Passage The incline of the passage is perceptibly greater in this area. Coarse matting has been laid in places on the floor, negating some of the slope's slipperiness.

29. Stock Cavern The passage widens to the south at this point to form a small cavern. There are three bolts of cloth and five small casks in the middle of the floor, resting on a piece of coarse matting.

30. Sea Cave The passage leads into a cave that opens directly to the sea. The tide is out at present, and there is little water in the cave, but there is an obvious high-water mark three feet above the floor. Pulled up onto the sloping cave floor is a small boat, perhaps large enough for eight people, with oars, a step-down mast, and a neatly furled sail. A rope tied to the bow is being held down by a large boulder that serves as an anchor. There was a jolly boat and a chest:

  • Baggie of gemstones (carmelion and two moonstones.
  • Bronze crown
  • Silver & gold broach
  • Bag of money with 800gp
  • Potion of mind reading, potion of giant strength (Ziva)
  • Bag of beans (10 dried beans) dump on ground and they explode. Plant it and then it will create an effect in a minute.
  • Bag with two stones (sending stones) Went back to the DANGER door.

23. Skeletons' Room The bar securing the door is easily lifted. The smugglers sealed this room after discovering the undead within. Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy and dirty. After a while… a faint blue light appears at the seam of the secret door to area

24. The light gradually grows brighter as the alchemist's remains reanimate after long decades. At a time of your choosing, the alchemist (skeletal alchemist; see appendix C) emerges through the secret door to assist the skeletons. When the alchemist enters the scene, read: A hunched corpse wearing a pointed hat and dressed in a robe embroidered with mystic symbols crosses through the hidden door. Thin wisps of beard float from its bony jaw. It raises a finger, tracing arcane symbols in the air. In a hoarse voice, it speaks: "Secrets found and lost then found again. Your paltry minds cannot fathom..."

Treasure. The alchemist wears an empty bag of holding at the waist. One rib bone on each of the skeletons is dipped in gold and is worth 5 gp. The alchemist also carries a cursed luckstone (see appendix B).

There were 6 skeletons in there.

Sace attacked and hit, but not dead. Sace killed one… then a strange necromancer "Secrets found and lost then found again. > Your paltry minds cannot fathom" It's the alchemist Sace Killed final skeleton 6 skeletons and the alchemist lich or whatever undead ☠️☠️☠️☠️☠️☠️ ☠️

Alchemist… wearing bag of holding…

Adventure | Ch.01, Session Jamie 003

24. Laboratory The secret door opens toward you to reveal a clutter of broken glass and earthenware piled on the floor beyond. Three small copper pots lie amid the debris. As the party enters and sees the rest of the room, read: A bench runs down the west wall of what seems to be a laboratory. On the bench are jars of powders and liquids and several pieces of chemical apparatus. There is a table against the south wall, forming an L-shape with the bench. A book is open on the table. Also on the table is a candlestick, with a tiny stump of unlit candle still in it, and a variety of other items that, even in the dim light, shine with the warmth of pure gold. One of these objects looks like a human skull.

Book. Before the alchemist died, he was reading the book that lies open on the table. Its title is Ye Secret of Ye Philosopher's Stone, no author acknowledged. The book is worth 50 gp to the right buyer. Though it is written in Common, the book is too profound and recondite a work to be fully understood by anyone other than the appropriate specialist, but a character might be able to deduce the general subject matter. Gaining that knowledge requires 8 hours of study and a successful DC 20 Intelligence (Arcana) check. The book contains instructions for the creation of a "philosopher's stone," then describes how that object can be used to convert base metal into gold.

Golden Objects. The objects on the table are made of pure gold—but were manufactured this way, not magically transformed. Although the characters might infer that they are the results of successful experiments with the philosopher's stone, the truth is that the alchemist had them crafted to deceive a potential buyer into believing that the stone was real. The collection includes the following items:- A human skull (20 gp)

  • An apple (5 gp)
  • A rose (5 gp)
  • A set of five small discs (balance weights, 5 gp each)

Treasure. The table holds small stacks of gold coins totaling 47 gp. Examining the table closely reveals a concealed drawer that contains the spellbook the alchemist used when he was alive. The book's contents include dancing lights, comprehend languages, Tenser's floating disk, and shatter. The chemical apparatus on the bench is worth 20 gp.

  • Cursed luckstone?
  • Gold rib bone
  • Golden human skull…
  • Book -- secret of philosophers stone
  • Alchemist spell book - bag of holding
  • Gold Skull
  • Gold apple
  • Gold rose
  • 5 small gold balance weight disks…
  • 47 gold pieces
  • Chemical apparatus (20gp)

Go back up stairs --

3. Study This room was once a writing room or study. Against the wall under the windows sits a large wooden writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open—and two of them have been broken open forcibly. The central drawer was locked. The drawer contained nothing but old, valueless documents, all written in Common—receipts for purchases of various chemicals and laboratory equipment. I uncovered a small secret compartment.

Treasure. Inside the secret compartment, wrapped in cloth, is a glass vial containing two potion of healing. $$ 2 potions of healing $$

2. Library This room was once a library, with bookshelves around the walls. Most of the shelves are broken, and in many places they have come away from the wall. The few shelves still intact are empty, but a pile of books rests in the southwest corner. Dull history and poems. The fourteen books in the heap untidily thrown into the corner are covered with cobwebs, vermin droppings, and harmless mold. All are partially ruined but are still legible. Most of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines:

  • The Magical Properties of Gemstones by the archmage Tenser
  • _The Magical Properties of Herbs and Flower_s by the archmage Tenser
  • The Metaphysics of Mathematics by the mage Nystul Inside the third volume lies a piece of parchment torn from a larger sheet, containing a few lines of handwritten text in the Common tongue. Dampness has spoiled it so that only two words are legible: "beyond skeletons."
Adventure | Ch.01, Session Jamie 003

$$

  • The Magical Properties of Gemstones.
  • The Magical Properties of Herbs and Flowers.
  • The Metaphysics of Mathematics
  • 8 bolts of silk $$

We went back to town. The Snapping Line . Sold brandy for half. Sold 5 casks for 15 gp. I ordered a beer. Eda Oweland returned and asked about Ned. We split 200 gp. The magical properties of flowers went to Ziva. We all got 2 bolts of the cloth. Enda wants to discover what the big operation is. She offered a reward to figure out how to and where things are coming in. The plan was to take towns guard up and down the coast and they'll report to us. We are to stop ships. 400gp to stop the ship. Given 2 guards for convoy. Some "potential" for philosopher's stone, but it seems the items were dipped in gold to give the illusion.

Rewards Granted

  • 30 cp
  • 2 pouches of alchemical powders (5 gp ea.)
  • Baggie of gemstones (carmelion and two moonstones.
  • Bronze crown
  • Silver & gold broach
  • Bag of money with 800gp
  • Potion of mind reading, potion of giant strength (Ziva)
  • Bag of beans (10 dried beans) dump on ground and they explode. Plant it and then it will create an effect in a minute.
  • Bag with two stones (sending stones)
  • The alchemist wears an empty bag of holding at the waist. One rib bone on each of the skeletons is dipped in gold and is worth 5 gp. The alchemist also carries a cursed luckstone (see appendix B).
  • Ye Secret of Ye Philosopher's Stone
  • A human skull (20 gp)
  • An apple (5 gp)
  • A rose (5 gp)
  • A set of five small discs (balance weights, 5 gp each)
  • gold coins totaling 47 gp
  • spellbook the alchemist
  • 2 potions of healing
  • The Magical Properties of Gemstones by the archmage Tenser
  • The Magical Properties of Herbs and Flowers by the archmage Tenser
  • The Metaphysics of Mathematics by the mage Nystul
  • 8 bolts of silk
  • 3 bolts of silk
  • 5 casks of brandy - sold to The Snapping Line
  • jolly boat chest
  • 200gp

Missions/Quests Completed

  • Finish clearing house. Return to Town.

Adventure | Ch.01, Session Jamie 003

Session J.004: Lone Ship

10/09/2020 | PRE-BASTARDS


Recap

The party is at a haunted house, on assignment for Eda Oweland to explore the house for a possible location of a new dock. Dodd led us here. They cleared it out and took a long rest?

Thunsheer (4) 26, y.0001

Haunted House, East of Saltmarsh

Found evidence of a smuggling ring. We got 200 gp for clearing it out and running it down. I go see Andrew and he has no real info. Smuggling was accepted, but not the kidnapping.

Few days go by… At the temple we are to go to a council meeting.

Thunsheer (4) 30, y.0001

Saltmarsh

At the Council Meeting:

In the next part of the adventure, the council asks the characters to take the fight to the remaining smugglers.

A few days after their triumphant return from the destruction of the smugglers' ring at the haunted house, the characters are hastily summoned to an emergency meeting of the Saltmarsh Town Council. Here it is explained to them that, though the land-based operation of the smuggling ring has been quashed, there must be a seagoing vessel by which the contraband was originally conveyed, and this is still at large. The council, fearful that any surviving smugglers could seek to reestablish their operation from some other base, asks the characters to apprehend this vessel and put an end, once and for all, to the smuggling.

A reward of 400 gp is offered to the characters for the successful conclusion of the mission.

Thunsheer (4) 31 - Unndilar (5) 13, y.0001

FirstMonth 08-22, 0001, Afternoon

Saltmarsh

The Plan The council reasons that the smugglers on the vessel are, as yet, unaware of the capture or death of their land-based colleagues, and a return visit by them might well be expected. Since the last consignment was offloaded only a short while ago, another one is not expected for some time—perhaps during the next new moon, which begins in about two weeks' time.

The council arranges for members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling to risk the lives of volunteers by ordering them to take the ship and its crew by force. As soon as an approaching vessel is spotted, the council expects the characters to perform the actual task of boarding.

Once the characters accept the undertaking, the council puts a small fishing boat at their disposal and provides them with any reasonable amount of nonmagical equipment that they feel they require. The boat is large enough to accommodate the entire party plus two. The council also provides the services of two members of the guard to sail the boat for them when needed. They are not willing to board the Sea Ghost with the characters, though they defend themselves and the fishing boat if it is attacked.

The Signaling System If the characters discovered the bullseye lantern and the parchment in area 22 of the haunted house, they have a big clue to how the smugglers communicate. You might require the characters to make a successful DC 12 Intelligence (Investigation) check to determine how the system works—although certain facts are not written on the parchment. Alternatively, you can allow the characters to experiment with sending signals when the ship comes back.

Adventure | Ch.01, Session Jamie 004

The signaling system utilizes the bullseye lantern to communicate the following messages by combining long and short flashes:

  • Long–short–short–short: "Is it safe?" (The ship initiates the exchange with this signal.)
  • Short–long–short–long: "Everything safe." (The smugglers respond with this signal.)
  • Long–long–long: "Ready to unload; come to the ship." (The ship confirms a reply with this signal.)
  • The arrangement calls for someone aboard the ship to flash the first signal.
  • The shore party replies by flashing the second signal, after which the third signal flashes from the ship.
  • It drops anchor and waits for the arrival of a boat from shore. A small group of smugglers approaches the ship in a rowboat.
  • When it arrives, the ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the operation.

Unndilar (5) 14, y.0001

Saltmarsh

Because of our operation. Goods are coming in from somewhere, and they ask us to locate the ship whit them and we are to sneak aboard and find info. Is this the ship?

Their contacts are worried. The ship is located a few times a month, pretty routine. Stays off the coast. New moon and gone by morning.

Willing to pay us 400 gp $$

At Winston's Goods we bought some stuff and turns out he is an old pirate I scared him when I whispered about The Revelry in Thieves Cant.

I then went back to the Empty Net. Taking a drink and taking in the room.

"smuggling. Goods, rendevous. Meeting night fortnite -- talking about Gellan Primewater ."

I have been "resting" with trances in back alleys. The ship is here. It has 2 guards, but won't fight and will defend the boat. It's far enough east so the town won't notice. We are to return to the house we investigated.

I use the signal and lantern with the morse code. The ship responds. I respond. They responde.

  • Long short short -- is it safe?
  • Long Short Long -- everything is safe.
  • Long Long Long - Ready to unload.

They want us to send a boat out and we go with Ziva in the water and Bloke above.

We get to the Sea Ghost. We see Bloody Bjorn and Captain Siegert Snakeeyes

I used my spell to look like Sanbelth and we were confronted by the captain, and I tried to bluff. I failed.

Rewards Granted

  • Purchased goods at Winstons
Adventure | Ch.01, Session Jamie 004

Session J.005: Ship Battle

10/09/2020 | PRE-BASTARDS


Recap

x

Unndilar (5) 14, y.0001

Fight.

They SURRENDERED! I was slowed and shot an arrow at the Captain.

I hit.

Wroxi convinced them to surrender, and so we tied them up and found some stuff.


1. Main Deck Though the light is dim at best, you can see details of the ship's main deck. In the center, forward of the mast, a jolly boat is lashed to the deck with ropes. Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow's nest above. Two human figures lean against the rail mid-deck, staring toward the coast. Between them at deck level is a roll of canvas or rope. To fore and aft, below the upper decks, stand vague outlines of doors.

You can also see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard. The hatch leads to the hold (area 11) below. Between the two figures waits a 25-foot-long rope ladder, ready to be thrown over the side. Two 25-foot lengths of rope also lie neatly coiled at opposite edges of the deck.


11. Cargo Hold Lantern light reveals an orderly cargo hold. Through the center runs the base of the main mast; beside it, narrow wooden stairs lead up to the hatch above. Against the aft bulkhead are stacked bolts of cloth, lashed by ropes to brackets bolted to the deck so they are secure. On each side are stacked a large number of small casks, also secured by ropes to the deck.

A lantern hanging from the ceiling, positioned just forward of the main mast, provides bright illumination. The characters can see the plain wooden hatch that allows access to the bilge, forward of the mast. Four crew members (bandits) under the supervision of Foul Frithoff (pirate bosun; see appendix C) are wandering about the hold, securing the cargo and taking inventory.

They chat about all manner of depraved conquests as they do. Once they become aware of the party, they attack immediately.


Treasure.

The hold contains the following cargo:

  • 50 bolts of silk (50 gp each)
  • 40 casks of brandy (10 gp each)
  • 40 casks of fine wine (7 gp each)
  • 1 large crate of high-quality mining tools (200 gp)
  • On the ship we found $$$ 2 gp, Silver Key, 1 sp, arrows.
  • And 50 bolts of silk, 40 casks of brandy, 40 casks of fine wine, crate of high quality mining tools.
  • Another silver key.$$ And we explored the Cabin.
  • It had an enclosed way, we searched and found traps.
  • Brass box with silver lock and we had all 3 keys now.

13. First Mate's Cabin This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an enclosed companionway.

At its foot, a door in the central bulkhead leads to the other part of the stern. On this door hangs a dark blue cloak. A single bunk, the bed linen heaped in a pile, is set against the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.

In the center of the cabin, a plain wooden table is bolted to the deck. On it are two books, one open and propped up against the other. Beside the table is a wooden chair.

Hanging from the ceiling over the table is an unlit hooded lantern. Just aft of the hook that holds the lantern is a hatch measuring three feet on a side. The cloak has no special properties and no significant value.

Adventure | Ch.02, Session Jamie 005

Finding the secret door into area 15 requires a successful DC 12 Wisdom (Perception) check.


Books.

The table has the following books (worth 10 gp apiece) lying on it:

  • Principles of Navigation by Da Korma (open)
  • Legal Distinctions in Letters of Marque by Tazaar (closed)

Treasure.

The sea chest is neither locked nor trapped. It contains some garments and a pair of boots, mostly quite old but reasonably clean. The brass box under the bed is locked. The key to the box is in Bloody Bjorn's belt pouch. It can be opened by a character who succeeds on a DC 10 Dexterity check using thieves' tools.

The box contains 500 sp.

Treasure.

  • $$ 500 sp with brass box and the key.
  • 2 books "Open Principles of Navigation" and Legal Distinctions of Mark.
  • $$ I also took some boots from the chest, hoped they would be magic -- they were not.

Found a secret door that had a cramped area 4' wide.

  • 8 large irregular bundles.
  • A shield with lizard of forked tongue.

12. Bosun's Cabin In the center of the cabin sits a plain wood table on which stand a pewter flagon and a pewter mug.

Beside the table is a wooden chair, and hanging over the table is an unlit hooded lantern. Also hanging from the ceiling, at the aft end of the cabin, is a large cage that holds a parrot, apparently asleep. Next to the hull hangs an unoccupied hammock. Beneath it is a brass-bound wooden sea chest.

The flagon is full of a rough, high-proof cider. Finding the secret door into area 14 requires a successful DC 12 Wisdom (Perception) check.

Cuppa the Parrot. When anyone enters the cabin, the parrot immediately wakes, squawks, repeats "Pieces of eight" several times, squawks again, and then falls quiet. Its cries do not alert or alarm the smugglers, who are used to the noisy bird.

Development.

The prisoner in area 14 might hear the characters in the bosun's cabin. Oceanus shouts to attract their attention if he overhears someone speaking Aquan or Elvish.


Treasure.

The sea chest is unlocked and contains, grubby garments of no value. Concealed by the garments is a locked (but not trapped) iron box. The key to the box is in Foul Frithoff's belt pouch. The box can be opened by a character who succeeds on a DC 10 Dexterity check using thieves' tools. It contains 200 sp, a spear, a dagger, and the remains of a crossbow.

The weapons belong to Oceanus, the sea elf who is imprisoned in area 14. The crossbow is damaged beyond repair. Heard a parrot speak "Pieces of 8". Found a brass chest, an iron box and opened with the second key: $$ 200 sp. Trident. Dagger. Remains of a crossbow $$


14. Secret Prison Cell A dark, cramped area only four feet wide at most, squeezed in between the ship's stern and the adjacent cabin, appears to be a holding cell. A slim humanoid figure cowers in the far corner, chained to the hull. The figure is that of a sea elf; the key to unlock his chains can be found in the captain's writing desk drawer (see area 9).

If the characters demonstrate friendship and release him, Oceanus (see appendix C) has an interesting story to relate and will assist the characters to the best of his ability in their undertaking. Oceanus speaks Aquan as well as Elvish. If invited to do so, he joins the characters with enthusiasm and stays with them throughout the conclusion of this adventure. He will, if requested to do so, remain with the characters for further adventures (assuming that they continue with Danger at Dunwater and possibly also The Final Enemy), in which circumstances you could ask one of the players to play Oceanus.

At all times he will be as cooperative as possible, playing a full role as an NPC in the party's undertakings (he will, of course, expect a normal portion of treasure). Afterward, he reluctantly leaves them to return home. A Prisoner from the Deep Assuming that the characters befriend Oceanus and have a way to communicate with him, the elf provides the following information.


How He Became Imprisoned.

Oceanus is a member of the tribe of Manaan, which inhabits an undersea settlement about twenty miles southeast of Saltmarsh .

He was stripped of his weapons and armor when imprisoned, but though bruised and hungry, he has suffered no great injury and his spirit is undaunted. His tribe has noted, from a distance, the periodic travels of the Sea Ghost at night along a supposedly deserted coastal area. Suspicious of this behavior, the tribal chief ordered Oceanus to keep watch on this area, slip aboard when the ship arrived, and follow the ship back to its port of origin to discover what he could of these strange proceedings. This Oceanus did, and at the vessel's home port he witnessed the stowing aboard of a small arsenal of weaponry. He was then discovered, knocked out, and taken prisoner.

Adventure | Ch.01, Session Jamie 005

He awakened some time later, chained to the ship's hull in this compartment. Since His Imprisonment. He is uncertain how long he has been a prisoner or what his ultimate fate would have been He has no knowledge of the lizardfolk aboard (he has not seen them), nor does he or any member of his tribe know for whom the arms are intended. During his imprisonment he has been brought unpleasant food three times and a cup of brackish, stale water about six times. On each occasion the bearer has been a large bully of a person with a hook instead of a left hand (the bosun, though Oceanus does not know this).

These visitations aside, he has been left to his own devices.

15. The Secret Cache This cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship's stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway. This is the place in which the weapons are housed during their journey to the customers (the lizardfolk). The eight bundles here contain the following equipment: 10 morningstars 10 longswords 10 shields 20 javelins 1 shield emblazoned on the front with the design of a lizard with forked tongue extended There is no identification of any sort on any of the mismatched bundles, nor is there anything else stored in this area.

Oceanus was from a tribe of Minane, near Saltmarsh .

He had noticed the ships near a deserted area and slipped aboard. Stowawayed at port. Saw weapons brought on secretly. He was captured. The third key was for the lock. I had the parrot on my shoulder.

We found a desk,


8. Punketah's Quarters This seems to be one of the master cabins. The furnishings and fittings are of good quality, and the place is tidy. A single bunk, made up with bed linen, has its head against a bulkhead running along the centerline of the ship. A polished wood table stands in the center of the room, bolted to the deck.

On the table is a silver bowl containing an assortment of fruit, a silver carafe half full of a light red liquid, and a silver goblet. Set at the table are two upright wooden chairs and a padded leather chair. On the deck toward the stern is a wooden, brass-bound chest. Beside it is a pair of highly polished black leather boots. From the center of the ceiling, over the table, hangs an unlit hooded lantern.

This cabin is the private quarters of Punketah, the deck wizard. On a peg behind the door hangs a maroon robe, of no particular value. Examining the boots in combination with a successful DC 12 Wisdom (Perception) check reveals a small hidden compartment in one of the heels. The compartment contains the key to the chest.

Treasure. The chest is locked and can be opened by a character who succeeds on a DC 12 Dexterity check using thieves' tools. The chest is also trapped with poisonous gas. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap. When it is triggered, the trap releases a cloud of noxious gas in a 5-foot radius around the chest. Creatures caught in the cloud must succeed on a DC 12 Constitution saving throw or be knocked unconscious for 1d4 minutes.

The chest holds items of clothing, a leather purse containing 50 gp, and a spell scroll of gust of wind. It also holds Punketah's spellbook, which has all the spells he has prepared recorded on its pages. $$ silver bowl, silver carafe, silver goblet, brass box with a odd trap and locked. Odd shiny boots (nothing), hidden compartment with a key to the chest I just opened. Leather purse with 50 gp. Gust of wind scroll. Spellbook. Purple cloak.

$$ In the nicest room was a desk.

  • Many bills and receipts.
  • Several intipent letters signed with "Mrs. Siegert" and spoke of 3 different ports.

Curious.

Last literate document says "broken comment - need more iron ware, like before" pictograph of lizard with forked tongue 2 locked drawers

9. Captain's Cabin This cabin is clean, and its furniture in good repair. A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck. A writing desk is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Also on the desktop, just in front of the trays, is an inkpot, two quill pens, a small knife, and a pewter container that resembles a pepper pot.

Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest. Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An unlit hooded lantern hangs from the ceiling.

A gray cloak (with no special properties) hangs on a peg on the back of the door. The wooden chest beside the desk is unlocked. It contains items of clothing, including a well-worn, comfortable pair of slippers.

Writing Desk. Of the trays on the desktop next to the pewter container (which is nearly full of fine sand), one is empty and another contains bills and receipts for various items of marine supply. The last contains several letters of a personal and intimate nature from three different women in three different ports (each of whom is under the misapprehension that she is Mrs. Sigurd "Snake Eyes"), and a curious, semiliterate document requesting a further supply of ironware "as per previous consignments and at the agreed terms." The signature here is in the form of a pictograph and shows a lizard with forked tongue extended.

This last document is a request from the lizardfolk for more weapons.

You should exercise caution here in not making the document too explicit—the lizardfolk would not want the document to fall into the wrong hands and have concealed as much of the real meaning of the request as possible—for instance, using words like "goods" instead of "weapons." The two desk drawers are locked; a character who succeeds on a DC 10 Dexterity check using thieves' tools can open one drawer.

Adventure | Ch.01, Session Jamie 005

The key to both drawers is in Captain Sigurd's belt pouch. The first drawer contains two potions of healing, a dose of antitoxin, and the key that unlocks the chains holding Oceanus in area 14. The second drawer contains seven maps of various sea and coastal localities, prepared by professional cartographers. Beneath these is another map, crudely drawn.

This map indicates that the rendezvous point with the lizardfolk is at a small promontory beside a river in the tidal marshes, ten miles southwest of the town of Saltmarsh . The bearskin rug covers a hatch in the floor that provides access to area 13.

Treasure. The chest under the couch is locked and can be opened by a character who succeeds on a DC 12 Dexterity check using thieves' tools. The chest is trapped with a swinging blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap.

When triggered, the trap swings a short scything blade from its bottom, threatening any creature within 5 feet of the front of the chest. Such creatures must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save or half as much on a successful one. The chest contains ten electrum ingots worth 100 ep each. This is part of the payment made by the lizardfolk for the smuggled weapons in area 15. $$ 2 potions of healing. 1 dose antitoxin. 7 maps of various places, another crude map with circled area and another picture od a lizard. River NW of Saltmarsh is the circled area.

$$ Found a brass bound chest, large metal box was locked/trapped. Caught a whiff - the same as lizard room. $$ 10 gold ingots. Grey cloak $$ Parrot flied away. There was a wizard abord the ship. The galley was locked and smells. A few boats are part of this slave ring. They come across fishing vessels and take them to the rendezvous.

I asked about The Revelry and Myriad. The Revelry is taking them to Darktow. On the ship we find some lizardfolk speaking draconic asking for weapons. I didn't know this at the time.

There is a pseudragon protecting the chst.

7. Lizardfolk Quarters A distinct odor about this room reminds you of a marsh or a swamp—not fetid, not oppressive, but certainly noticeable. In the center of the area is a wood table, bolted to the deck. On the table sits a silver jug half full of a red liquid; with it are three pewter mugs. Around the table are set three upright wooden chairs, and an unlit hooded lantern hangs from the ceiling above. In the gloom, you can see three hammocks—one at each end of the cabin slung between the bulkhead and one of the ship's ribs, and the third hanging across the corner of the cabin from next to the aft door to the central bulkhead. Each hammock is occupied by a scaled figure. A small chest or box of some sort lies under the most forward hammock.

There appear to be weapons under each of the hammocks. Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the smuggled weapons in area 15 make it to their lair. When they become aware of the characters, they initially assume they are smugglers and treat them as such, demanding in a combination of Draconic and broken Common to know when the weapons will be delivered to their kinfolk.

A pseudodragon named Bimz sleeps in a small nest behind the chest. It is the companion of one of the lizardfolk and joins in the combat to defend its master. Combat in this small room is hampered by its size and low ceilings. Melee attacks made with two-handed weapons have disadvantage in this room.

Development. If Bimz is still alive when its master dies, it stops attacking and retreats to its nest. It continues to fight only if pursued. After the remaining lizardfolk are dealt with, Bimz chooses one character and bonds with that individual. Bimz prefers to bond with a party member that did not directly attack it, is good-aligned, and also did not directly attack its lizardfolk master. If no character meets all those conditions, the one who met the most conditions will suffice.

Alternatively, the characters can engage in a contest of Charisma checks (highest wins) to determine whom Bimz bonds with.

Treasure.

A silver jug on the table contains wine and is worth 25 gp. The chest is locked and can be opened by a character who succeeds on a DC 12 Dexterity check using thieves' tools. The key to the chest lies under a hammock; it can be noticed by someone who succeeds on DC 10 Wisdom (Perception) check or by a character who closely examines the hammock. The chest is also trapped with a poison needle.

Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap. When triggered, the trap fires a small poisoned dart from the lock. Any creature standing in front of the lock is automatically struck by the needle, taking 1 piercing damage and 4 (1d4 + 2) poison damage.

The chest contains ten electrum ingots worth 100 ep each. These ingots are another part of the payment for the consignment of weapons, to be handed over on completion of delivery.

I attacked a lizardfolk, but Ziva killed it.

10. Crew Quarters Various unpleasant odors of humanoid occupation compete for recognition here. These crew quarters fill the entire forward part of this deck. A companionway staircase leads up from a point about six feet from the bulkhead. Near it, more to starboard, is a door.

Around the perimeter of the cabin, slung between hooks on the bulkhead and on supporting poles, are eight hammocks. Judging from the way in which they hang, the hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest—most are closed, but two have open lids and appear to contain clothes. In the center of the cabin stands a long, plain wooden table with a bench along each of its longer sides. They all appear to be bolted to the deck in an attempt to keep everything in place.

Adventure | Ch.01, Session Jamie 005

The table is stained and cluttered and has an untidy pile of dirty tin plates and cups roughly stacked in a large tin bucket below it. Over the table, hanging from the ceiling, is an unlit hooded lantern. Against the starboard side, an area has been curtained off by cheap, dirty cloth hangings.

The curtained area contains two large tin buckets standing side by side on the floor. Both are empty, but they are stained and dirty and emit a foul smell. The sea chests contain clothes and other personal effects. The garments are all stained, grubby, and in poor condition.

Of minor interest among the remaining items are the following: ○ A pack of well-used, greasy playing cards (examination reveals the deck has two aces of spades) ○ Two sets of dice, one of them loaded ○ A book titled Grog Hovels, which describes taverns and inns along the coastline suitable for patronage by a pirate We opened the chest and found $$10 ingots of gold. Silver jug (25 gp). Full deck of cards with 2 spades. 2 sets of loaded dice. Book of grog hobbies and Caverns & Inns for pirates.

$$ Wroxi adopts the pseudodragon Blimz We sailed the ship back to town. We had found a cache of weapons, a note with pictogram of a lizard with forked tongue, and a sea-elf "Oceanus". He had noticed the ships near deserted In the next part of the adventure, the council asks the characters to take the fight to the remaining smugglers.

Rewards Granted

pirates: 2 gp/ 6sp / 2gp, 17 arrows 2 gp, Silver Key, 1 sp, arrows. And 50 bolts of silk, 40 casks of brandy, 40 casks of fine wine, crate of high quality mining tools. Another silver key. 500 sp with brass box and the key., 2 books "Open Principles of Navigation" and Legal Distinctions of Mark. 200 sp. Trident. Dagger. Remains of a crossbow silver bowl, silver carafe, silver goblet, brass box with a odd trap and locked. Odd shiny boots (nothing), hidden compartment with a key to the chest I just opened. Leather purse with 50 gp. Gust of wind scroll. Spellbook. Purple cloak. 2 potions of healing. 1 dose antitoxin. 7 maps of various places, another crude map with circled area and another picture od a lizard. River NW of Saltmarsh is the circled area. 10 gold ingots. Grey cloak 10 ingots of gold. Silver jug (25 gp). Full deck of cards with 2 spades. 2 sets of loaded dice. Book of grog hobbies and Caverns & Inns for pirates.

Character(s) interacted with

Main Deck fight: 2 awake pirates surrender 9 pirates captain wizard 1st mate bosun 3lizard folk

Notes

10/10 The party successfully dismantled the smuggling operation located in saltmarsh. The council will grant them one year of use of the Sea Ghost and sailors if they are willing to continue to help the town Oceanus may or may not stay to help Council has interrogated the remaining pirates and with help from Oceanus has learned -the smugglers have been passing weapons in exchange for gold to a colony of lizardfolk for some months - the lizardfolk have been overheard talking about attacking somewhere but they don't know where - their lair is somewhere 10miles northwest of saltmarsh

Adventure | Ch.01, Session Jamie 005

Session J.006: Ship Exploration

10/16/20200 | PRE-BASTARDS


Recap

x

Unndilar (5) 14, y.0001

Notes

skull 10 gpapple 6 gp rose 6 gp ribss 5 gp crown 250 gp brooch 750gp mathbook 5 gp Sace: Draconic book, vol.1 Wroxi - dragon care 12 hrs 101 poisons 24 hrs dofrigg, merfolk Ziva met whestle of gold wood replays the tune it played evening, desk bags of coins.


Sace in a dock fight

Fen - lizardfok histories, etc. religion Ziva - anything to do wtih seas, storms, coastline, cetures Wroxi: alchemy books on healing potions and making them.

Party pieced together Gellan Primewater's involvement Trying to determine the connection between the slavers and the smugglers - Gellan is in charge of the smuggling ring here - Gellan keeps the slavery ties a secret so as not to get caught, only the captain and first mate know about it -ESSENTIALLY :: The Scarlet Brotherhood work out of Saltmarsh and other prominent towns.

Their goal is to infiltrate every major government and take quiet control. They alligned with the Children of Malice in pursuit of the same goals. The CoM want to take over Xhorhas and leave the SB to the rest. The SB contacts in Saltmarsh work with Primewater to capture the men out at sea and take them to Darktow to be sold to the CoM contacts there. Then they are magically brainwashed into becoming member of the CoM.

  • the children of malice are followers of Lolth (spider queen) and deep into evil deeds.

they want to destroy the world starting with the drow in Xhorhas Skerrin Wavecrasher (human LE assassin) is the head of the Brotherhood in town. He works as Andrew Solomor's butler. Being in that position allows him to control Andrews large fleet of vessels. He is able to let his contacts know the when and where the ships will be out and the easiest targets to take slaves from. On the side of selling goods, his contacts in other ports purposely buy Solomor's goods at a higher price ensuring that Andrew stays popular and influential in town.

  • Gellan works with Skerrin to get the smuggled goods and slaves out of saltmarsh and to his contact at Darktow.

SMUGGLING TRADE

  1. Gellan's smugglers bring the goods to the Haunted House cave system
  2. Kreb gets a mesage to the captain letting him know when
  3. Sea Ghost sails in, collects goods, and departs
  4. Smuggled goods get sold through SB contacts in various ports

SLAVE TRADE

  1. Skerrin helps Andrew set up his fishing/sailing schedule so he tells Gellan which ships will be most vulnerable
  2. Gellan relays the message to Kreb
  3. Kreb lets the ship's captain know
  4. Sea's Embrace collects the slaves and takes them to Darktow to be sold to CoM
  • LATELY:: for the past few months, Gellan picked up another side contract and has been supplying the lizardfolk with weapons for their upcoming war -that was the latest load on the Sea Ghost, the weapons and supplies for the lizardfolk DUNWATER ARC (1600xp upon success/plus epilogue)
  • still need to investigate the issue with the lizardfolk,
  • council asks party to check it out for them- still don't know why they were smuggling weapons into the lizard colony
  • they want to know the connection there

PT 1 -site of the lizardfolk colony located at the mouth of the river Dunwater- council asks to do a reconoissance trip and determine the strength, size and intentions of the colony

  • council impresses that this is not a hostile act, their assignment is to gather as much information as possible
  • reward of 700gp upon completion

BY SEA: a 3 hour trip, 10 miles (as the crow flies)

  • Get to a well traveled, dry path at point A that leads through the marshland, following the coastline - If they spot the new path DC12, they will see the trail leading to entrance C
  • If they do not, it will take them to hidden entrance D (area 1 ) BY LAND: a 12 hour trip due to the marshy terrain and low mist, slow travel gets them straight to entrance C THREAT
  • allied races present: koalinth, locathah, and merfolk aquatic elves absent due to long term disputes with the koalinth **koalinth treat Ziva rudely
  • bonds between races is very insecure, beginning to fray -party gets taken to the queen and has to convince them to allign with saltmarsh against the sahaugin.
Adventure | Ch.01, Session Jamie 006
  • based on a point system whether or not the queen decides in their favor- stronghold is packed with lizardfolk, not likely to get out alive
  • taken on a tour of the stronghold to encounter various lizardfolk, each encounter wins or loses points- at the end of it, the queen asks them to take on the crocodile as a show of faith.
  • the croc was here when the returned to the stronghold - crocs are sacred to the lizardfolk so they cannot kill it without angering their god - tell a story of the croc depending on how the party approaches: if it gets hostile, have BIMZ let Wroxi know that they are friendly.
  • restless, flies back and forth, feelings of friendship and happy, etc
  • taken to the queen via whatever route they have chosen -the lizardfolk are preparing war on the sahuagin not saltmarsh -forced from their home from a sahuagin invasion, they restored an abandoned lizardfolk stronghold previously abandoned
  • they hope to gather other aquatic allies and form an army to attack the sahuagin and expel them from the area -haven't approached saltmarsh because their queen views humans and land dwelling folk useless in battle likely fought underwater - queen has them go on a tour of the stronghold and meet its denizens
  • after the tour, they take and determine whether or not they are on friendly terms and might allign with saltmarsh
  • queen asks them to take care of this ancient crocodile since they cannot
  • its the only thing that stands in their way of regaining their home from the sahaugin

no chat notes, see Session Report.

Adventure | Ch.01, Session Jamie 006

Session J.007: Market Shopping

10/23/2020 | PRE-BASTARDS


Recap

x

Unndilar (5) 15, y.0001

We sailed the ship home and helped free the prisoners. We escorted our new prisoners to Eda since the council hall was closer than the barracks. We turned in the First Mate and 5 guards.

The townsguard went ahead to alert the council. At the council, Eda was excited. Wroxi told them how we went to the ship and discovered the smuggling operation. This is bigger than first imagined.

It has been close to a year since this started and the last few had a over a dozen or son captured. There is a connection to the lizardfolk and the town is aware of their presence.

  • Manistrad Copperlocks owns the mining operation.
  • Gellian Primewater is a rich dapper old gentleman.
  • Manistrad Copperlocks The leader of the newly established mining operation in Saltmarsh is an iron-willed dwarven woman named Manistrad. She runs the mining outfit from a small office near the edge of town.
  • Gellan Primewater Gellan, human male, is a well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. With his cunning instincts, he has positioned his family to become the most prominent merchants in town, but he now faces an intractable problem.

Because Gellan is the wealthiest man in town, he garners a great deal of popular support from the many feasts, entertainments, and other diversions he supports with expenditures and donations. He pretends to care little for the daily functions of the council, defaulting to throw his support behind Eda's position.

Eda says they will figure things out. Our stay is now paid for. Tomorrow is market day and so we are asked to stay close.

Manistrad requested his tools back, and a messenger bird would be arriving tomorrow to help pay for the goods. After Wroxi hit up Gellian about the pirates and he rushed to leave. Hearing his name, I realize I heard it before -- in the shady tavern and so I find a place to sit down at The Snapping Line so I can see through Bloke's eyes and follow Gellan.

He went home (16) and I saw someone else leaving. I station Bloke to watch the house as I slip out and just as I came to the side of the house I see a person who darts past I followed them and crossed a bridge to the Empty Net. Using my stone I tell the team and then casually sauntered into the tavern.

It does seem busier than normal and I see Kreb, the tavern owner.

16. Primewater Mansion: Gellan Primewater maintains a large mansion right on the docks, allowing him to oversee his ships from his upstairs window. He sometimes leans out to shout orders or answer questions for his captains and crews, his booming voice echoing over the docks. The location of his house also makes it convenient for his smugglers; the crews slip goods through a secret entrance that leads to his mansion's cellar. The mansion's most notable feature is its grand entryway and feast hall.

Gellan hosts at least one extravagant feast per week, headlined by food and drink bought in distant ports. His cook, a young gnome named Feliza, sometimes hires adventurers to find rare herbs, meats, and other ingredients for her dishes. Wroxi then enters and as she comes close to me a stranger asks her if she will sell her pseudodragon.

The barmaid's name is "Jester". I sneak around and try to open a door. I then hear some talk about smuggling and how it was caught. The name Gellan is said again in whispers. We end up leaving.

We now know the tavern is complicit. I watch the guy and he ends up going to the Hobie Home (by 6 on the right side). I go to check out the house, it is a one-room hovel. It has a small window in the rear and lights a fire. I snuck in and tied him up.

He is a messenger working for Gellan and has "connections". Gellan is not a part of the slave situation, just the black market goods. He wants goods for the money and has his people sell those goods. The message given to Kreb was "wait and be ready." I take him over my shoulder and turn him in to the proper authorities.

We took a long rest.

LONG REST 😴 Saltmarsh

Unndilar (5) 16, y.0001

In the morning there was a message from the council. They had interrogated the captured prisoners. Also, it seems Gellan is holding a celebration tomorrow, and in our honor. We told Eda about the captured messenger and then we went to the market.

A message from council. They interrogated the captured. Gaillen is throwing a celebration tomorrow in our honor. We tell Enda about the capture.

And we go to the market.

Adventure | Ch.01, Session Jamie 007

Market is open.

  • 1: vege stall.
  • 2: flaggs and tabbards.
  • 3: lemonade stand.
  • 4: salted meats.
  • 5: third HANDS and knick-knacks.
  • 7: "Black sun?" - iron and stone blacksmith run by dwarves.
  • 8: "The Shinyies" Stall of ravens with barrels of semiprecious and shiny items "skull of warnking".
  • 9: Handiman (sells hands).
  • 10: books wap -- older dragonborn for books.
  • 12: Poiters Picklemonger.
  • 13: Mercs Mercantile -- silver dragonborn sells gear.
  • 14: Milos Minagerie, a gnome sells animals.

Gold exchange (goblin) Totally legit goods Jewelers eye Book swap Gems and things apothacary Threadwork Hands of fate Hall of sculputres Antiquities Second half: Beholders' eye "iywelere" ??? Gelves gold exchange run by a goblin Churro stand Totally legit Stuff Exchange Paltos Chem and gems for apothecary goods Throdlalves threadwork for upperclass cloth Hand of faith for games and dice Bolts Sculpture shop -- wood and stone Antiquities - broaches and rings Unecumbering, an old elf before an empty booth.

We go to the Gems and Chems. Wroxi tries to sell soemething (apparatus for 20gp) To the Antiquities, sell bronze crown for 10gp? Broach - silver and gold.

Go to Shiney's -- "come to sale?" the ravens ask.

Money for gold stuff.

Thieves cant message…? We sold off wares and bough a book set to learn draconic History of thieves guilds and wildemount Eda comes back.

The representative looked at our goods and is willing to pay 200 gp for silk and brandy.

we all get 380 gp each and 5 silver From Eda: Smugglers passing weapons for gold to lizardfolk.

The lizard overheard talking about an attack.

No idea on location.

Character(s) interacted with

5 sahuagin, 1 coral, 3 champions 2 sahuagin, 1 coral 5 sahuagin, 2 coral, 1 priest 2 sahuagin, 4 coral, 2 priest, 1 champioin

Notes

of some sort with Assassin, Thug, Bandit, Noble, Kreb, Gellan and possibly others...

Kill queeno r sauriv garurt and vuth accompany party to saltmarsh as ambassadors grax is the head of the household staff, 15 years.

disappointed but not surprised sea voyage, 3 horu voyage adn 1 hour walk 7 bullywugs croaker 6 frogs, giant in hour 1 hour 2: 2 trolls hour 3: short rest hour 4: druid and 2 rats (4 gp) Hour 5: 6 rats and treant teeth: Wroxi 9 fen 2 Sace 3 gnash 3 Ziva 10 ended around midafternoon items for party in storage room 100+ on sahuagin from lizard queen: 10 potions of healing +1 weapon or +1 armor --- 10/23 The party did a little more shopping at the market and reading before Gellan's party took place.

Arrived at the party and Eda immediately told them that the messenger they had retreived the night before was found in his cell after having apparently hanging himself.

They unfortunately couldn't get anymore information out of him and therefore do not have the evidence needed to move forward with arresting Gellan.

At the party, Gellan slips away to deal with Kreb. The party follows and a fight happens out back by the docks. The party and townsguard are able to capture Gellan, Kreb and Skerrin.

They were all trying to get away in a jollyboat to leave town before getting caught. All were taken to jail and Gellan proceeded to tell them everything he knew about the Scarlet Brotherhood and the Children of Malice.

The next thing on the docket is to determine what the lizardfolk are up to. There has been no hostile relations since the lizardfolk returned to the stranglehold. They ask if the party could check in on what is happening without instigating violence. As a thank you for helping them thus far, the party is granted use of Gellan's mansion and crew for a year to help sail the Sea Ghost.

  • sidebar: Ziva went for a swim and ran in a young merfolk teen.

He told her the merfolk were friendly with the lizardfolk and that the elders have been communicating with them more lately. he doesn't know what they talk about, he just likes playing with the lizardfolk kids his age.

Adventure | Ch.01, Session Jamie 007

Chat Logs:

October 23, 2020:

  • October 20, 2020 12: The Dungeon Mistress (GM): Hit Points Lizardfolk Render Hit Points: 58 Hit Points Lizardfolk Render Hit Points: 54 Hit Points Lizardfolk Scaleshield Hit Points: 32 Hit Points Lizardfolk Subchief Hit Points: 64 Hit Points Koalinth Sergeant Hit Points: 31 | Hit Points Locathah Hunter Hit Points: 23 Hit Points Locathah Hunter Hit Points: 36 Hit Points Locathah Hit Points: 18 Hit Points Locathah Hit Points: 23 Hit Points Merfolk Salvager Hit Points: 29 Hit Points Lizardfolk Hit Points: 24 | Dexterity Lizardfolk Ability: 4 Hit Points Lizardfolk Queen Othokent Hit Points: 82 Hit Points Giant Crocodile Hit Points: 101 Hit Points Giant Crocodile Hit Points: 100 Hit Points Thug Hit Points: 27 Hit Points Thug Hit Points: 36 | Hit Points Scout Hit Points: 24 Hit Points Amphisbaena Hit Points: 18 Bite Amphisbaena Attack:21 Damage: 7 piercing The target must makes a DC11 CON saving throw, taking 3 poison damage on a failed save, or half as much on a successful one Hit Points Giant Sea Eel Hit Points: 10 Hit Points Giant Sea Eel Hit Points: 15 Hit Points Giant Sea Eel Hit Points: 28 | Hit Points Bullywug Hit Points: 12 | Hit Points Bullywug Hit Points: 12 | Hit Points Bullywug King Hit Points: 53 | Hit Points Bullywug Croaker Hit Points: 34 gibbem geld's gold exchange
  • 8:08PM Sace: Silver bowl, silver carafe, silver goblet, silver jug 262 gp 125 sp each 125*3
  • 8:32PM (To GM): does the key have a legit name?
  • 8:32PM (From The Dungeon Mistress (GM)): Mystery Key
  • October 3, 2020 8:33PM Sace: I also wnt to spend an hour with the whistle to discern if it has any magic.
  • 8:51PM (To GM): when given a chance, I want to put up my hood and hide. then check the door near me....
  • 8:52PM (To GM): no rush
  • 8:52PM (From The Dungeon Mistress (GM)): got it
  • 9:08PM Sace: lol peter 29 Thieves' Tools (Expertise) (10) bloke follow the door blok on the east side someone left the house
  • 9:32PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:32PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Thug | Assassin | Bandit | Noble | Veteran | Kreb
  • 9:56PM Sace: Sleep
  • 11:05PM The Dungeon Mistress (GM): skerrin
  • 11:19PM The Dungeon Mistress (GM): xhorhas
Adventure | Ch.01, Session Jamie 007

Session J.008: Saltmarsh Ball

11/06/2020 | PRE-BASTARDS


Recap

x

Unndilar (5) 15, y.0001

Galian has a party tonight. A note about Gibbem Geld's Gold exchange at #6. Goblin in a stool with a bag in his lap,.100gp for an ingot. 100gp for the party. Went to shinies -- booth of ravens and heard in my head their voice. Sold silver stuff 6sp. 100gp 3rd hand - 5 - knick knacks Sold scale. Raven silver icon. Pirate flag with dragon skull and crossbones. Multi colored disk stone. A whistle of gold colored wood -- I bought for 5 silver.

Handyman - sells hands Totally Legit goods, 11 - shifty looking stall Hobo Merchant - I paid 55 gold for a silver skeleton key. On the stalk is a carved question mark. 10% chance of opening any lock but it disappears. Taxidermist Apothecary Threads Hand of fate Crossbow Sculpture -- Ziva -- went and talked to the sea people… I read 4 hours of book and I want to spend an hour with the whistle (recording power -- if you whistle. A tune it will play it the next time…)

I see andrew The messenger was found dead this morning he hung himself himself She (eda) tells us… Messenger for geland..

  • barkeep is missing.

From empty net (kreb) Talking to the andrew… Invited. Good for crew. Tell him about suspicions for gallien I trust Andrew he wants to help Surly dwarf who doesn't like anyone, but most seem like gaelin Fen say we should get a tour… gaelin says okay… Then a messenger comes Takes bags of coins from office…. Other draw: empty Find secret door… Chased kreb… See dark hair goatee friend of andrew Small rowboat…

Gaeilin and possibly others...

I killed gaeilin with a sneak attack I ended up taking out other bad guy… Scaran Was andrews butler He tells a story of how 2 main secret societies… Scarlet Brotherhood Infiltrate everywhere and manipulate for favor…

And Children of malice Smaller group -- more dangerous -- started as drow that were kicked out of jourass ----- goal: eventually take over jourass and destroy within… Xhorhas Gaellin -- is the smugger -- he works w/ scaran w/ slave trade out of salt marsh.

Greb tells capt. Of sea ghost. Goods sold through Scarlet Brotherhood He is head of scarlet brotherhod here And is andrews butler Andrew's family owns such a prominent fishing fleet it is worth of intel.

Scarlen tells gaelin Sea's embrace… Who takes slaves to Darktow and sells to children of MALICE Mostly magic users Gaelin picked up side contract for weapons for lizard.. For an upcoming war.. Threat of lizardfolk… Who/when Non-confrontational Where/why and what to appease… Chapter 3: Danger at Dunwater https://5e.tools/adventure.html#GoS,2

Unndilar (5) 16, y.0001

go to sahuagin stronghold....?

Notes

Sahaugin stronghold is about 50miles SW.

  • Former lizardfolk lair: series of natural caves and passages honeycombing the interior of the island - 3 level cave system inside a rocky island. - main entrance is a large cave facing the sea coast - lizardfolk added stairs to connect the levels Since the sahaugin took over - The high priestess of Sekolah named Thadrah worked ritual magic to lower the seabed and sink the island, now only the top 1/3 is visable above water - the lower level cave entrance is now submerged under 80ft of water.

goal. they created a fortified base with the ability to exert an iron hand of domination over all race inhabiting the adjacent waters and coastal region. they plan to construct more bases until their control over all waters and coasts is complete, and maritime commerce is at their mercy. - they are continuing to lower the island further into the ocean - plan to mount their first offensive attack within the month to saltmarsh Saltmarsh asks the party to check it out, clear it out if possible or report back if not. goals: 1. determine the strength of the sahaugin forces 2. locate important areas within the fortress 3. discover any defensive measures 4. discover how advanced their preparations are and when they might attack (20-30 days hence).

saltmarsh will follow a couple of day behind them.

  • Party entered the fortress and cleared out a good chunk of the first level (about half the forces).
  • Found the armory and brought the weapons and things back to the ship to take a long rest
  • Began making their way back into the fortress

LONG REST 😴 Ship moored at Sahuagin Stronghold

Adventure | Ch.01, Session Jamie 008

After their rest a smaller ship arrives with 6 Veteran soldiers and 2 healers to help. They will be there for support and back up when it looks like the party needs help Find Elmer in section 19. He was from another adventuring party and has items to be able to breathe underwater in the storage room. As he is dying he tells the party that the sahuagin were using slaves to build and fortify their lair. They were being pushed to get it done within 2 weeks, when the rest of their forces would come. He thinks thats when the attack is planned..

  • cloak of the manta ray (breathe underwater and a swim speed of 60).
  • mithril plate armor (heavy -AC18).
  • necklace of adaptation (requires attunement)
  • (gold collar with coral dangles).
  • cap of water breathing (looks like a sailors floppy hat, like smee).
  • ring of water breathing (silver band with engraved waves).
  • 5 potions of greater healing (4d4+4).
  • a snorkel Party ended the session heading back to the boat with the slaves. They finished clearing out the floor and found the secret room with the items in it. They have yet to identify the items..

Back on the ship the 1st set of troops will have arrived and will give them the HORN OF SILENT ALARM

XGtE pg 137: to blow when they feel like they need help. The troops are staying on the ship to wait for more but will be ready should the party need help.

odd.. no session notes, so possible issues here... we'll see

I believe a Bullywug at some point in this session too. And a Giant Frog

Chat Logs:

November 06, 2020:

  • 1:08PM (From GroupCheck): It seems you are starting fresh with GroupCheck. Please refer to the help for an in-depth explanation of all the features. Would you like to import one of the built-in lists of checks?
  • 8:26PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Bullywug
  • 8:27PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:10PM (From The Dungeon Mistress (GM)): leave him
  • 9:33PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:48PM Sace: 25 stealth
  • 9:49PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Kreb
  • 10:15PM **The Dungeon Mistress (GM):**locathah koalinth merlfolk merfolk semuanya Othokent
  • 10:24PM Fen: 7 RELIGION (1)
  • 10:45PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Giant Frog
  • 10:45PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:46PM Sace: 24 stealth
Adventure | Ch.01, Session Jamie 008

Chapter 2, The Sahuagin (Jamie)

Session J.009: The Lizardmen

11/21/2020 | PRE-BASTARDS


Recap

x

Unndilar (5) 16, y.0001

The town lady came to talk about the lizard folk.

Asked for recon and willing to pay. Find out why and who for. We have a staff who cook/clean. 3 kitchen, some clean, some yard and maintenance. 8 total? Leader is dragon born Grax. He worked 15 years and had some suspicions. The town is friendly with merfolk, and not so much with dwarves, but the council keeps it amicable.

We got on boat, a 3 hour trip. About 45 minutes to an hour from boat to the destination. Items noted: chest, 2 bolts of cloth, sea chest, chest, large metal box, 2 brass boxes -- left at home. When we got off the ship it was a flat area full of shrubs.

We followed the trail and Bloke wanred us of hostiles. Ambush with 5 frogg Bullywogs … nope, 8 I killed one with a critical/sneak attack. King Consort.

Many more come out. Found a hoard with helm of underwater and pile of coins 325 pp Split thoe up. Going more trvaeled path.

Found a door. Side hall. Opened up -- lizard fork speaking draconic. Told us to leave.

Agitation with the town Brought to the king when captured. 6 pillars. Curtain behind chair. Plaques of "hands?" 2 hour … The kids played with girls. Queen comes in from curtain and speaks common. Asks "why here?" They said land walkers are useless. 4 clan mats not arm w/ paymant?? Primary concern is for te people Vs. sahuagin. They had a large colony 10-15+mill. Sauhauing in over… Illegible… I gave the shield.

Something w/ are going to elp. Merfolk are allies. Kollan… Merfolk troll, not friends with sea elves LOCATHAh KOALITH Frog fok Something teeth creature God is samanra Soemuanan crocodile god Otho kent Samuangay is croc goddess 12m. Upriver Took us to Burracks.

We volunteered to take out the croc… Sunk something? I took firt watch. Went to croc room Narrow 12 mi to waterfall to pool Fought some more frogs On the road to crocodile 8hr jouney. 1hr in we fougt giant frogs Target is sahuaging Consider reaching out to salthmarsh as ally vs. sahuaging.

Fought 2 trollls I used my sleep spell.and a goblin helped.

I hit 1 with a second attach.

Goblin is gnash.

I attack and disengage a few times Ziva is hurt Got to remember disengage is a bonus Im bitter 8? Goblin I went to 4 hp.

Fen killed one? I killed second one with a crit Gnash is hunting the crocodile and joins us. We used 2 potions of healing We hear chanting..

Druid & Swarms

map: 2 rat swarm with a druid The goblin killed druid I killed.

Aswarm There was a oak quarterstaff w/ feathers and pouch with 4 gold We saw a treatnt attacked by 6 rat swarms Someone killed 1. I got some hits with a bow 3 more hours.

Bloke helps stealth Killed tem. Helped treatn Found lake Found croc.

Giant crocodile

I tried silent image

LONG REST 😴 ?

Unndilar (5) 17, y.0001

3 teeth from corc… 8 more… took a rest after the croc and I red my books more..

Adventure | Ch.02, Session Jamie 009

** Sahaugin stronghold is about 50miles SW** -Former lizardfolk lair: series of natural caves and passages honeycombing the interior of the island - 3 level cave system inside a rocky island. - main entrance is a large cave facing the sea coast

  • lizardfolk added stairs to connect the levels Since the sahaugin took over - The high priestess of Sekolah named Thadrah worked ritual magic to lower the seabed and sink the island, now only the top 1/3 is visable above water - the lower level cave entrance is now submerged under 80ft of water
  • goal they created a fortified base with the ability to exert an iron hand of domination over all race inhabiting the adjacent waters and coastal region. they plan to construct more bases until their control over all waters and coasts is complete, and maritime commerce is at their mercy.
    • they are continuing to lower the island further into the ocean
    • plan to mount their first offensive attack within the month to saltmarsh Saltmarsh asks the party to check it out, clear it out if possible or report back if not.
  • goals: 1. determine the strength of the sahaugin forces 2. locate important areas within the fortress 3. discover any defensive measures 4. discover how advanced their preparations are and when they might attack (20-30 days hence)
  • ** saltmarsh will follow a couple of day behind them **
  • Party entered the fortress and cleared out a good chunk of the first level (about half the forces).
  • Found the armory and brought the weapons and things back to the ship to take a long rest

LONG REST 😴 Ship moored at Sahuagin Stronghold

  • Began making their way back into the fortress ** After their rest a smaller ship arrives with 6 Veteran soldiers and 2 healers to help. They will be there for support and back up when it looks like the party needs help Find Elmer in section 19. He was from another adventuring party and has items to be able to breathe underwater in the storage room. As he is dying he tells the party that the sahuagin were using slaves to build and fortify their lair. They were being pushed to get it done within 2 weeks, when the rest of their forces would come. He thinks thats when the attack is planned.
  • cloak of the manta ray (breathe underwater and a swim speed of 60)
  • mithril plate armor (heavy -AC18) *necklace of adaptation (requires attunement) (gold collar with coral dangles) *cap of water breathing (looks like a sailors floppy hat, like smee)
  • ring of water breathing (silver band with engraved waves)
  • 5 potions of greater healing (4d4+4) *a snorkel Party ended the session heading back to the boat with the slaves. They finished clearing out the floor and found the secret room with the items in it. They have yet to identify the items.
  • Back on the ship the 1st set of troops will have arrived and will give them the HORN OF SILENT ALARM XGtE pg 137: to blow when they feel like they need help. The troops are staying on the ship to wait for more but will be ready should the party need help.

Chat Logs:

November 20, 2020:

  • 8:05PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:05PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Troll
  • 8:11PM The Dungeon Mistress (GM): Gnash 21.14 ⚔️ INITIATIVE ⚔️ (2.14) Gnash
  • 9:39PM ****Ziva: 16 STEALTH (3)
  • 9:43PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:43PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Druid | Initiative Swarm of Rats
  • 10:20PM ** Wroxi:** 22 HISTORY (5)
  • 10:23PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:32PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Giant Crocodile
  • 11:33PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.02, Session Jamie 009

Session J.010: Scouting Mission

12/04/2020 | PRE-BASTARDS


Recap

x

Unndilar (5) 17, y.0001

DEC 4/18 12/4 Left outside croc den. A nest. Bloke and gnash checked lair, we avoided Went to queen of lizard folk and we bring gnash. We show teeth and eyeball. Queen thanks us Garurt and ugth 2 bets guards go wo with us. Read 3 horus finished book 1

Unndilar (5) 18, y.0001

New day Started 2 Ad in fight… told council (peter did) Lair to stronghold. Causway to something 1 man entrance. 3 levels? Fortified Scouting mission Town will send a message when ready. Lizardfolk will go report back. They had gifts though.

Some pots of healing. Leather +1. I sold my old armor and gained 2 pots. I also bought a few more. And then we departed.

It was a 50 mile jouney and late morning. We saw the islandd off the coast. I read my book the ship. We arrived on the island. As we pull up we see no movement. We approach the island on a jolly boat. I tis bare with no vegetation except random clumps and all rock. No wildlife, but mollusks. The only bird being Bloke. The re is a stone causeway across the water. 2 enormous doors at the end of the causeway on the island. We are told it houses a honeycomb cave systemo of passages with 3 levels. The water is clear dn deep about 15-20 feet then it gets murky.

The causeway is 200 feet with a 10 ince divide and 10-15 feoot thick The rock formation is all natural and the causeway is built. Something is very abnormal about this island. A rockledge 10' / 5' reef apx. 6" Flat metal plate inside on the door. It rattles then weird language The door opens. Something about. A ruse? Hear inside "dift" bar?

Fight. I killed the first lizard thing. And another. Both with crits. I l killed 3 and maybe 1 or 2 more….

Seems they took this over from the lizards… Search and found a bar inside the front door. Thick walls. 20' tall rooms and halls 10 foot wide, 15 ft hight. Expert craftsmanship perfectly built. Tile. Tables. Bench. Coffers. Investigated complex… Found weapon stach. 35 daggers in scabbards. 60 spears 75 daggers 30 tr… 60 gl… 20 warhammers We took these weapons to the ship.

Chat Log:

December 04, 2020:

  • December 03, 2020 11:05AM The Dungeon Mistress (GM): Hit Points Sahuagin Hit Points: 23 Hit Points Champion Hit Points: 81 Hit Points Sahuagin Coral Smasher Hit Points: 28 Hit Points Sahuagin Priestess Hit Points: 30 rolling 5d4 ( 1 + 4 + 4 + 2 + 2 ) =13 13 Disguise Kit (2+0+3) Gnash
  • 7:39PM ** Wroxi:** I just reread that Gnashes pet is Bridges.
  • 7:40PM **The Dungeon Mistress (GM):**Garurt and Vyth
  • 7:48PM Sace: Silent Image
  • 7:49PM Gnash: 12 CHARISMA Gnash
  • 8:04PM Fen Uleasen: Abjuration 2 Components: V, S, M 4 Force 120 feet Magic Missile 3 Force 120 feet Magic Missile 11 Robe of Stars (+0) up to 4 creatures of choice 120 ft up to 4 creatures of choice 120 ft 3 Force Robe of Stars
  • 8:47PM Fen Uleasen: LANGUAGE PROFICIENCY Celestial, Common, Elvish, Sylvan
  • 8:52PM Sace: stealth 24 ;))
  • 8:57PM Sace: Light (Race Cantrip)
  • 8:59PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:06PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:17PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 9:17PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 9:18PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Champion
  • 9:22PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:02PM **The Dungeon Mistress (GM):**he ded
  • 11:15PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 11:15PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 11:15PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 11:15PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Priestess
Adventure | Ch.02, Session Jamie 010

Session J.011: Off to the Fortress

12/18/2020 | BASTARDS


Recap

x

Unndilar (5) 18, y.0001

Suahagan Stronghold

Unndilar (5) 19, y.0001

Suahagan Stronghold


Took a long rest on the ship.

LONG REST 😴 Ship at Suahagan Stronghold

The recent construction comes from the sahuagin who took it over from the lizard folk. The fortress is not naturall… Inside againa dn heard noises at the south.

Chat Logs:

December 18, 2020:

  • December 15, 2020 8:23PM The Dungeon Mistress (GM): Hit Points Kysh Hit Points: 15 Hit Points Kysh Hit Points: 35
  • 8:01PM Sace: 23 26 STEALTH (8) 20 24 INVESTIGATION (5) 25 24 PERCEPTION (5)
  • 8:08PM ** Wroxi:** i thought it was chrome, but everything else is working fine
  • 8:18PM Gnash: 22 STEALTH (5) Gnash
Adventure | Ch.02, Session Jamie 011

Session J.012: Start of Sahuagin Dungeon

01/09/2021 | BASTARDS


Recap

x

Unndilar (5) 19, y.0001

We heard sounds, ba ning. Carvings and pictures of sahuagin with sharks Croccks sacred to lizard folk.

Fight. 3 sahuaging and I killed one afters starting the attack

Found sahuagin making slaves work on th ewalls. I killd 5 more. ??Day 11 3rdm….fd Combat and Iafter I searched the area. Wroxi talked to the slaves. We took a rest. Stairs down. Wroxi spolke to the slaves This was magically sunk into the water. Ziva checks about the fortress and the magic to sink it.

Bottom 2 floors are sunk Don't know how many more

Fight. Fought some buff champioins

and took 3 pairs fo armbands. Freed more slaves Plang king from revelery sent some people here. Slave tells me of a stash in a secred door Stop the lizards. Pushing to be donew within in 2wekeks l. rest of sahuagin forces coming "summoning of the maw" Found a leather cloack Full size and purlple Chainmail, 3shields with revelry crest Coffer Trap - I disabled Necklasce Floppy hat 17 potions Silver ring Snorkel

Missions/Quests Completed

Finiesde exploring first level Freed all slaves and opened secret room Told that Sahuagin force arrives in 2 weeks Took secret room loot and slaves to ship

Chat Logs:

January 08, 2021:

  • 8:20PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:20PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 8:21PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 8:21PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 8:40PM ** Wroxi:** 14 120 feet Fire Bolt (+6)
  • 8:46PM ****Ziva: Bless
  • 9:13PM (To GM): q. reaching into my bag of holding... an action or a bonus action or a free action?
  • 9:14PM **The Dungeon Mistress (GM):**ill say bonus if its on your hip, an action if its on your back
  • 9:14PM (To GM): bag of holding, on my hip
  • 10:45PM (To GM): In Thieves' Cant: "I'm also with revlery, what was your real mission?"
Adventure | Ch.02, Session Jamie 012

Session J.013: More Sahuagin

01/23/2021 | BASTARDS


Recap

x

Unndilar (5) 20, y.0001

Sahuagin Stronghold


We took a rest.

LONG REST 😴 Sahuagin Stronghold

The support troops arrived and the slaves we rescued are on the ship. There are more troops en route. Currently 8 troops. Blue grey floppy hat, water breathing. 17 potions -- 5 of greater healing, 2 superior healing, 10 regular. Necklace of adaptiation Ring of waterbreathing Full size plate goes to Ziva

I took the necklace and the manta ray claok. Investigate tunnels… coffer with 6 leather harnesses gold buckles Leather bag with 2 cut rubies and small silver… Explored and found hostiles. Killed saughing (like 4 at least) Small leather pouch with a set of something… 340 sp, silver things… 6 leather harnesses with silver buckles Small gold locket fine chain Leather bag 25 gp

I was almost killed, but I killed 2

Character(s) interacted with

25 sahuagin, 3 champions, 6 Smash, 2 priest

Notes

identified loot and divided it up support arrived, gave hort of silent alarm party set out to clear level Joined by support team, party controlled went through loot and got prices -- sahuagin 12, fought and cleared few more rooms, long rest smash 12 champ 1 priest 2 wave 1 --

been around 12 hours more patrols finish floor 2 and the cavalry arrives looted the barons quarters shark 12 smash 4 deep diver 2 sahugain 5 ?

As the party finishes up the second floor of the fortress, they hear disturbances around them.

  • the rest of the saltmarsh troops have arrived to clear out the 3rd floor. They party has been successful and the town victorious.
  • they can go back to town and rest up/go through the treasure Once they are in town, figure out different story arcs - swordcoast adventures
  • dragon hoard they see a blue dragon fly overhead:
  • shern takes them out for treasure and they encounter a ghost ship
  • Children of Malice not happy with the downfall of primewater and the end of their slave trade/smuggling ring

Chat Logs:

January 22, 2021:

  • 4:58PM The Dungeon Mistress (GM): Hit Points Blademaster Makaht Hit Points: 104 Hit Points Thadrah Hit Points: 58
  • 8:10PM **The Dungeon Mistress (GM):**mithril full plate
  • 8:13PM Sace: While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of60 feet, and you gain a swimming speed of 30 feet. The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer’s eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer’s head and maintains it until the command word is spoken again, enabling her to breathe freely.
  • 8:15PM Fen:https://5e.tools/items/helm-of-underwater-action-gos.html
  • 8:20PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:12PM ** Wroxi:** Its a bear!
  • 9:16PM Gnash: 18 SLEIGHT OF HAND (6) Gnash
  • 9:30PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 9:31PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:31PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 9:32PM The Dungeon Mistress (GM): 13.13 ⚔️ INITIATIVE ⚔️ (1.13) Healer & Veteran
  • 9:35PM Gnash: 10 80/320 Light Crossbow (+6) Gnash "I'm ready, destruction!" -Gnash circa fantasy 2021 AD
  • 9:57PM Gnash: ⚔️ INITIATIVE ⚔️
  • 10:00PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Champion
  • 10:01PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Priestess
  • 11:18PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 11:19PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 11:19PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Champion
  • 11:19PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.02, Session Jamie 013

Session J.014: Even More sahuagin

02/05/2021 | BASTARDS


Recap

x

Unndilar (5) 20, y.0001

Left off with us clearing the floor. Room is tiled, pillars, seaweed walls 20' tall. 3 long tables with many coffers. I investigate coffers and we split the 500gp 20 large pearls, 40 harnesses with silver buckles

Fight. I killed the first lizard thing. And another. Both with crits. I l killed 3 and maybe 1 or 2 more….

2 sahuagin priestses came out and I killed at least one.

Fight. More fights, I killed at least 3

Gibberish… 400gp coffer 300gp 20 harnesses long rest Gibberish

LONG REST 😴 Sahuagin Stronghold

Chat Logs:

February 05, 2021:

  • 7:31PM Sace: Minor Illusion
  • 8:00PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:00PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Priestess
  • 8:14PM Sace: I'm going to keep watch over here
  • 8:40PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 8:40PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 8:41PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:51PM The Dungeon Mistress (GM): Hit Points Veteran Hit Points: 57
  • 10:35PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Champion
  • 10:36PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 10:37PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:39PM Sace: btw i was hlding booming blade ;)
Adventure | Ch.02, Session Jamie 014

Session J.015: Missing Earring

02/12/2021 | BASTARDS


Recap

x

Unndilar (5) 20, y.0001

I find a sahuagin, but I'm caught and I'm mesmerized by a light. Found a gold earing after

Fight. fight by the throne.

Serious gibberish, key Coffer - leather harness ruby and platinum buckle, something…. Candlebox, 6 potions, silver frame portrait, gold statue Found a rapier We hear them speaking about a lost earring. Key in lock, leather harness with platinum buckles. Gold ringi with corral. Canvas bag with 25 pp Pearl handled dagger I killed the barron. Frescoes, mirror and acoffer -- sack with 50 silver, recrative stone??? Cheap mirror, silver squid statue I killed a fish dude with the boom blade and note….

Fight. Killed sahuaging.

Chat Logs:

February 12, 2021:

  • 7:48PM **The Dungeon Mistress (GM):**kur -uh-saw
  • 7:57PM Sace: ⚔️ INITIATIVE ⚔️
  • 7:57PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin 4
  • 7:58PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 7:58PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Light of Sekolah The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.
  • 8:40PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:25PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:25PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️
  • 9:34PM ****Ziva: Shatter
  • 10:33PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:33PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 10:33PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Coral Smasher
  • 10:34PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Thadrah
  • 10:34PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Kepmak
  • 11:37PM Gnash: 20 SLEIGHT OF HAND (6) Gnash 15 Thieves' Tools (3+0+3) Gnash 11 DEXTERITY SAVE (3) Gnash
  • 11:49PM ** Wroxi:** 21 ARCANA (3)

IS THERE A MISSING EPISODE?

Chat Logs:

March 12, 2021:

  • March 12, 2021 8:31PM Sace: ⚔️ INITIATIVE ⚔️
  • March 12, 2021 8:31PM The Dungeon Mistress (GM): Initiative Sah. Baroness Seklaz Initiative: 5.15
  • March 12, 2021 8:31PM (From The Dungeon Mistress (GM)): Initiative Sahuagin Initiative: 8
  • March 12, 2021 9:14PM (From The Dungeon Mistress (GM)): Initiative Champion Initiative: 9
  • March 12, 2021 9:14PM (From The Dungeon Mistress (GM)): Initiative Sahuagin Initiative: 3
  • March 12, 2021 9:15PM (From The Dungeon Mistress (GM)): Initiative Sahuagin Coral Smasher Initiative: 10
  • March 12, 2021 9:59PM (From The Dungeon Mistress (GM)): Initiative Champion Initiative: 15
  • March 12, 2021 11:06PM Sace: ⚔️ INITIATIVE ⚔️ (and con check)

IS THERE A MISSING EPISODE?

Chat Logs:

March 19, 2021:

  • March 19, 2021 10:10PM Sace: ⚔️ INITIATIVE ⚔️ (and con check)
Adventure | Ch.02, Session Jamie 015

Chapter 3, The Haunted Ship (Jamie)

Session J.016: Shopping Stalls

03/26/2021 | BASTARDS


Recap

x

Unndilar (5) 20, y.0001

Fight. Fight with something…

sacrifice/ 4 rapture breed? Gold flask full 6 silver mask shark head 4 gold gongs and strikers 4 gold necklaces with coral beads Hit level 6 Value of gold buckles 10gp Silver is 5 Plat 50gp Vege stand Lemonaide Meat stand 3rd hand Gold exchange (goblin) Black sun The shineyes The handiman Totally legit goods Pickle monger Mercs mercantile Milos manga Jewelers eye Book swap Gems and things apothacary Threadwork Hands of fate Hall of sculputres Antiquities Tankard of sobriety for sale 250 gp Billlwing cloak… Goblin ibought hewards handy I bought some orbs (time and direction), 6-sided die. Detect magic wand 40gp There was an amulet of dark crystal I took whistl eot 3rd hand Priest can enchant items -- +1 1000 gp Vicious 350gp +2 is 4000gp Brass rim, bell, obsidion, brass orb, disk, raven icon -- sold whistle Lee has stall of something… Statues of buffs,

I did put vicious on hand x-bow, ivory handled dagger, and shortsword Costs 400gp to enchant a pouch (hold up to 20 lbs, 2' cube) weights 5lbs regardless ----

Aubreck, a male human, has seen better days. His clothes haven't been fashionable for at least a year. He keeps his iron-gray hair pulled back in a short ponytail, and his mustache is neatly tended. Aubreck explains that the ship holds a magic box containing promissory notes and property deeds worth a total of 100,000 gp. He offers the characters a fee of 10 percent (10,000 gp) to recover it.

He says that the ship was recently spotted adrift, approximately five days out from land. He has already hired a ship, Soul of Winter, and a crew to mount a mission to the derelict. Now he needs adventurers to go along and board the Emperor once they reach it, then find the box and bring it back. Old man, Aubrek spoke of how he was rich and and lost it. Southward South Isles. Spices and herms with amerchant. Invest in cash. Strongbox on the ship. Lost at sea. Ordinary merchant. Ship is in the ocean Reward: 10% of wealth, 100k on … Use his ship Upset at the rank, but honest. 1 ship… Something about lost ghost 10 years

10,000 gp for something** Island clear out?

Go to guildhall Corkboard with marniers guild Island something Light horn Coral shoals But cursed Something with undead Pirates cleric?? adv.…all loot yours Treasures Temple - kill priest Guildmaster Tabith 2000gp 400 on a sack. Sould of winter bonded? 2 sacks Metal. Blue metal iron. No luck latch 1 blue metal box Emperor of the waves Sent bloke See upper deck slop port Beat up… empty… brast -- stamps Holes on side… Something of winter --- strakron… Grappling to ship Blood 3 days old Gnash breaks door Webbing

Fight. I killed spider

Chat Logs:

March 26, 2021:

  • March 23, 2021 3:07PM The Dungeon Mistress (GM): Hit Points Krell Grohlg Hit Points: 34 Hit Points Krell Grohlg Hit Points: 45 Hit Points Krell Grohlg Hit Points: 49 Hit Points Krell Grohlg Hit Points: 53 Hit Points Krell Grohlg Hit Points: 56 Hit Points Krell Grohlg Hit Points: 41 | Krell Grohlg Hit Points: 41
  • March 25, 2021 9:20PM Gnash: 19 INTELLIGENCE Gnash 8 Disguise Kit (6) Gnash 17 Thieves' Tools (6) Gnash https://www.youtube.com/watch?v=L1QVp55ehvs https://www.youtube.com/watch?v=ZYespfZgeWQ
  • 8:20PM Fen: 10 RELIGION (2)
  • 8:26PM The Dungeon Mistress (GM): Wisdom Blademaster Makaht Ability: 4
  • 8:27PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin
  • 8:28PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.03, Session Jamie 016
  • 8:28PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Blademaster Makaht
  • 8:28PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Priestess
  • 8:29PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Blademaster Makaht
  • 8:30PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Sahuagin Priestess
  • 9:11PM Wroxi: ⚔️ INITIATIVE ⚔️Veteran
  • 9:35PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️
  • 10:19PM Gnash:hes goin nuts
  • 10:31PM ****Ziva: 6 NATURE (3) 2 HISTORY
  • 10:57PM ** Wroxi:** 15 SLEIGHT OF HAND (2) 9 SLEIGHT OF HAND (2) Sean, I see two Plat armbands. You must have one and I have another.
Adventure | Ch.03, Session Jamie 016

Session J.017: Aubreck ?

04/09/2021 | BASTARDS


Recap

x

Unndilar (5) 20, y.0001

Aubreck, a male human, has seen better days. His clothes haven't been fashionable for at least a year. He keeps his iron-gray hair pulled back in a short ponytail, and his mustache is neatly tended. Aubreck explains that the ship holds a magic box containing promissory notes and property deeds worth a total of 100,000 gp. He offers the characters a fee of 10 percent (10,000 gp) to recover it. He says that the ship was recently spotted adrift, approximately five days out from land. He has already hired a ship, Soul of Winter, and a crew to mount a mission to the derelict. Now he needs adventurers to go along and board the Emperor once they reach it, then find the box and bring it back. Old man, Aubrek spoke of how he was rich and and lost it. Southward South Isles. Spices and herms with amerchant. Invest in cash. Strongbox on the ship. Lost at sea. Ordinary merchant. Ship is in the ocean Reward: 10% of wealth, 100k on … Use his ship Upset at the rank, but honest. 1 ship… Something about lost ghost 10 years

10,000 gp for something** Island clear out?

Go to guildhall Corkboard with marniers guild Island something Light horn Coral shoals But cursed Something with undead Pirates cleric?? adv.…all loot yours Treasures Temple - kill priest Guildmaster Tabith 2000gp 400 on a sack. Sould of winter bonded? 2 sacks Metal. Blue metal iron. No luck latch 1 blue metal box Emperor of the waves Sent bloke See upper deck slop port Beat up… empty… brast -- stamps Holes on side… Something of winter --- strakron… Grappling to ship Blood 3 days old Gnash breaks door Webbing

I killed spider

Notes

? Party makes their way back to town to rest up and sell their items SALVAGE OPERATION - Aubrek approaches the party and tells them what happened to his ship, the Emperor of the Waves • Aubreck Drallion was once one of the richest merchants in the city; his trade fleet was the largest and most profitable of its kind, boasting hundreds of ships going all over Wildemount and Taldorei • His profits were stable but his ambition was not • Years ago, his contacts told him that he could monopolize trade in rare spices and herbs from the southern most islands/jungles by making heavy investments in the area

Aubreck took the opportunity as a sure thing and jumped at the chance to get even richer

• He sold off many of his assets and converted the proceeds into property deeds and promissory notes, then secured the portable wealth aboard his flagship Emperor of the Waves • Plan was to convert the investments back into cash at the destination in the South • Ship was separated during a storm and lost to the sea • Lost everything and was reduced to the lifestyle of an "ordinary" merchant • 15 days ago, received word that his ship was spotted adrift in the Lucean Ocean, appearing to be a ghost ship • Aubreck used his savings to hire a ship and crew

• Believes he can restore his standing if he recovers the deeds and documents that sailed with the ship

  • Since they were so successful with bringing down the sahuagin, he asks if they could accompany his hired ship and bring back the his treasure box
  • Inside the box is promissory notes and deeds worth 100,000gp and he offers a reward of 10% (10,000gp) to recover it

Chat Logs:

April 08, 2021:

  • 12:23PM (From The Dungeon Mistress (GM)): Hit Points Skeletal Juggernaut x4
  • 12:31PM The Dungeon Mistress (GM): Hit Points Skeletal Swarm Hit Points: 48
  • 12:31PM (From The Dungeon Mistress (GM)): Hit Points Skeletal Swarm Hit Points: 64
  • 10:24PM **The Dungeon Mistress (GM):**aubrek
  • 11:02PM (To GM): we see nothign
  • 11:04PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:06PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Giant Spider
  • 11:06PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Swarm of Spiders ⚔️ INITIATIVE ⚔️ Ettercap
Adventure | Ch.03, Session Jamie 017

Session J.018: Ship

04/23/2021 | BASTARDS


Recap

prom notes into sspices we found ship blue metl box set upon by spiders?

Unndilar (5) 25, y.0001

cubby hole argument we went down stairs map room decide to move to lower deck then come up all the way lower deck.

Fight. fight fen stuck in webs swarm of spider giant wolf spider Wroxi freed fen with ray of frost i hit all but killed only 1 ettercap hatch weak fen saw webs 4 human sized bundles 4 things i tried to open 1 crushed? vagina with teeth - i killed it i killed another with a cirt and then killed a third one

these were demons bones skulls sacrifices pair gold earrings vine necklace with amehyst pretty silver bracelet i got ? out f 4 vial of large wolf spider veonom (Poison 2d6) ope door pond froms? stone tipped spear oblong shield with skull and spider 2 covered skulls or somethign spear, oblong shild, 2 skulls no levers 3 empty rooms webbage 4th room (s0 weird... and

Fight. creature took 2 points -- fire damage phased spider 2 large spider 2 bundles on cieling more 1

/2 orc ruby wrinnen in blood i killed phase spider ode to lolth spider queen search writhing bundles... wooden box Gnash spell scroll of gust of wind and protection from poinson fight cloack of protection 101gp and 39 sp each... cloak goes to gnash

Chat Logs:

April 23, 2021:

  • 8:30PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:30PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Giant Wolf Spider | Swarm of Spiders
  • 8:48PM Gnash:i want to punch the thing
  • 9:33PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Ettercap
  • 9:43PM ****Ziva: 16 HISTORY
  • 9:43PM The Dungeon Mistress (GM): ettercap
  • 10:00PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:57PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:13PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Phase Spider
  • 11:13PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Giant Spider
Adventure | Ch.03, Session Jamie 018

Session J.019: The Haunted Ship

05/07/2021 | BASTARDS


Recap

x

Unndilar (5) 26, y.0001

Aboard the ship. Last time we found lots of spiders Found a 1/2-orc who was for the spider queen.

Fight. A fight as we come up the stairs, after I snuck up Large spiders and an ettin cap.

After fight I find a rough stone altar designated for lolth Humanoid skulls everywhere Was once capt. Quarters. I got Ships Ledger & Log Small sack of rubies (10) Ship was Attacked by Orcs Heavy casualties. Cap believed it was the precursor to more. Pullled bar from hatch.. Split party -- I jump down (invis), not great. Fell Mimic & Undead. Mimic grabs me, I kill it. I also killed a ghast. Silver bracelet Gem studded belt (Fen found in box) "kraken takes over".. "soul of winter" We bail with the blue box. On the ship I read the log. Storm seperated from excort. Anchord on island Orcs came abord. Spiders. 10k from the villager soon…. Festival of Zenith I also read the dragon book…

Chat Logs:

May 07, 2021:

  • 8:26PM (From The Dungeon Mistress (GM)): Initiative Giant Spider Initiative: 22
  • 8:26PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Ettercap, Swarm of Spiders
  • 8:31PM (To GM): technically she couldn't get through ;(
  • 9:30PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Gnash
  • 8:44PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:56PM Fen: ⚔️ INITIATIVE ⚔️
  • 9:30PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Mimic
  • 9:30PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Ghast
  • 9:30PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.03, Session Jamie 019

Chapter 4, The Cursed Abbey (Jamie)

Session J.020: Festival Party

05/22/2021 | BASTARDS


Recap

x

Unndilar (5) 26, y.0001

5/21/21: First, I figured out what I owed everyone for the loot shares. I wanted to keep the jewelry, since I like the shiny and I like to collect them. We gave Aubrick his box and he said he would have the reward of 10k gold soon (it would be paid in PP) 25p 5g to Fen. 25p 5g to Wroxi. 20p 55g to zeti 2p 235g to The town is getting ready for a big holiday, Zenith. I finished the Dragon Books! I bought back my whistle (-7sp) Old man gave us 200pp each. We asked questions. I found out the ship was going to South Island to connect a rout for a spice. It got blown off course by a storm. I got my Pouch (2 cubic feet, 20lbs. Weights 5 lbs.)

Unndilar (5) 28, y.0001

2 days later. The city is decked out. Battle of the bands, drinking challenge, tug of war, etc… Wroxi & Fen give me their flags. The party has fun. We win tug of war round 1, but lost round 2 tattoos - common 100, uncommon 500, rare 5000 Archery contest (12) (14) 15) (15 dis) (17 but only 2 ) I win a +1 hand crossbow. Gambled. Broke even Drink challenge Name on tavern board and free drinks Win flag contest. Gae 20 to each, Wroxi returned hers. Notice Mariner's guild has a quest still I get a note from winston of the adventuring goods store. The next day I go see him. He says how he isn't part of the revelry, but they still talk. It seems tiamat is a problem. 5 headed chromatic dragon. Tried to take over gods. Banished to 9 hells. A cult of the dragon has an ancient prphcy need an undead dragon. Over 20 years ago. No activity. Thought destroyed. Tiamat or fulfill prophecy. If I have anything. His contact has heard of a.. In the … Revelry needs to be … And there is the mariner's lighthouse, build a new one. Undead problem. We can keep what we find. Reward 2000 gp Cliffside island. Major Ursa has into.. Rowboat. Skeletons. 25 gp flask water 30 for oil. I want a couple of each. Silver bolts Silver daggers. Silver mace

Notes

2 days until the festival Sace finishes draconic 5 Peter finished 1-4 Ziva checked in at the temple Wroxi explored town and let bimz hunt gnash hung out with orphans at the temple -- aubreckc dropped off 10k gp as 1000pp 3 superior potions were available at temple winston had potions Wroxi bout some ppuppet master show? --- ? Sace note from winston. Sace buught drinking mug bouth holoy water and oil pick up on the morning ot leave for lighthouse ---- skull dunes... tons of skeletons, juggernauts andswarms FESTIVAL PARTY - 26th of Unndilar/Festival of Zenith Start the party with strips of colored ribbon, the goal is to have your ribbon at the end of the day - sleight of hand vs passive perception - person with the most ribbons wins 100gp - DM roll d20+5 : Various foods - Meat pies (1sp), caramel apples(1sp), churros(5cp), lemonade(2cp), fish and chips(1sp), tempura veggies(1sp), fried food on a stick (2sp) Booths - Hair braiding (2sp), beard (1spfemale half elf: Eshla} - face painting (1spmale firbolg: Rainan} - magical tattoos {female half orc: Taren} - pet rocks (1sp)

1 in d8 is an elemental pet : {male goblin: Zix} Games - Avandra's Favor {female dwarf: Mira} - Gambit of Kord {male goliath: Erodh} - Lolth's Deceit {male tiefling: Kreg} - Mimic or Money 4 chests, upon choosing 1, the DM unveils 1 mimic and asks if they want to change their choice. 10gp if they choose correctly {old human male: Quinn} Challenges Team challenges - Tug of War over a pit of mud Group DEX check: 1 player rolls with advantage vs the DM roll d20+5 :

3-5 tries depending on how long it takes *winner gets a Rope of Climbing - Battle of the Bands (at sunset) 3 Performance checks per round, 2 wins DM roll d20+5 : *winner gets their name on the board in the tavern - Drinking Challenge (20gp) - 3 rounds, opposed CON checks Team versus team *winning team gets 50gp and their name on the tavern board + free drinks {Wrezu CON +3; Bertha CON +2; Dain CON+2} "The Iron Anvils" dwarf team from the mines Single Player - Archery (2sp) - You must hit the target within 3 rounds, 3 tries each target. The target becomes increasingly difficult to hit, meaning concentration is key At the 5th and final target, you only have 2 attempts. *winning pot: +1 bow 1st Target - AC 12 DEX 2nd Target AC 14 3rd Target AC 15, 4th Target AC 15, Disadvantage 5th Target AC 17 - Arm Wrestling (2gp) -Basic str contest, opposed STR checks. Must win 2 times from the neutral/starting position. So if you win one, then opponent wins one, you're back to the neutral position. *winner gets 25gp {Thomas - Mhuman STR+4} {Ash - Fdwarf STR+4} {Luri - Mhalfelf STR+3} - Catch the Chicken (2sp) Animal Handling check DC15 3 tries (checks) to catch the chicken *winner gets a stuffed animal chicken

Adventure | Ch.04, Session Jamie 020

Chat Logs:

May 21, 2021:

  • 8:17PM Sace: fen and Wroxi; you get 25 pp 5gp each. Ziva - 20 pp 55 gp Gnash - 2pp 235 gp
  • 8:42PM (From The Dungeon Mistress (GM)): make sure to tell me when your trying to steal lol
  • 8:42PM Sace: always
  • 8:43PM (To GM): that was me telling you ;)
  • 8:43PM Gnash: 18 11 SLEIGHT OF HAND (6) Gnash
  • 8:44PM Gnash: 22 SLEIGHT OF HAND (6) Gnash
  • 9:47PM Sace: 16 sleight
  • 10:47PM ** Wroxi:** 11 HISTORY (6)
  • 10:47PM Fen: 6 HISTORY (-1) 17 RELIGION (2)
  • 10:53PM Sace: I want to buy some holy water and a silver mace Dm call -- can I silver magic weapons?
  • 11:03PM **The Dungeon Mistress (GM):**Ill look into that and let you know :)
  • 11:03PM Gnash:kk i dont know how attuning works but could i do that before we leave? onn i bet gnash has been doing that even without attuning i want the oils too i will get 3
Adventure | Ch.04, Session Jamie 020

Session J.021: The Isle of the Abbey

06/04/2021 | BASTARDS


Recap

x

Brussendar (6) 1, y.0001

travel?

Brussendar (6) 7, y.0001

Notes

ISLE OF THE ABBEY

  • Call for help; seeking adventurers willing to secure the island and its burned-out abbey; contact Guildmaster Tabeth at the local mariner's guild for more info • Local mariner's guild would like to claim a small, strategically located island and build a lighthouse there but so far no one has been able to land safely, every attempt has been met by a horde of undead
  • 2,000gp reward • The guild contact, Major Ursa, is located on a nearby island where he can supply the party and offer more details
  • Major Ursa's location is 6hours by rowboat along the coast; can offer more information
  • Major Ursa will not join the party, if they've made at least one attempt to land, he will accompany them but stay in the boat
  • 3 months ago, evil clerics of the Abbey quarreled violently with a large pack of local pirates
  • They used to be in league with each other: the pirates would bring the clerics smuggled and stolen goods, then the clerics would sell the items to temples at a much higher cost. -the clerics would more often than not cheat the pirates with substantially lower prices
  • the pirates decided they had had enough and lit the abbey on fire, the blaze and wreckage was so intense they left the island without looting them buried temple
  • the pirates burned the abbey to the ground but they suffered so many casualties that they were destroyed when our local mariner's guild went after them
  • the island, now apparantly abandoned, remains a danger due to undead guarding the only safe approach
  • willing to pay 2,000gp if they can land, explore the island, and clear it entirely of threats so that the guild can construct their lighthouse payment upon completion:
  • the island is little more than a slab of rock rising from the ocean
  • surrounded by reefs and rocky shoals which is why a lighthouse would be so important
  • Abbey Isle is 2 hours by rowboat, the only safe place to land is a large sandy beach
  • When the abbey was built, evil clerics populated the dunes with hundreds of skeletons brought from the mainland for defense of the island
  • occasionally we would get interference coming from the island that would mess with the magicks of the lighthouse but theyve become more frequent of late -our guild clerics have told us it is pulses of necrotic energy which must be what is keeping the skeletons animated
  • whatever is causing the necrotic energy needs to be destroyed or we won't be able to have ANY lighthouses in the area ** every hour (in game time) players make a DC15 CON saving throw or take 1d4 necrotic damage**
  • clerics are from the Dragon Cult -
  • depictions of dragons and tiamat *navigating the sand dunes
  • first perception check -> half the score is the party's first movement *Consequent movement is 1 square each turn there are depictions of Tiamat everywhere, it is nagging in Sace's mind that he's seen them before -necromancer is funneling necrotic energy into a giant crystal that pumps it out across the island, keeping the skeletons animated **Brainstorm ideas on how to connect Sace's backstory with the Dragon Cult and his missing memory. *winston tells Sace that Veklana has information about his past **Flesh out the Revelry and Myriad more and connect the dots HOARD OF THE DRAGON QUEEN Tiamat -chromatic dragon with 5 heads (1 for each of the main colors of chromatic dragons) and a long tail tipped with a poisonous stinger -arrogant, greedy, hateful, spiteful and vain -in her attempt to gain uncontrolled power, she was defeated and banished to the nine hells
  • Winston from Winston's Store, contacts Sace during the party
  • although he is no longer part of the The Revelry thieves guild, he still has contacts that keep him informed
  • rumor has it that The Cult of the Dragon has been active again
  • they were wiped out 20yrs ago; while it was never assumed they were completely destroyed, any activity over the last 20years has been small and relatively quiet
  • their focus was to make undead dragons to fullfill an ancient prophecy but rumor has it that their goals have changed
  • There has been a rise in underground activity of late, enough to garner notice from the guild and cause worry ************* *these cultists that you found on Abbey Isle are worrying, it tells us that perhaps the cult is closer than we thought -He tells Sace that his contact has more information and he can make arrangements for the party to meet his contact at sea just outside of FEOLINN
  • ships name is The Dark Maiden (3 masted sailing ship it will have a green lantern on the bow and a red lantern on the stern
  • 100yds away, hang a green lantern on the bow and flash it 3 times; wait for 2 flashes back to signal you can approach and it's the right ship
Adventure | Ch.04, Session Jamie 021
  • approach alongside; They will say to you "Dark tides bring strange lovers" you're response is "the tide has no mistress" and ask for Veklana *** various encounters along the way ***
  • Veklana is a female brass dragonborn; she takes the party to her quarters as captain. She tells them that her family was killed by the Cult many years ago before their ruin. She knew they would return to activity like the cockroaches they are. She has made it her job to keep an ear to the ground for any rising in activity.
  • There is a new leader named Severin Silrajin who believes that real draconic knowledge and power belongs to living dragons, not undead ones -Tiamat was intrigued so she revealed to Severin the existence of five dragon masks (one for each chromatic color) *individually the masks allow wearers to communicate with dragons and a person who is erudite in draconic lore becomes a wyrmspeaker while wearing the mask (allows the wearer to think like a dragon, gain favor among dragons and subtly influence their behavior) *when all 5 masks are brought together, they magically merge into a single Mask of the Dragon Queen which allows the cult to release Tiamat from her prison in the Nine Hells *if released, Tiamat could destroy everything and wreck havoc on the entire realm
  • Severin bent all the cult's resources and recovered the red mask; he became the first of the wyrmspeakers but we don't know if any other masks have been found -the cult has allied itself with a splinter faction of the Cerberus Assembly called the Red Wizards but Vek doesn't know their motivation
  • it's leaders are known as Wearers of Purple but it's near impossible to pick them out of a crowd
  • they are known to hire mercenaries for special tasks without revealing their true identity -the cult has been recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons (this is what brought attention to The Revelry and Vek) -Vek says to travel to Greenest where they can find a monk named Leosin Erlanthar; he has been trying to gather information on the cultist with the intention of trying to infiltrate Veklana recognizes Sace but doesn't come forward unless he asks. She gives him weird looks and Sace get the feeling that he knows her somehow. TRAVEL Sail the Sea Ghost from Saltmarsh to Feolinn
  • approx 6 days
  • ship travels 120mi/day Travel by horse to Greenest
  • approx 2 weeks
  • Horseback 30mi/day
  • 1/day can gallop for an hour which adds another 15mi; -5 to perception checks
  • Fast pace 30/day (-5 to perception checks) Normal pace 24/day Slow pace 18/day (can use stealth) REFER TO ENCOUNTER CHART ** on a day with no encounters, on a DC10 perception check, they spot an overturned/crashed wagon that has various bit of clothing/rusted weapons/bolts/spoiled food goods and a small treasure box (361gp,233sp,47cp and a dozen gems): carnelian, jasper, quartz, citrine, sardonyx & zircon(50gp jet, spinel & garnet(100gp aquamarine (500gp yellow sapphire (1000gp ruby (5000gp):
  • DC10 INV finds old dried blood stains
  • DC20 INV finds the half buried treasure box under the wagon EPISODE 1: GREENEST IN FLAMES As the sun is setting, The party crests the top of a hill and sees Greenest in flames, there are columns of smoke billowing up from the city; burning building and running figures little more than dots. Flying low above the city is a huge blue dragon! Inside the city -cultists have amassed a small army of acolytes, kobolds, ambush drakes and giant lizards pillaging the city as they destroy it wandering encounters
  • if the party uses cover and stealth DC10 *for every 2 fails the party has one encounter
  • if the party does not use stealth *roll a d8 = 1-4 no encounter 5-8 one encounter
  • the cultists are in the process of looting the city, any maurading group that the party encounters will have a 50% chance of treasure d6x10 value in gp]
  • after the party is firmly inside the city
  • SEEK THE KEEP = a terrified human family dash across their path; a man is limping and dragging 2 small children back into the shadows, a woman stops in the street and turns to face 8 kobolds pursuing them determined to delay them as long as possible * hopefully the party intervenes; man is Cuth and woman is Linan; they tell the party that the only safe place is inside the keep, they must get there
  • on the way there they must make it past 3 groups of...
  • 1d6 kobolds if 6, one is a winged kobold: and 1d4 cultists
  • party can fight, sneak past, retreat or try and bluff
  • each time the party retreats to avoid a group they run into 1d6 more folk trying to get to the keep * for every 4 more townsfolk = 1 more enemy group
  • finally the characters reach the keep and are the last group through before the s shut and lock rewards 50xp per townsfolk they save MISSIONS
  • 10PM the party reaches the keep *Governor Tarbaw Nighthill, human male 60yrs, finds the party and shows them to the parapet with the best view of the city right side of his face is bandaged and his right arm is in a sling:
  • Nighthill says that raiders have isolated the keep from the town but he doesn't think the raiders intend to attack the keep; they seem interested in only looting -here he points out Frulam Mondath = a purple robed cult leader and cautions to stay away from her
  • the real danger is the townsfolk that haven't made it to the keep
  • asks if the party could go back for more people; he's sending multiple groups but the people he can send that are fit enough to go is dwindling -Castellan Escobert; master of the keep and in charge of its defense; knows about the tunnel and has keys to everydoor in the keep * a stealthy group can make it out of the keep and back again with drawing attention to the raiders 11PM
Adventure | Ch.04, Session Jamie 021
  • THE OLD TUNNEL
  • Escobert recommends they use the "old tunnel" to bring the townsfolk to the keep without having to go through the front
  • a narrow tunnel runs from the cellar beneath the keep to the bank of the stream outside; the tunnel is locked with a door on both sides the stream exit looking like a regular sewer grate it has never been used before so the door/grate are rusty: -Escobert leads the party through the tunnel to unlock the doors *keep side door unlocks with key * outside door DC10 and key or DC15 STR to kick it open
  • if the door was opened with a key, the party notices a group of cultists
  • if the door was forced open, the cultists get a surprise round *2 cultists and 6 kobolds
  • every 100ft
  • if the party uses cover and stealth DC10 *for every 2 fails the party has one encounter
  • if the party does not use stealth *roll a d8 = 1-4 no encounter 5-8 one encounter
  • each time the party decides to retreat without fighting, they find 1d6 townsfolk *50xp per townsfolk **every time the party exits the tunnel -1d6 -> on a 1 they are attacked SAVE THE MILL
  • raiders are attempting to set fire to the town mill
  • 500ft from keep or doubled if they use the tunnel
  • 1d6 to determine the group of raiders -any kobolds run away if 2 raiders are killed
  • a DC15 insight or performance check, realizes that it is a set up
  • Frulam Mondath has been informed that heroes are helping and set up an ambush for them
  • inside the mill are 5 cultists and 5 guards
  • DC20 Perception check will notice the raiders before the attack party members that scan the loft specifically have ADV on check:
  • a dozen defenders arrive after the fight ends SANCTUARY
  • dozens of townsfolk have barricaded themselves inside the temple to Chauntea but raiders have it surrounded
  • 3 groups of foes A. battering ram at the front doors 1dragonclaw,2cultists, 6kobolds: B. circling the temple in a screeching mob 3cultists,10kobolds,2ambushdrakes: C. heaping burning straw against a rear door 2 cultists, 6 kobolds: -party can sneak up on them and attack; smoke clouds engulfing the back of the temple, low visibility after 15ft
  • partys best shot is to overpower group C and while distracting A and B at the temple front, allow the townsfolk to escape out the back -townsfolk are near panic and won't listen to strangers without DC15 CHA check failed check
  • locate the priest Eadyan Falconmoon to help: -front doors have 30hp each thud of battering ram takes 1d6 damage 20hp cracks are seen large enough to see through to the enemy 10hp doors are sagging on their hinges 5hp could collapse at any moment or the next hit THE SALLY PORT -at some point during the night, raiders breech the old gate and force their way inside -Escobert discovers them and races to sound the alarm
  • asks the party to reseal the sally port
  • 2 groups of foes 1. 1 acolyte, 4 kobolds, 1 ambush drake -after defeating the group they need to reseal the door with 5 mending spells, or find someone else that can 2. 1 guard, 3 cultists, 4 kobolds
  • attack before the door can be fully repaired
  • this group has come from inside the keep, not thru the door DRAGON ATTACK -Lennithon, adult blue dragon
  • hasn't really participated all that much
  • final assult on the citadel before leaving
  • swoops in a uses its breath weapon without getting closer than 25feet -20 NPCs on the parapet
  • 1d4 defenders die every breath attack
  • repeat until Lennithon takes 24damage or 1 critical hit and he leaves 4AM
  • at this point the last of the raiders has fled the city
  • over half of the buildings are heavily damaged and much of the town's wealth has been carried away

Chat Logs:

No logs. no chat? Maybe on Discord?

Adventure | Ch.04, Session Jamie 021

Session J.022 Major Ursa

06/18/2021 | BASTARDS


Recap

x

Brussendar (6) 7, y.0001

6/18 2000 gm... major ursa backstory... silver 1 hour and 2 uses with holy oil 30 gp vial holy water is 25 gp flask lighthouse 3 months ago (100 gp 1 piece 10...) evil clerics on island with pirates, smuggled and stole gave to clerics sold to temples clerics cheated pirates they forced out revenge, abby fire skellies pulses necrotic enrgy affects lighthouse goal is find necrotic energy source open sandy dunes, south 1/2 way up is the abbey dinnertime book time 8 hours to island... duens only more horizon/vert attacked by skelles, I killed 1 someonelse killed other one uvlner skellies

Fight. 2nd fight, I tried mace and failed i killed 1 necriotic damage after fight i killed something big

Brussendar (6) 7, y.0001

Major Ursa took 1 hour for getting silvered weapons Holy Oil (30 gp) 2 uses Holiy water, 25 gp flask Light house... (100 gp, 1 piece of something) 3 months ago: evil clerics on island with pirates, smuggled and stole gave to clerics sold to temples clerics cheated pirates tehy forced out revenge. Abbey fire skeletons Pules of necrotic energy affects lighthouse goal to find necrotic energy "source" open sandy dunes - south, and 1/2way up is the abbey dinnertime... read more book to the island and dunes we could only move horizontal and vertical

Fight. Attacked by skeletons, Sace killed at least 1 Sace tried to use the mace and failed. Killed another one. decrotic damage in fight killed somethign big.

Chat Logs:

June 18, 2021:

  • 8:27PM (To GM): it cost 350 for a vicious weapon, am I to assume it would get me half that if i sold my original vic. crossbow?
  • 8:54PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Skeleton
  • 8:55PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:05PM ****Ziva: 3 RELIGION
  • 9:11PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Skeleton
  • 10:44PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Skeletal Swarm
  • 10:44PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Skeletal Juggernaut
  • 10:47PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Skeletal Swarm
  • 10:58PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.04, Session Jamie 022

Session J.023: Sand Skeletons

07/02/2021 | BASTARDS


Recap

Last time we were fighting sand skeletons necrotic pulses adn the abbey had been burned down.

Brussendar (6) 7, y.0001

Fight. evil clerics fought a juggernaut

there was an incline, flat, trees

Fight. and like 31 skeletons.

we glimpse rubbish no farm abnormbal. rubble and fire. just got off this... tiamat?

Chat Logs:

July 02, 2021:

  • 8:35PM Fen: 14 INTELLIGENCE SAVE https://atvi.zoom.us/j/98227579994
  • 9:10PM Sace: wait
  • 9:11PM ** Wroxi:** 22 INVESTIGATION (3)
  • 9:19PM Sace: i cast invis 31
  • 9:29PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Cultist, Ozymandias-Priest, Bayleaf, Acolyte, Veteran
  • 9:30PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:51PM Sace: good try though
  • 9:57PM The Dungeon Mistress (GM): ⚔️ INITIATIVE ⚔️ Ogmund-Gladiator
  • 10:53PM Fen: 8 Healing 1 potion
  • 11:04PM Sace: we have one problme one of them doesn't want to play the guy i put to sleep seem sreticent
  • 11:06PM Fen: 11 CONSTITUTION SAVE (3)
Adventure | Ch.04, Session Jamie 023

Session J.024: Cursed Abby

07/16/2021 | BASTARDS


Recap

we learned of the abbey populated it saved souls bay lea (bard) stopped fight training guards higher up of cult gone he offered to show us crystal leave return for 500 way of island con 13 for necrotouch bayleaf takes us to b

Brussendar (6) 7, y.0001

... w/ cur... "winding way" he is the only on ewho knows of this place.

Fight. 2 large horned skeleton warriors with axes floating ethereal beings guarding east wall Sace killed a ghost

Crest Urns opened a chest stronbox green gem statue elf it can come alive, it's magical poison needle trap, stronbox wakl into a room with crystal ahead

Fight. fought 2 mummies and something, necromancer crystal "Vampiric Jade Statue"

Zeva, trident... find a silver coin - something is familiar about this coin 5 headed-dragon bags 480 gp 1200sp bag of gems and jewels worth 1000gp 5 bolts of rare silk 2 potions of healing bag like thing got rid of pirates gathered resources issue about the cultists and troturet o stop tiamat mariner guild reward of 2000gp

Chat Logs:

July 16, 2021:

  • 8:50PM **The Dungeon Mistress (GM):**He's from Ank'Harel
  • 8:56PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:56PM (From The Dungeon Mistress (GM)): Initiative Specter Initiative: 10.14
  • 8:56PM The Dungeon Mistress (GM): Initiative Minotaur Skeleton Initiative: 8.11
  • 8:56PM (From The Dungeon Mistress (GM)): Initiative Bodak Initiative: 20.16
  • 9:18PM (From The Dungeon Mistress (GM)): ⚔️ INITIATIVE ⚔️ Giant Spider Initiative: 10
  • 9:49PM Gnash:meths
  • 11:12PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.04, Session Jamie 024

Session J.025: Jamie's Last

08/13/2021 | BASTARDS


Recap

Necromancer & Mummy, at least

Brussendar (6) 7, y.0001

Fight. According to Logs, Necromancer and Mummy

Chat Logs:

August 13, 2021:

  • 8:29PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:57PM Sace: 400 gp each
Adventure | Ch.04, Session Jamie 025

Chapter 5, Neverwinter Nights (Mike)

Session M.001: Neverwinter Letter

09/17/2021 | BASTARDS


Recap

At this point we are "rebooting" with a New DM, so more Torill less Wildemount.

Kythorn (6) 9, y.0001

Kythorn (6) 8, y.0001

Sir Leonardo Burlin from the Neverwinter College of Adventurers Need to stop Wailing Death of Neverwinter . Plague in 4 districts, shutdown. need 5 beasts for cure, 500gp each Fire in college, prison break (Reward) Leonardo Burlin is the headmaster and needs ingredients toook 6 caravans, other 5 are traders traveled toa taverna dn a foudn a half-elf bard. The courier, Benedict Fennwick , says we might need more allies. There were posters of missing people, bounties, and college Ellie "Blue" Bluesong wants money Gnash showed his "teeth" to [Nissa Silverfrond](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Nissa-silverfrond-person) fought 8 harpies, about 50 feet at the cliff. see nests on top Nissa kills the first one, and we notice they hate elves Sace killed at least 3 harpies. saw shiny red 1/4 dead killed harpies 2nd rest,

Notes

Leonardo Burlin wrote letter seeking help. "Wailing Death " plague in Neverwinter Needs help to gather components for a cure die within days magical disease Saltmarsh party leaves with the caravan and ends up at a tavern. At Tavern. Job board. a few missing posters recruiting flyers for college of adventurers - job asked to do meet with headmaster lost items, etc..

Ellie "Blue" Bluesong , a half-elf bard played by Kelly Carrier messenger, human Benedict Fennwick (55 years old, 4' 11") Green Wagon, 2nd to last in the caravan train. Fancy, orange, blue, olive, green, red. See a number of flying humanoids

Fight. FIGHT w/ Harpies

Red, 1/4 dead blue, 2 dead orange, 1 dead 4 total 1st wagon are royals with guards --

never seen them clear the canyon and make one way along red caravan are slowing down stop for a short rest cont.. on until camp for the night red wagon, man and wife (wife died) 2 others -- attractive but don't know why blue wagon - supplied mead and thankful make comments about royals not helping at the campfire Nissa gets drunk, rolled 2 1s 2 beautiful strangers flirt Nissa follows and gets attacked Killed/deafeated him --

it was a doppelganger

Jamie Notes 9/17/21

Letter from someone in Neverwinter asking for help
  • Leonardo Burlin
  • "wailing death" plague in Neverwinter
  • Need help to gather components for a cure
  • die within days
  • magical disease
  • Saltmarsh party leaves with the caravan ends up at a tavern
Tavern
  • Job board
  • Few missing posters
  • recruiting flyers for College of Adventurers
  • (Job asked to do meet with the headmaster)
  • Lost items
  • etc...
Other Notes
  • Kelly: Ellie Bluesong "Blue" (Half-elf Bard)
  • Carrier Messenger, Human Benedict Fennwick (55 years old, 4'11)
  • Green WAgon, 2nd to last in the caravan train (Fancy, orange, blue, olive, green, red)
  • See a number of flying humanoids

FIGHT Harpies

  • Red: 1/4 dead (4 total)
  • blue: 2 bluee
  • Orange: 1 dead
  • 1st wagon are royals with guards, we never seen them
Adventure | Ch.05, Session Mike 001
Clear the canyon and make our way along
  • red caravan is slowing down
  • stop for a short rest
  • can't on until camp for the night
  • Red wagon: man and wife, she died, 2 others -- attractive, but don't know why
  • Blue waton: supplied mead and thankful make comments about royals not helping
At the campfire
  • Nissa gets drunk
  • 2 beautiful strangers flirt so Nissa follows and gets attacked -- kills doppelganger

Chat Logs:

Semptember 17, 2021:

  • 8:40PM Gnash: ⚔️ INITIATIVE ⚔️
  • 8:58PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:29PM Nissa: ⚔️ INITIATIVE ⚔️
  • 11:31PM (From Nissa): tries to fight back, probably left her staff at the fire so unarmed strikes
  • 11:38PM (From Nissa): very angrily punch him in the nuts and final punch in the nose breaking his nose into his brain!
  • 11:43PM (From Nissa): she will loot the body before going back to the campfire
  • 11:45PM (From Gnash): Im going to drag the body back
Adventure | Ch.05, Session Mike 001

Session M.002: After the Doppelgangers

10/01/2021 | BASTARDS


Recap

x

Kythorn (6) 9, y.0001

Got to the Temple of Tyr , honors Tyr the God of Justice. Tavern has arguments about werewolves. Sace pickpockets Tim and gets a blue stone and 75 gp Nissa & Wroxi goes of to discuss werewolves. Wroxi armwrestles and loses 20 gp Jim is a half-orc Tim is a leonin the wanderer (courier), Benedict Fennwick got us rooms for the night fight brondze badge with fist 2x

Notes

Fight. Picks up at the end of the fight with the doppelganger

Nissa gets a dagger got through a quiet night still couldn't see what's happening inside the Royal Wagon Stopped at a lively tavern lots of wagons our last night with the caravan next stop to the Temple of Tyr (Tyr is the god of justice) Tavern lively, noisy spoke of "Forest Attacks", werewolves vs. wolves discussion Night gambling, card games, fights were/wolf attacks nearby -

last moon cycle ago fighting ring, anyone can enter, 20gp no weapons reigning champions were Jim and Tim Nissa & Ziva enter Tim is a leonin Jim is a halforc There was a badge of combat for beating a 'ring champion' in the underground fighting ring bronze coated coin fist stamped in center toasting drinks with jim feeling euphoric, overwhelmingly so something is magic, but not necessarily evil imported by jim Nissa finds someone to spend a few hours with and then rejoins party tavern in full celebration

Jamie Notes 10/1/21

Pick up at the end of the fight with the doppelganger, Nissa looted a dagger

Get through quiet night, still couldn't see what's happening inside the royal wagon

Stop at a lively Tavern

  • lots of wagons
  • our last night with the caravan
  • Next stop to the Temple of Tyr (God of Justice)

Tavern

  • lively, noisy
  • "forest attacks" werewolves vs. wolves
  • Night gambling, card games, fights

Were/Wolf attacks nearby - last moon cycle ago

FIGHT

  • anyone can enter, 20 gp
  • no weapons
  • reigning champions Jim (Half Orc) & Tim (Leonin), Sace steals a stone from Tim
  • Wanderer is the courier that gave us the letter

FIGHT

Given badge of combat to Nissa for being a "ring champion" in the underground fighting ring it is a bronze-coated coin with a fist stamped in center.

Toasting drinks with Jim

  • feeling ephoric, overwhelmingly so
  • something is magic but not necessarily evil
  • imported by Jim

Nissa finds someone to spend a few hours with and rejoins party

Tavern in full celebration

Chat Logs:

October 01, 2021:

  • 7:47PM (From Nissa): 18 INVESTIGATION (2)
  • 9:02PM Sace: does it look like he has any money pouch visible? 25
  • 9:07PM (From michael o. (GM)): you got 79 gold and a blue stone.
  • 9:56PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:02PM Wroxi, Nissa, Ziva: ⚔️ INITIATIVE ⚔️
  • 10:24PM Wroxi, Nissa, Ziva: ⚔️ INITIATIVE ⚔️
Adventure | Ch.05, Session Mike 002

Session M.003: Forest of Amtar

10/15/2021 | BASTARDS


Recap

x

Kythorn (6) 10, y.0001

In the morning the courier packed our things and we went to the Forest of Amtar . Pocket bacon adn morning beer into the forest, birds in distance pond ahead black bear at the pond the wind is not shifting in our favor...

Fight. Sace had killing blow on wereboar and then a boar and another wereboar

found a clam with a pearl

Notes

In the morning, Benedict Fennwick arrived at our door to get going. Forest of Amtar Walk through to the Temple of Tyr (going NE) South of Neverwinter History of lycanthropes, but not too many villagers turned Following a river bank trail Pond up ahead Spota. wereboar ahead, he smelled the pocket bacon FIGHT found a battleaxe, took to sell etchings of blue in the axe handle and blade (not magical) necklace with a blue center stone **Nissa**w awlked behind the Wanderer and her fingers went through him when she tried to poke him. See the temple ahead a group seems to be hassling the priest lizardmen and two humans dressed in similar red cloaks

Jamie Notes 10/15/21

Morning: Courier arrives at our door to get going

Forest of Amtar

  • walk through to the Temple of Tyr
  • Going NE
  • South of Neverwinter
  • History of lycanthropes but not too many villagers tuned

Followed riverbank trail

  • Pond up ahead
  • Spot a wereboar ahead -- he smelled pocket bacon

FIGHT Wereboars and boars

Took a battle axe to sell

  • etchings of blue in the axe handle and blade
  • not magical
  • necklace with a blue center stone

Nissa walks behind the "wanderer" and goes to poke him. Her fingers pass through him.

See the temple ahead

  • a group seems to be hasseling the priest
  • lizardman and 2 humans dressed in similar red cloaks

Chat Logs:

October 15, 2021

  • 8:08PM michael o. (GM):amtar
  • 8:09PM ** Wroxi:** 21 HISTORY (6)
  • 8:33PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:50PM Sace: BTW, I would be hidden ;)
  • 10:24PM ** Wroxi:** 20 INVESTIGATION (3)
  • 10:27PM (From michael o. (GM)): you notice a clam with a pearl in the pond, and 25 gold on the wb in the water
Adventure | Ch.05, Session Mike 003

Session M.004: Holiday Hazards

11/26/2021 | BASTARDS


Recap

x

Kythorn (6) 10, y.0001

Kythorn (6) 10, y.0001

Something arguments. Gentleman with urgent news feast canceled loose in forest a bunch of turkesy tales of strange turkey teleporter Omidonn joins He is being ab it cagey - a jack of all trades

3 large golden turkey which drops gold feather

Notes

Need to collect all of the loose turkeys be careful, some are strange magic gene manipulation temple has a teleporter joined by Omidonn teleported into the forest Golden giant turkeys,

they drop a golden feather turduken BBEG

Jamie Notes 11/26

HOLIDAY HAZARDS

Need to collect all of the loose turkeys

  • be careful, some are strange
  • magic gene manipulation
  • Temple has a teleprompter
  • joined by Omidonn (Eddie)
  • teleported deep into the forest
  • Golden turkeys, giant -- drop a golden feather
  • 8hrs smell like strawberries
  • +5 gp
  • "hobgoblins"

Chat Logs:

November 26, 2021:

  • 8:06PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:43PM Omidonn: Dancing Lights
  • 9:50PM Omidonn:rolling d20 ( 19 ) =19 What color are the shrooms?
  • 10:01PM Nissa:i hear it too
  • 10:10PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:10PM (From Create Bonfire): 11.12 ⚔️ INITIATIVE ⚔️ (1.12) The Gobbler
  • 10:20PM ** Wroxi:** 15 CONSTITUTION SAVE (6)
  • 10:20PM Sace: Mirror Image
  • 10:39PM The Gobbler : Legendary Action- Scary Squawk Racial: you let out a terrifying screech at a creature/person within 50 ft unless they pass a dc15 con save.they must spend the next turn moving away and may not attack you.
  • 10:43PM (From Omidonn): Bane
  • 10:59PM ****Ziva: Touch Cure Wounds
  • 10:59PM michael o. (GM): Touch Cure Wounds Touch Cure Wounds
  • 11:04PM The Gobbler : 12 CONSTITUTION SAVE (7) The Gobbler 11 peck (+9) The Gobbler 29 peck (+9) The Gobbler 18 + 14 piercing 14 peck (+9) The Gobbler 16 17 claw (+7) The Gobbler
  • 11:08PM ** Wroxi:** Youre depriving us of the melody
  • 11:09PM Omidonn:it's really bad, you guys really dont want to hear it. Hahah
Adventure | Ch.05, Session Mike 004

Session M.005: Temple of Tyr

12/24/2021 | BASTARDS


Recap

x

Kythorn (6) 10, y.0001

Plague in 4 districts, shutdown. need 5 beasts for cure, 500gp each Fire in college, prison break (Reward) Temple has a Dwarf Paladin, gold skin and red hair. Braided moustache and smells of tobacco into the temple. backroom a portal room dwarvish runes sent to Neverwinter . A half-elf with gold eyes and chocolate skin at the temple Told deeds of Saltmarsh .

Plague started weeks ago across the city and has shut down 4 districts guards are ill. Cure needs 5 beasts, fire in the college. Need to track down beasts. 100 gp each preferred alive told to seek out trouble and they will be near likely. Start in Peninsula District . Also has a prison break and we can establish control for another reward. 50 gp for cure Blue stone is a sending stone of sorts. not like normal ones it emits more magic worth 200 gp each Omidon with a guard. took stuff from... 3 bandits Niss and Sace killed them. Nissa killed a leonin. Sace casted alarm on prisoner house as tehy talk to scared lady philip's herbalist hut missing spaces... not randolph, his assistant remasver? Davlin unicorin?

Stopped w/ crystals at prison

Notes

Temple of Tyr , god of justice on the steps was a dwarf paladin, red hair, muscular handlebar mustache smelled of tobacco lead us to a room with a teleporter and took us to Neverwinter told to keep it a secret followed the courier, Benedict Fennwick , on ot the other side 1/2-elf cleric with chocolate skin, aubrun hair. lean, 6 ft. tall. smells like autumn leaves mysterious plague a few months ago resistance to magic found a cure w/ 5 magic beasts the beasts escped in a fire need to track down the missing beasts 100gp per creature, bonus for all 5.

alive preferred, but either way don't know the type of animals, look for the trouble spots start in the Peninsula District . a prison break reward to re-establish control Peninsula District , tell them Leonardo Burlin sent us at the barricade. preventing civilians from leaving greater healing potion... Panaziver Davlin Urlcorin rock gnome, 4'6" musical instrument shop Personal journal in undercommon about throwing something into the lake sending stone, blue letter clothing (black) just outside the prison

Jamie Notes 12/24/20

Temple of Tyr (God of Justice)

On the steps

  • dwarf paladin (red hair, muscular, handlebar mustache, smells of tobacco)
  • Leads us to a room with a teleporter
  • to take us to Neverwinter
  • told to keep it a secret

Follow the Courier on the other side

half-elf cleric

  • chocolate skin, auburn hair, lean 6ft tall, smells like autumn leaves

Mysterious plague a few months ago.

  • Resistance to magic
  • found a cure, need 5 magical beasts
  • The bests escaped in a fire
  • Need to track down the missingg beasts
  • 100 gp ea, bonus for all 5
  • alive preferred -- but either way is fine.
  • down't know the types but look for trouble spots
  • Start in the peninsula district
  • A prison break
  • reward to reestablish control
  • healing potion (greater)
  • Panaziver Davlin Uricorin: rock gnome, 4' 6", musical instrument shop

Personal Journal

  • undercommon: Throwing something in the lake
  • sending stone (blue)
  • letter
  • clothing, black

Just outside the prison...

Chat Logs:

_December 24, 2021

  • 7:13PM ****Ziva: 11 19 CHARISMA (2.0) Ziva Elymathyr
  • 7:15PM michael o. (GM):you usefully charm the orc, he invites you on a lovely picnic successfully* not ussfully
  • 7:43PM Sace: 9 thunder Self (5-foot radius) Booming Blade
  • 8:29PM Sace: Detect Magic, identify,
  • 8:49PM Nissa: 16 INVESTIGATION (2.0) Nissa Silverfrond
  • 8:51PM michael o. (GM):we are in p district securing the prison and surrounding area
  • 8:51PM ** Wroxi:** i have a plague cure for you whenever you do join
  • 9:09PM michael o. (GM):kill
  • 9:09PM Nissa:second attack on a different guy, does 18 hit?
Adventure | Ch.05, Session Mike 005
  • 9:35PM ** Wroxi:** While Sace is upstairs I would like to ask the woman if she has something to protect her with.
  • 9:35PM Nissa: 23 SLEIGHT OF HAND (5.0) Nissa Silverfrond
  • 9:36PM Sace: i'm posed to leave room if someone enters
  • 9:41PM Omidonn: Levitate
  • 9:42PM Sace: yeah, going to next
  • 9:53PM Omidonn:i cast sleep
  • 9:54PM Sace: i cast mage hand
  • 10:32PM Sace: btw - I set up alarm as a silent audible and it allows and of my party to enter w/ no alarm
  • 11:20PM michael o. (GM):gibberish *
Adventure | Ch.05, Session Mike 005

Session M.006: Prison Break

01/07/2022 | BASTARDS


Recap

x

Kythorn (6) 10, y.0001

We entered a prison Sace & Omidon locke the doors behind us scroll locate creature stone/locate picture we go North 30 min Norht,

locate creature -- hour 24 mins North blocke went overhead trident, st. V..eath potion of antitoxin 200gp Got a heroes feast Sace cut some rope Got 3 sets of manacles Captain sedrick and guard Zane, incahoots? sleepwalking Robin D-mombray? Said he thinks the Capt freed prison Acting mad, slime plague... mental infection

Notes

Blood on the floor, no guards, silent prison ring of keys Captain Cedric, possibly released the prisoners been acting mad like the plague has affected his mind took a prisoner down into the interrogation room took guard Zain with him, like sleepwalking basement with dead guard and prisoners

The Captain was eating the dead people Prisoner, Doxus (tiefling) intellect devourer emerged Let Daxius out of his cell

Jamie Notes 1/7/2022

prison

  • blood on the floor
  • n oguards
  • quiet
  • ring of keys

Capt Cedric

  • possibly released the prisoners
  • been acting mad like the plague has affected his mind
  • took a prisoner down into the interrogation room
  • took guard Zain with him
  • like sleepwalking

Basement

  • dead guard and prisoners
  • Capt is eating dead people
  • prisoner is tiefling named Doxus
  • intellect devourer emerges
  • let daxus out of cell

Chat Logs:

January 07, 2022:

  • 8:04PM Sace: ⚔️ INITIATIVE ⚔️
  • 8:44PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:17PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:57PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:34PM Sace: 20 Insight
  • 11:40PM ** Wroxi:** **Wroxi**e tries to open lock
  • 11:40PM Gnash: 27 SLEIGHT OF HAND (7) Gnash
  • 11:40PM ** Wroxi:** fiddles with door
Adventure | Ch.05, Session Mike 006

Session M.007: Mr. Bones Gets His Whiskey

01/15/2022 | BASTARDS


Recap

x

Kythorn (6) 10, y.0001

2 greater? contract 1x mo...

14 gp each performance in 15 days sur'e'lee -- nervous with us...

bard on stage arrows poison 1d4 kerlven fawl -- ruthless family, friends of Maldonen. quarters...

blacklane quarter is rich kerlven was crssed through Q...

dinner at maldonen mr. bone gets his whiskey black market...

message form them about 2 missing species Blacksmith - notas great stiars... m

arsolens? collect 12 crystals gemstones to unlock something in long forgotten crypt went to crypt

long rest at college

LONG REST 😴 Adventurer College

Chat Logs:

No logs.

Adventure | Ch.05, Session Mike 007

Session M.008: Kidnapped Wife

01/21/2022 | BASTARDS


Recap

x

Kythorn (6) 11, y.0001

Blue sending stone mummer/vibrate courier had Priest of Tyre... portal his wife/kid 4 men secret entrance at portal to Neverwinter . head to High road Thomas DeMobray is a head priest Wendy, his wife is missing letter and a seal with 2 dragons holding a key Tried Carhm, illusions (RUN!)

Sace killed a human one turned to gas..? trident found 2 scrolls, greater restoration and heal

Notes

Blue sending stones start to glow voices the courier, Benedict Fennwick , tells of how someone's wife was kidnapped. Thomas DeMobray 's wife, Wendy, was kidnapped. He is the Head priest. we split the party (due to not a full table) and we go North. The courier gives us a scroll of locate creature and a picture of the wife Then leaves us at the high road to go North Drag marks leadign off the path into the woods, NE small hilly encampment and 3 creatures with the wife adorned in red cloaks and furs we got an orante trident, studded leather, a potion of antitoxin, and 200gp potion of disguise self kurki blade letter with orders to kidnap wife blackmail to reveal secretentrence of neverwinter the seal is 2 dragons holding up a key studded leather climbers kit 207 gp Omidonn was rewarded 2 scrolls greater restoration heal

Jamie Notes 1/21/2022

blue sending stones start to glow

  • voices
  • the courier
  • someone's wife was kidnapped
  • Thomas DeMobray "head priest"

3 of us go North and rest go South

Courier gives us scroll of locate creature and a "picture" of the wife.

Leaves us at the High Road to go North

Drag marks leading off the pathinto the woods

  • NE

Small hilly encampment

  • 3 creatures and the wife
  • red cloaks and furs

Trident - ornate, studed leather, potion of antitoxin, 300gp

Potion of disguise self kurki blade letter -- orders to kidnap wife. Blackmail to reveal secret entrance of Neverwinter seal is 2 dragons holding up a key studded leather climbers kit 207 gp -- 407 gp

Reward: Omidonn 2 scrolls: greater restoration and Heal

Chat Logs:

January 21, 2022:

  • 7:56PM Omidonn: Dissonant Whispers
  • 8:04PM The Gobbler :Gobble Gobble players.... I'm back to eat you GOBBLE GOBBLE!!!!
  • 8:50PM Nissa: 21.2 ⚔️ INITIATIVE ⚔️ (5.2)
  • 10:02PM Nissa:Eddie you take the inspiration!
Adventure | Ch.05, Session Mike 008

Session M.009: A Hunt for a Cockatrice

02/05/2022 | BASTARDS


Recap

x

Kythorn (6) 12, y.0001

We had temporary HP. I kiilled a giant ooze. We went to a lab, rested, ate.

Kythorn (6) 13, y.0001

In the sewer, found a kep and map the skeletons were playing cards and their ivory cup garnered Nissa's interest. Sace transfered spells from his books and scrolls. got the Firebrand Flame Thrower Whiskey for Mr. Bones. Secret of graveyard Findelye Dlaralthor introcude by Benedict Fennwick is a researcher from candlekeep to take over. Has the previous notes. Has a breaktrhrough. She is a female wood elf wiht slightly green skin There was a child missing her rat catcher father in sewers. Rolf Bladewalker we need the feather of f acockatrice Sace found a gem, onyx worth 50 gp

Notes

The wanderer, Benedict Fennwick , takes us to the college. Findelye Dlaralthor , aka Doc Finn is a researcher from Candlekeep, an alchemist. she has a breaktrhrough. Cockatrice was seen going into the sewers. we need the feahters look for Rolf Bladewalker the missing rat catcher, as his daughter Lure saw the cockatrice. LONG -

LONG REST 😴 sewers?

Sewers Wanderer gives us a key and map of the sewers alcove with 3 skeletons playing cards an ivory cup with intricate engravings. Nissa tried to take the cup and the skeleton woke up asking for Firebrand Flame Thrower Whiskey and then he will give up the cup it can be found at The Happy Wizard Tavern . Wroxi claimed to have a bottle, but it was just water - realized after Nissa tried to blow it on a dorch and it was water another alcove with 2 gentlemen sitting by a fire saw a gentleman walk by a few days ago. floating armor surrounded by shrapnel and stuff -- it is a gelatinous cube we got a +1 chain mail of acid resistance another alcove with a toy doll with a 1 cp in the pocket.

Jamie Notes 2/4

Wanderer takes us back to the college

Doc Finn, researcher from candlekeep (alchemist)

  • she has a breakthrough
  • female wood elf, 5 ft. tall, greenish skin

Cockatrice seen going into the sweer

  • need the feathers
  • look for Rolf Bladewalker
  • Missing rat catcher
  • Ivre (daughter) saw the cockatrice

long rest

Sewers

  • wanderer gives us a key and a map of the sewers
  • Alcove has 3 skeletons playing cards
    1. ivory cop with intricate engravings
  • trying to take the cup and the skeleton wakes and asks for Firebrand Flame Thrower Whiskey and he'll give Nissa the cup
  • At the Happy Wizard Tavern
  • Wroxi has a bottle -- it's water
  • **Nissa**y tries to blow the whiskey on a torch and it is water
  • Another Alcove with 2 gentlemen sitting by a fire, saw a gentleman walk by a few days ago.
  • Floating armor surrounded by shrapnel
  • it is a gelatinous cube
  • got for sell: +1 chain mail of acid resistance
  • alcove with toy doll with 1 cp in hte pocket

Chat Logs:

February 04, 2022:

  • 8:14PM michael o. (GM):Healing 50gp Greater 200-250g Superior 2000-2500gp Supreme 20000-25000gp
  • 8:16PM (From michael o. (GM)): Feign Death, speak with animal, phantom steed, illusory scrips
  • 8:22PM Sace: Magic Mouth (Ritual)
  • 8:43PM ****Ziva: 17 ACROBATICS (1)
  • 8:46PM ** Wroxi:** 4 PERCEPTION (3)
  • 8:49PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:12PM ****Ziva: 10 Wrath Of The Storm Class:
  • 9:21PM Gnash: ⚔️ INITIATIVE ⚔️
  • 10:12PM Sace: 22 stealth- pop my cloak and stay observant for anything that stands out...
  • 10:24PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:55PM Wroxi: ⚔️ INITIATIVE ⚔️
  • 11:11PM michael o. (GM):Otyugh
  • 11:12PM ** Wroxi:** rolling 4d4 ( 4 + 3 + 1 + 4 ) =12 thats for my potion
  • 11:15PM michael o. (GM):Onyx, Jasper, Sardonyx, Moonstone
Adventure | Ch.05, Session Mike 009

Session M.010: Gnash Follows a Rat

02/18/2022 | BASTARDS


Recap

x

Kythorn (6) 13, y.0001

no notes, Jamie and I may not have been present

Chat Logs:

February 18, 2022:

  • 8:10PM (From Gnash): i follow that rat
  • 8:12PM (From Omidonn): sorry, I meant like... is it trash at this point should I just throw it away
  • 8:13PM (From Gnash): then gnash would deffo try to pick up the rat
  • 8:13PM (From Gnash): cautiously to not scare it
  • 8:13PM (From Gnash): like a friendly scoop
  • 8:17PM (From Gnash): i think he would be super happy to see all these rats and would let out an involuntary gasp
  • 8:22PM (From Gnash): i throw a fist full of that old stink bacon into the crowd of rats and shout for help
  • 8:27PM (From Gnash): i should let you know that gnash has a pet rat that hides in his armor
  • 8:27PM (From Gnash): seesm relevant
  • 8:29PM (From Gnash): I would attack the rat man
  • 8:30PM (From Gnash): im done with my turn
  • 8:38PM (From Gnash): i wanna hit the rat man again
  • 8:41PM (From Gnash): thats it for a gnash
  • 8:43PM (From Gnash): these rats are hurting me over time T.T
  • 8:44PM (From Gnash): goin for that rat man again!
  • 9:00PM Ziva, Omidonn, Wroxi, Ziva, Gnash: ⚔️ INITIATIVE ⚔️
  • 9:42PM ****Ziva: Mark of the Healer (Anywhere, Medium Ornate) Healing energy radiates from you in a soft golden glow.
  • 9:42PM ****Ziva: Once per long rest, the wearer may activate this tattoo as an action. For the next minute (or until their concentration lapses), each creature (including enemies) within a 30 ft radius of the wearer regains the maximum number of hit points possible from any healing.
  • 9:46PM ** Wroxi:** 11 NATURE (3)
  • 10:41PM Omidonn:no not gonna eat it i dont want to let him do that.... cause I want the pan flute not out of fear for his well being
  • 10:55PM Gnash: Spare the Dying
  • 11:01PM michael o. (GM):You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
  • 11:01PM michael o. (GM):Notes: Summoning, Control, Instrument
  • 11:09PM michael o. (GM):a recipe for moderate Woundbind Poultice This is a spongy mass of absorbent moss treated with a number of herbs designed to staunch bleeding, cleanse wounds, and dull pain. If bound over a wound, it promotes quick healing. When applied to a wound, the recipient heals 2 (1d4), 4 (1d4+2), or 5 (1d6+2) hit points depending on the quality. Cost: Minor 20 gp; Moderate 40 gp; Masterwork 50 gp Expires: 24 hours Gather Ingredients: Forest, Grasslands
Adventure | Ch.05, Session Mike 010

Chapter 6, Meldonen (Mike)

Session M.011: The Protest

03/05/2022 | BASTARDS


Recap

x

Kythorn (6) 13, y.0001

Found the feather of a cockatrice. doc finn's office. Wroxi gave the feather over still looking for the next two - pixie wings and leaves of a dryad. deepest pristine forest, tend to wander wanderare bought foods and drinks happy wizard bar, flame thrower whiskey somethign about sam at room boy wnaderer asks for bable in corner breakfast chanllenge, we can combine 2 al pots. Serilye Kevadirtino is Nissa's frined, she is a harper I stole a bottle of liquor and drank alone outside group of peopl protesting. Mbadmouting a Meldonen, he is a merchange, charging high prices. Food shortages. barkeep is isabell redstream Meldonen is from the tower district acc: isabelle

LONG REST 😴 Happy Wizard Bar

Kythorn (6) 14, y.0001

went to college... alluring blacktop is the blacksmith

Notes

Back at the alchemist's office, Doc Finn Next two ingredietns are pixie wings (wooded areas) and leaves from a dryad (woodland, magic resistant) The Wanderer took us to dinner at The Happy Wizard Tavern Serilye "Sarah Lee" is a companion with a Harpers Connection there are protests outside against Meldonen . He has been price gouging, he is connected with royalty and from the Tower District . The crowd seems to be in agreement with the speaker and they are upset at food costs and cost of living in the village as supplies are getting cut off due to plague and issues with Meldonen charging 5x the price for profit and holding supplies captive in his ware house.

Jamie Notes 3/4/22

back at the alchemists

doc finn's office

Next two ingredients: pixie wing (wooded areas, deep. Curious creatures) & Leaves from a dryad (woodland, magic resistant)

Bought 2 greater

Wanderer takes out to dinner at The Happy Wizard

Serilye "sarah lee" companion iwht harper connection

protests outside

  • against Meldanon the Merchant
  • trying to keep prices high
  • connected with royalty
  • tower district
  • crowd seems to be in agreeance with speaker
  • upset at food costs and cost of living in the village
  • supplies getting cut off due to plague
  • meldanen charging 5x prices for profit
  • holding supplies captive in his warehouse

VISIT Mr. Bones next time

Adventure | Ch.06, Session Mike 011

Chat Logs:

March 04, 2022:

  • 7:49PM Sace: would I have had a long rest?
  • 7:59PM Nissa: 17 HISTORY (2)
  • 7:59PM ** Wroxi:** 4 NATURE (3)
  • 8:14PM ****Ziva: 16 PERCEPTION (3)
  • 8:32PM Sace: balder
  • 9:17PM Sace: And I've been drinking with my cup of sobriety ;)
  • 9:28PM Gnash:Serilye makes the best cake mix in all of neverwinter like sarah lee >.>
  • 9:29PM ****Ziva: but can she do a funfetti?
  • 10:10PM michael o. (GM):Meldanen
  • 10:11PM Omidonn:MNGA
  • 10:13PM michael o. (GM):Isabel Redstream
  • 10:27PM Sace: the problem is you gave ranges ;) The three scrolls. you said before was Illusory script (lv 1), feign death (lv 3), and phantom steed (lv 3)
  • 10:34PM Sace: Okay, so I bought the three scrolls and spent the whole day scribing them into my ritual book Oh and I'll buy some of hte cost mats I now need too ;)
  • 10:42PM Sace: BTW - the three scrolls I would be lookking most for: detect magic, identify, leomund's tiny hut ;)
  • 10:43PM michael o. (GM):ok, you can let the wanderer know those are your top priorities and he will obtain them for you.
  • 10:43PM (From Omidonn): cool, I will head back out to join Wroxi and gnash - I also wanna check to see if those bards are playin on stagge
Adventure | Ch.06, Session Mike 011

Session M.012: Both Missed

03/19/2022 | BASTARDS


Recap

x

Kythorn (6) 14, y.0001

No clue... Both Jamie and Sean were AFK

I GUESS NO CHAT IF WE WERENT THERE? Or they played on Discord...

No notes

Chat Logs:

No logs.

Adventure | Ch.06, Session Mike 012

Session M.013: Thefts at the Docks

04/01/2022 | BASTARDS


Recap

x

Kythorn (6) 14, y.0001

Recap: Doc Finn. Next two ingredients are the leaf of a dryad and the wing of a pixie We went to a bar for an eventful night.

Kythorn (6) 15, y.0001

There was a breakfast feast contest. I stole liquor from the bar and we walked past the protesters. Later went back to them and found out about the warehouse. They want the key from Danen Maldenon, it was Laureen Bushtop that led the protestors. We went to the warehouse. "wonder twins?" "gay goblin?" Snuck up and then I casted sleep which dispelled my invisibility. Openned crates. Found apples. More good and food. I found 4 quivers of arrows with a coating of some sort. I found a pouch in the bedroom as I snuck around. It had 73 gp, 2 pp, and a scroll of unseen servant. Also a key in the room. 3 potions, 20 gp. (Bryce wittingham?) ---Gay or gary goblin snuckup

Notes

Jamie was AFK for this session.

No notes

Chat Logs:

April 01, 20022:

  • 7:07PM Sace (GM):Hey hey. Did you want me to play for Jamie too, or just have her go on a nap?
  • 7:08PM michael o. (GM):nap time for her
  • 7:50PM Omidonn:Bardic Association for the Standards, Treatment, Advancement, and Recognition of Dedicated Storytellers
  • 8:00PM Sace: Mage Hand
  • 8:15PM Omidonn:This is what song I was playing when those dudes said I wasnt all that good: The Deep One's Sea Shanty' - To anyone who can’t speak Aquan this sound sounds like an upbeat sea shanty sung in another language. To those who do speak Aquan it tells the story of 'The One who causes the waves' and how he fought the gods themselves to reclaim the sea as his own.
  • 8:15PM Sace: Invisible. cloak pulled down. 33
  • 8:20PM Omidonn: 17 PERFORMANCE (8) Omidonn
  • 8:24PM ** Wroxi:** To guard "Are all warehouses this big?", to dude "Is it normal for guards to be this unfriendly?" I keep asking doe eyed questions...
  • 8:25PM Omidonn:The Snarl' - A frightening song about gnoll attacks, with reference to the sounds they make beforehand. Sure to give a frisson to listeners.
  • 8:29PM Sace: Silent Image
  • 8:34PM (To Ziva): you could swim under to see if maybe a secret door in water
  • 8:34PM ****Ziva: 21 STEALTH (4)
  • 8:37PM Gnash: 12 SLEIGHT OF HAND (7) Gnash
  • 8:41PM Sace: Charm Person
  • 8:56PM ****Ziva: 15 PERCEPTION (3)
  • 8:57PM Omidonn: 10 PERFORMANCE (8) Omidonn
  • 9:00PM Sace: So, the adventure started with a pandemic, now we have a recession.. I think the BBEG is gonna be Joe Biden...
  • 9:00PM ** Wroxi:** Maldanen lol 17 17 PERSUASION (7) Omidonn gives husband and wife a 1 day's worth of rations
  • 9:06PM ** Wroxi:** love that Omidonn asks husband and wife if they'd like one last song before I head off
  • 9:14PM Omidonn:You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
  • 9:21PM Sace: a reminder, as soon as I enter I have my hood down and I stealth ;)
  • 9:38PM Sace: I'll stay hidden, pick up the gong and go to the bar I'm curious -- are these all wearing the same outfits or are the guards at the buildign different/
  • 9:43PM ** Wroxi:** I think they are different gate house gaurds vs warehouse guards.
  • 9:46PM Sace: Gong Goblin Gong, the story of how a gong "disappeared" but did he really?
  • 9:57PM Sace: What if Maldanen is responsible for the plague? He's the Chinese laboratory
  • 10:15PM michael o. (GM):Meldanen,
  • 10:19PM Omidonn:he is most likely the one getting yelled at most
  • 10:19PM ** Wroxi:** Nooooo
  • 10:19PM Sace: Disguise Self
  • 10:20PM ** Wroxi:** He was the least bad at his job 20 20 PERCEPTION (3)
  • 10:33PM Gnash:we cannot hear yalls
  • 10:33PM ** Wroxi:** I loved the miming
Adventure | Ch.06, Session Mike 013
  • 10:53PM Omidonn:Greed's Foul End' - A movement from a morality play featuring a single musician and a vocalist. The piece is about the dangers of greed and the benefits of charity. Poignant, but difficult to pull off; often a touchstone work for performers of an ecclesiastical bent. 10 PERFORMANCE (8) Omidonn (To GM)rolling d100 ( 88 ) =88 e/1mRG2oAQhso
  • 10:56PM Omidonn:Hurry Up and Die' - A song about a necromancer seeking a zombie companion, but surrounded only by living creatures. RFORMANCE (4)
  • 10:57PM Omidonn: 19 26 PERFORMANCE (8) Omidonn 11 PERSUASION (6) Omidonn Nyarna Nwalcamun' - The Saga of the Hero Grefedd and his journey to destroy the sentient cursed sword Nwalcamun. Traditionally, the climactic final battle scene is punctuated by the beat of a hammer on an anvil, representing Grefedd's smashing of Nwalcamun while under attack by a drow army.
  • 11:04PM Sace: As I do this, I pick his pocket with my mage hand
  • 11:28PM Omidonn:Bardic Association for the Standards, Treatment, Advancement, and Recognition of Dedicated Storytellers
Adventure | Ch.06, Session Mike 013

Session M.014: Bushtop

04/15/2022 | BASTARDS


Recap

x

Kythorn (6) 15, y.0001

Contract for 1x month, in 15 days. 14 gp per performance... sur'e'lee -- nervous with us. bard on stage the arrows had poison which add 1d4 damage. Kelven Fawl is. afrom a ruthless family. friends with maldonen. blacklack lquarter is rich mr. bone whiskley black markeet -- message fro them about two missing species. blackmisth... something about 12 blue crystals to unlock something in long forgotten crypt. took long rest at college...

LONG REST 😴 Adventurers College

Notes

Tavern Friend was Cerilie Ingredients left to find: Pixie and Dryads Meldonen is a merchant guy manipulating the food chain "Tiny Ophirn" - Wroxi meets at the bar. Asks if we could escort him to Candlekeep after we end the quariantine Has a fanay? Cane? - with a Phoenix on top. Avoids questions about it. Head of the Mob is Lorainne Bushtop Our Group Band's Name is the B.A.S.T.A.R.D.S. Meldonen is in league with the Thao Crime Family WAterdeep Council of Nobles thao wants a seat on the council Thaos are in the Black Lake District Bushtop said to meet her at the normal spot in the afternoon to get 2 +1 throwing stars for Nissa She is a Blacksmith for weapons and ammo. Back to the sewers -- Mr. Bones and bring hin the whiskey in exchange for the cup. Neverdeath Graveyard and the Neberwinter Knights Crypt, a mausoleum covered in ancient celestial runes. 12 glory holes for gems "collect 12 blue gemstones to unlock the secrets" the blue communication stones we got match stone hidden away until "a time of need" Hear turkey sounds in the sewer water, voices, rats, and faint gobbling

Jamie Notes 4/15/22

Happy Wizard Tavern

Tavern Friend: Cerilie

Ingredients left to find: Pixie and Dryads

Maldanan: Merchang guy manipulating food chain

Tiny Ophirn: Wroxi meets at the bar

  • asks if we could escort h im to candlekeep after we end the quarantine
  • has a fancy cane, with a phoenix on top
  • avoids questions about it

Head of the mob is Lorainne Bushtop

Group Band: The BASTARDS

Maldanan in league with the THao Crime Family

Waterdeep Council of Nobles: Thao wants a seat on the council

Thaos are in the Black Lake District

Bushtop meet her at the normal spot in the afternoon to get 2 +1 throwing stars

Blacksmkth: Weapons/ammo

Sewers

  • Mr. Bones, bring him the whiskey in echange for the cup
  • Neverdeath Graveyard (Neverwinter Knights crypt)
  • Mausoleum covered in ancient runes, celestial
  • 12 glory holes for gems (Blue Stones)
  • "Collect 12 blue gemstones to unlock the secrets"
  • The blue "communication" Stones we have match
  • Stone hidden away until "a time of need"

Hear turkey sounds in the sewer

  • water
  • voices
  • rats
  • faint gobbling
Adventure | Ch.06, Session Mike 014

Chat Logs:

April 15, 2022:

  • 8:03PM Sace: Mike, for checking potions. Can we do a taste test?
  • 8:04PM ** Wroxi:** I would say to Nissa that we are sorta looking for the leader of the angry crowd that had gathered outside the inn the pervious day.
  • 8:04PM Nissa:Gotcha
  • 8:05PM ** Wroxi:** Oh, also, we are in a band now Nissa. 0_0
  • 8:05PM ****Ziva: Wroxi you should tell Nissa about your new guard friend
  • 8:05PM Nissa:Whaaat!!
  • 8:05PM ** Wroxi:** OH But I made friends with many of the guards in the merchants house so....
  • 8:05PM Nissa:"special" friend? ;P
  • 8:05PM ** Wroxi:** that's cool.
  • 8:05PM ****Ziva: i mean she did bring him sandwiches....
  • 8:05PM ** Wroxi:** I mean, we arm wrestled. Is that what you do with your friends? OH that friend.
  • 8:06PM Nissa:If that's what you want to call it...
  • 8:06PM ** Wroxi:** Man, I was making friends all over the place.
  • 8:06PM Sace: 15 gp
  • 8:06PM ** Wroxi:** I made friends with a guard outside of the warehouse, had a picnic and offered him a job being my personal guard/assistant. Nissa, we also discovered that Gnash has a disguise kit...
  • 8:08PM Nissa:OooooOOOh
  • 8:08PM ** Wroxi:** I think he believes he can make himself appear human.
  • 8:08PM ****Ziva: all of a sudden we all had mustaches!
  • 8:09PM Nissa:Hahaha
  • 8:10PM michael o. (GM):A creature hit by the Poisoned weapon or Ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage.
  • 8:34PM Sace: BTW. I know we're only waiting 4 hours, but after I spend 2 hours on the spellbook -- i will start a rest. If the party comes and gets me before the necessary 4 hours so be it ;)
  • 8:35PM ** Wroxi:** got it
  • 8:36PM michael o. (GM):Tiny Ophirn
  • 8:43PM ** Wroxi:** Nissa scoping out a theivery
  • 8:44PM Nissa:maaaaybe
  • 8:45PM ** Wroxi:** 21 INSIGHT (6)
  • 8:56PM (To Ziva): what class are you?
  • 9:03PM Sace: district 9
  • 9:05PM Omidonn:A closed warehouse, don't you understand? Friend, either you're closing your eyes To a situation you do not wish to acknowledge Or you are not aware of the caliber of disaster indicated By the presence of a closed warehouse in your community Well, ya got trouble my friend, right here
  • 9:05PM Omidonn:I say, trouble right in Neverwinter City, why sure, I'm a adventurer Certainly, mighty proud I say, I'm always mighty proud to say it I consider that the hours I spend with a contract in my hand are golden Help you cultivate horse sense and a cool head and a keen eye Did you ever take and try to find and iron-clad leave for yourself From a three-rail kobold shot?
  • 9:05PM Omidonn:Well just so, my friends, you got trouble (oh we got trouble) Right here in Neverwinter City (right here in the City) With a capital "T" and that rhymes with "C" and that stands for closed warehouse (That stands for closed) We've surely got trouble (we've surely got trouble) Right here in Neverwinter City (right here)
  • 9:05PM Omidonn:Remember the Plague, City district Dock and the Golden Rule (Our children's children gonna have trouble, trouble, trouble, trouble...)
  • 9:16PM ** Wroxi:** This is amazing lucky wine though!
  • 9:26PM Sace: I will sneak towards just close enough to hear and notice her intentiosn
  • 9:27PM ** Wroxi:** ding ding ding Wroxi has suspected smuggling
  • 9:27PM Nissa:smart
  • 9:32PM Sace: I'd like to 'insight' to see how truthful she is being.
  • 9:33PM (To GM): ^^
  • 9:33PM Nissa:10 insight
  • 9:34PM ** Wroxi:** Is this a democracy? Maldonen is a merchant brb while mike pops away back.
  • 9:53PM Omidonn:Thieves Cant: https://www.youtube.com/watch?v=UUQd55xFbfw WEAPON PROFICIENCY Hand Crossbow
  • 10:13PM michael o. (GM):brb
  • 10:31PM ** Wroxi:** 7 6 STEALTH (2)
  • 10:39PM Flameskull:wow look at that....a party of adventurers
  • 11:10PM (From Wroxi): I would have walked up with calm confidence and the intention of restraining it gently but firmly with my rope, wishing to do it no harm.
Adventure | Ch.06, Session Mike 014

Session M.015: Political Intrigue

04/30/2022 | BASTARDS


Recap

x

Kythorn (6) 16, y.0001

We negotiated Meanen contract offered a job for after the cure

LONG REST 😴 Adventurers College

Kythorn (6) 17, y.0001

checked in w/ black market contacts.. 12 bluestones Tabaxkey blackeye white fur, 6'... my contact there is an inside man with maldenonen. Kalven Thal who is powerful... chamber under the house to secure him a seat on council for generations they... grate in the basement chamber noises Mystic star is my contact. Orange on fountin in square to alret her components for flat bush after lockdown for compenents

** NEW MISSION** doc is from candlekeep recon... 2 guards. guanrds everywhere. snuc into basement. found torture chamber and dryad, I used the key after failing to pick the lock. behind door

another guard

20 kitchen 1 stnuck into basement 20 pantry stole 2 bottles foods.. storage container... oddly placed torture changer her leaves underkitchen

Notes

we didn't get the turkey, went back to the college long rest Sace meets with a white fur tabaxi, Mystic Star . Kelvin Thal wants on the council. smuggled in a crate that had strange sounds coming out of it. place an orange on the fountain when we want to get in touch the crate rumored to be what will put him on the council under Meldonen 's house Lorainne Bushtop to pick up shurikens 30gp for 2 ornate +1 shuriken deal for helping procure materials for a prototype Meldonen 's house to check out rumors schem: Wroxi pretending to miss an earring and Omidonn and save go in sneaky and invisible Snuck down and found the driad in a sex dungeon the key Sace found in the table was for this cage needed to cause a distraction to out -- didn't work tpk-level fight and ran away

Jamie Notes 4/29/22

Didn't get the turkey -- went back to the college

long rest

Sace meets w/ a white fur tabaxi - mystic star

Kelvan Thal wants on the council

  • smuggled in a crate that had strange sounds coming out of it
  • place an orange on the fountain when we want to get in touch
  • the crate rumored to be what will put him on the council
  • under maldonan's house

Bushtop

  • to pick up my shuriken
  • 30gp for 2 orante +1 shuriken
  • deal for helping procure materials for a prototype

Maldonan's house to check out rumors

Scheme:

  • Wroxi pretendenign to miss an earring
  • Omidonn and Sace invisible to go in sneaking
  • sneak down and find dryad in cage
  • the key found in the bedside table was not for the warehouse but for the dryad cage
  • need to cause a distraction to get them out
  • didn't work
  • fight and run away

Chat Logs:

April 29, 2022:

  • 7:51PM ** Wroxi:** I think Gnash was hanging around outside the Happy Wizard Inn pretending to be a human
  • 7:56PM michael o. (GM):Kelvin Thal
  • 7:56PM Nissa: 15 5 ft. Monk Unarmed Strike (+8) Nissa Silverfrond 6 bludgeoning
  • 7:57PM michael o. (GM):Mystic Star
  • 8:33PM ** Wroxi:** I have a scheme idea 11 PERSUASION (7) 25 PERSUASION (7) rolling d8 ( 8 ) =8
  • 8:46PM Omidonn:while we go back this way I want to take a quick look off to the right but I am still trying to be cautious and be careful when walking around (looking for detection devices or traps and trying to be quiet and stealth)
  • 8:52PM Sace: when I look down stairwell, is there a door thre? there is a way to drag us to another map btw ;)
  • 9:45PM michael o. (GM):dryad*
  • 9:51PM Omidonn:Sace, can you do invis again? or only that one time per day for you yourself?
Adventure | Ch.06, Session Mike 015
  • 9:55PM (From Omidonn): Should I cast invis on the dryad?
  • 9:56PM (To Omidonn): yeah
  • 9:56PM (To Omidonn): that might help
  • 9:58PM (To Omidonn): crowd control spells?
  • 10:00PM (To Omidonn): I could also cast silent image of the dryad "escaping" if need be
  • 10:00PM (From Omidonn): I could cast blindness... but that would let them onto us, I think they would yell out
  • 10:01PM Gnash: 24 13 SLEIGHT OF HAND (7) Gnash
  • 10:01PM Sace: While I'm "waiting" I am sure I have 10 minutes, so I cast Alarm (Ritual) on hte area after the door
  • 10:01PM michael o. (GM):ok
  • 10:02PM Sace: it will be a mental alarm for me only
  • 10:02PM michael o. (GM):thats the last ritual spell youll have time for down there
  • 10:02PM Sace: I assumed as much
  • 10:02PM ****Ziva: Gust of Wind
  • 10:13PM (From Omidonn): would you let me turn into a Quetzalcoatlus ?
  • 10:18PM (From Omidonn): I think I am going to cast magical darkness. grab onto me then run.... I will turn into a Quetzalcoatlus and you and the dryad will jump on my back when we get to the door and I can fly us away from here... thoughts?
  • 10:18PM (To GM): Sace rolls a 18 for initiative!
  • 10:37PM ** Wroxi:** nekid servants aint gonna defend the soldier. One less mouth to feed.
  • 10:52PM ** Wroxi:** More importantly my FRIEND
  • 10:56PM Nissa: Crusher Feat:
  • 10:59PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:59PM ** Wroxi:** I would also hand my last pair of manacles to Nissa as she isnt generally ranged.
  • 11:14PM Omidonn:So, we need to kill EVRYONE here. THen come back in 14 days and pretend that everything is normal and come for our first gig
  • 11:15PM ** Wroxi:** Im in
  • 11:15PM Nissa:done
  • 11:18PM (To Omidonn): we should just book it -- movement and action:dash to the front door. I also have bonus action: dash
  • 11:22PM (From Omidonn): I am okay with that
  • 11:22PM Sace: we can always say that it wasn't us, if it comes up -- just claim some group surely was using magic to look like us because they want our contracts
  • 11:23PM Gnash:besides, the band has a goblin in it, and i am clearly human
  • 12:20AM (From Omidonn): Am I still just daching to get outside?
  • 12:20AM (From Omidonn): or are we taking these guys down in here
  • 12:21AM (To Omidonn): yeah, dash outside I'll follow
  • 12:21AM Omidonn:kk
  • 12:55AM (From Omidonn): tje dude JUST north of me should now be engaged, if you want to take use your sneak attack on him now
  • 12:55AM (From Omidonn): i know that leaves you open to the dude on your left
  • 1:17AM ** Wroxi:** Our first partnering You guys are going steady now.
Adventure | Ch.06, Session Mike 015

Session M.016: Dryad's Reward

05/28/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

Kythorn (6) 17, y.0001

Lat game we almost died as we were fighting waves freed the dryad and barely escaped Nissa speaks to her in Sylvan. Stealty on the side -- perception both horrible water opal from dryad. Supposedly a panacea returned to college, we decided to thell them about Meldonen. Gnash noticed a ham sandwich on table. w/ two bites Wroxi -- timeframe crossed out. Incantation performed with potions Nissa Tellst them about water opal. Why meldonen? whanderer has a lead on fairy pix sold in underground auction buyer in 3 days black lake district, sewers. come out at... taern golden apple... we retrieve by going to sweer buyers tree in sweers as will set p for transportation gold ticket gnome enchnager in arcaa district trade for uncommone magic item long rest

LONG REST 😴 Adventurers College?

Kythorn (6) 18, y.0001

reminder: alchemy combine 2 pots Taus? controls blackwater and is allies of meldonen appraised my pearl it is a yellow pearl worth 100 gp Nissa read a book called berserkers of the north wroxki made acid I sold my silk for 50gp bouth detect magic gente repose and put into my book sold my cheap mirror driftwood tavern I sold arrows and trident to criminal contacts for 450 gp arena champion run by "Full Mane" previously sold 1000gp of gem/jewelry wnderer -- shadow claw, tabaxi gypsy -- arcanes quarter. clock tower / something... spitting image of bloake soaring but behavior was off in vision, we're connected. rat, pseudodragon, bloke come find shadow claw after saving city for vision of future (gift) Jiminy reward... upgrade or raffle for random or gold 5 sp for herb and andomething that Wroxi bought

Notes

The dryad - Nissa asked if we could have some leaves and instead she offered a water opal says it will make an elixer of health she leaves we delivered the opal to the doc and wanderer Pixie was sold at an underground auction and will be moved in 3 days.

smuggling tunnels under Black Lake District exit near The Golden Apple and an entrance near Driftwood Tavern and retrieve the pixie reward: 1 uncommon magic ticket trade for a magic item from Jimini Nissa read a book about warriors fromt eh north, mad berserker human band Thao Crime Family forest gnome in libraryreading a book on lost treasures tried to overthrow the monarchy, 2 kings ago lost council seat recent family no attempting ot get back on the council they run the gladiator school in charge of the current champioin day 2 wanderer introducs us to Shadowclaw, a tabaxi gypsy who want to meet us in the Arcanist Quarter asked Gnash to touch a crystal ball sees Bridges, his rat, in it. htey are linked mind/body/soul Sace, sees bloke soaring but behiving differently - he's flying differently.

linked m/b/s Wroki sees Bim in Neverwinter Nissa, nothing appears at first. she drinks a soup. Sees a monkey swinging through the trees Omidonn takes soup, sees snake Ziva... Leaves us a warning find her after we save the city and she will tell us a vision of the future there is both dark and light inside us. do not succumb to the dark gave Wroxi a pouch. gnash wants a purple crystal Nissa wnats green jade necklace, wealth protection

Jamie Notes 5/27/2022

Dryad

  • Nissa asks her if she could give us some of her leaves instead she offer a water opal
  • says it will make an elixer of health
  • she leaves

Delivered the opal to the "Doc" and the wanderer

Pixie was sold at an underground auction and will be moved in 3 days

  • smuggling tunnels under black lake district
  • exit near "The Golden Apple"
  • Entrance near "Drifthood Tavern"
  • Retrieve the pixie

Reward: 1 Uncommon Magic Ticket

  • trade for a magic item from Jimini
  • Look up an item at or below

Day 1: Book "Warriors From the North" - Mad beserker human band

Thao (or Thal) Family

  • forest gnome in library
  • reading a book on lost treasures
  • tried to overthrow the monarchy - 2 kings ago
    • lost council seat
  • Recent family now attempting to oget back on the council
  • They run the gladiator school
  • in charge of the current champion
Adventure | Ch.06, Session Mike 016

Day 2

  • Wanderer introduces us to Shadow Claw,
  • A tabxi gypsy she wants to meet us
  • in the arcanist quarter

ask Gnash to touch a crystal ball

  • sees Bridges in it -- they are linked mind/body/soul

Sace

  • sees bloke soaring but behing differently, he's flying differently

Wroxi

  • sees Bimz in Neverwinter

Nissa

  • nothing appears at first - gives her a soup to determine her spirit animal
  • Monkey appears swinging through the trees

Omidonn

  • gets the soup
  • snake appears

Ziva

  • a goat

Leaves us a warning

  • find her after we save the city and she will tell us a vision of the future
  • There is both dark and light inside us
  • do not succumb to the dark
  • Give Wroxi a pouch, gnash wants a purple crystal
  • Nissa wants green jade necklace -- wealth/protection

Chat Logs:

May 27, 2022:

  • 7:53PM michael o. (GM):Water opal (used for making the elixir of health)
  • 8:06PM Sace: I'm just going to stay by the door, a bit in the "shadows" if you will -- just keep an eye on things and the exits ;)
  • 8:18PM michael o. (GM):cool
  • 8:24PM Omidonn: Roll for HP Level 9 Roll 1:2
  • 8:24PM ** Wroxi:** it was in reference to you randomly eating a sandwich in an alch workshop
  • 8:27PM Gnash:brb ohh lol!
  • 8:29PM Sace: about the only thing I would do is see if any of the ritual scrolls I need are available and if so -- spend the time/money to put in my book.
  • 8:38PM ** Wroxi:** I would like to use these two days to study with Dr Flynn and make 4 vials of acid for 100g (right)? 16 8 Alchemist's Supplies (3+0+3) 25 22 Alchemist's Supplies (3+0+3) 16 25 Alchemist's Supplies (3+0+3) 25 7 Alchemist's Supplies (3+0+3) Would there be a place in the college to break some plat into gold?
  • 8:52PM michael o. (GM):Comprehend Language(50), Detect Magic (75), gentle repose (250)
  • 8:54PM Sace: I'll buy the detect magic and gentle repose, Then spend the time & money to put them in my book.
  • 8:55PM ** Wroxi:** 9 13 Vial of Acid (+4)
  • 8:57PM Sace: Detect Magic D n
  • 9:02PM Sace: You know what, after I'm done with the spells -- I would like to sell my 4 quivers full of 20each - poisoned arrows that I stole from the warehouse. and the elaborate trident I found
  • 9:02PM ** Wroxi:** 20 11 20 Vial of Acid (+1) 4 20 20 Vial of Acid (+1)
  • 10:03PM Sace: pseudodragon
  • 10:23PM (To Omidonn): do you have identify spell?
  • 10:27PM (To Omidonn): or Leomund's tiny hut?
  • 10:30PM ** Wroxi:** "Chunk of Jade from Elf Statue bad guy" was how it was in my inv
Adventure | Ch.06, Session Mike 016

Session M.017: Stepped in Glue

06/25/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

Jamie Notes 6/24

Meet up with the wanderer to show us where to go into the sewers approached y archers telling us to stop sneak back and attack

FIGHT Smugglers boat comes through

GET THE PIXIE

15 sp

Restrained the last smuggler

Chat Logs:

June 24, 2022:

  • 8:11PM Gnash:caique
  • 8:37PM Sace: bloke as an owl
  • 9:33PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:03PM michael o. (GM):no -4 speed you stepped in glue
  • 10:11PM The Gobbler :oh hai Wroxi is not wearing poop armor!
  • 11:21PM ** Wroxi:** i thought that was sculpy deven
  • 11:21PM Gnash:lol
  • 11:21PM ** Wroxi:** i was stunned
Adventure | Ch.06, Session Mike 017

Session M.018: Wroxi Throws an Acorn at Wanderer

07/09/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast


LONG REST 😴 ?

Jamie Notes 7/8

shouting in the distance rushing water water levels rising

Follow map to the path out trying to get out before the water overtakes us

exit the tunnels --> meet a semicircle of boats facing us

  • they ambush the 3 crocodiles following us
  • tony: esntangle
  • robin: spellcaster
  • Maggie: controlling water
  • Frankie: barb
  • spot the "Wanderer" on one of the boats
  • gives us 158 gp for the crocs -- to Wroxi
  • can go back to the sewers to bounty hunt
  • he leads us to the college and we deliver the pixie
  • we need 2 cups of prixie dust
  • persuade her to help and we will release her
  • Side quest unlocked to bring her home
  • name is Kelled (punk pixie)

Doc makes the mixture giving us 1 vial, 1 dose need to get to king

Perform irtual to enchant process with king to cast spells for replication

Poked the "wanderer" in the back of his head and hang goes through again

To the king...

  • King Either III

Group Name:

  • Bardic
  • Association for the
  • Standards
  • Treatment
  • Advancement and
  • Recognition of
  • Dedicated
  • Storytellers

Dragonborn/lizardman named Siiirlin (wizard)

King says Mages Association can handle it

  • council gathers tommorow morning
  • meeting with council
  • ritual
  • lunch
  • vote/finish meeting agenda
  • final ritual
  • we are invited

Wroxi informed the king about Maldonan

Reward: 200 gp ea get the golden ticket after completion

long rest

Morning: Excort arrives to bring us back to the castle

Notice that Thao was there standing around

Council split between 2 groups Free vs. sold vaccine

Thao votes pay Siiirlin votes Free King is silent

1st ritual a success

Thao missing at next discussion

We are allowed to vote

Thao not at the vote either

The vote seems to be legit -- very close

free vs. paid -- tied vote

king is the deciding vote and goes for free

next step is final ritual

Bright light

  • middle chamber is mising of the brew stand and there is a portal
  • some liquid left by the portal but don't notice anything else

Ziva casts "Locate Creature"

Adventure | Ch.06, Session Mike 018

Omidonn then Sace then Gnash jump into the porta

  • use the blue sending stone to talk to the guys
  • Thao on the other side of the portla with the secondary chamber in his hands
  • laying on the floor
  • face and body distorted . dead
  • horrified expression on his face
  • Omidonn retrieves the chamber/cure

Boys barely make it through before the portal closes

Present it to the king and awarded the golden ticket- king's armory/mage's tower exchange for godl to treasury enchantment to the wizards

Any ability we don't have but want? class ability

Chat Logs:

July 08, 2022

  • 8:04PM ** Wroxi:** 7 7 PERCEPTION (3)
  • 8:15PM ** Wroxi:** 7 HISTORY (6)
  • 8:17PM ** Wroxi:** 22 ACROBATICS (2)
  • 8:29PM Gnash: 13 SLEIGHT OF HAND (7) Gnash
  • 8:50PM ** Wroxi:** Wroxi takes an acorn out of her bag and throws it at the wanderer. 10 7 DEXTERITY SAVE (2)
  • 9:27PM (From Nissa): broom of flying
  • 9:52PM Sace: BTW, I hand out 12 gp to each of you.
  • 9:53PM ** Wroxi:** I give 26g to each of you.
  • 10:33PM michael o. (GM):King Either 3rd
  • 10:33PM Omidonn:Bardic Association for the Standards, Treatment, Advancement, and Recognition of Dedicated Storytellers
  • 10:34PM michael o. (GM):wizard siiirlin
  • 10:54PM ** Wroxi:** Wroxi proposes selling our other house and splitting the proffit I mean, Gnash does not even have a proper room in the other house
  • 10:57PM Nissa:Nissa didn't live there so it's up to you guys what you want to do with the house
  • 10:58PM ** Wroxi:** Oh yeah, Omidonn and Nissa didnt live there
  • 10:58PM Sace: It's a big house, and not in disease zones, plus it's ocean front property ;) OH an d we have the ship
  • 10:59PM ** Wroxi:** Right - prime real estate - all those wealthy Neverwinter people looking for a fresh start
  • 10:59PM Nissa:don't forget the secret smuggler tunnels
  • 10:59PM Gnash:doesnt Fen still live there?
  • 10:59PM ** Wroxi:** I'd want to keep the ship in the family
  • 10:59PM Nissa:he's not a temple or something to go to
  • 10:59PM ** Wroxi:** He spent most time at the temple.... yeah, he really didnt even care about the house
  • 10:59PM Sace: Yeah, it can still be helpful
  • 10:59PM ** Wroxi:** That tunnel is sweet...but we know it's there. mwah ha ha
  • 11:04PM Sace: Oh, the only thing I would add. is that before I go to into my nightly trance I sharpen my blades, clean my gear and then play with my music box and drink a few drinks then rest
  • 11:22PM ** Wroxi:** I am willing to give up 2 spell slots
  • 11:22PM Omidonn:Same
  • 11:26PM Gnash:2 level 1 slots
  • 11:33PM Omidonn:I would like to speak too
  • 12:06AM Omidonn:Could I still be with the wizard?
  • 12:08AM Omidonn:What I've worked and waited for Can I have all I've ever wanted
  • 12:08AM ****Ziva: No
  • 12:09AM ** Wroxi:** I would use u[ to three charges of my healing kit on the most wounded people up in this bitch
  • 12:10AM Nissa:Nissa is just going to keep an eye on the exits in the voting room, looking for suspicious characters
  • 12:12AM ** Wroxi:** Ziva, Omidonn and Sace have the blue stones, right? Nissa not Ziva, we figured it out
Adventure | Ch.06, Session Mike 018

Chapter 7, Weird Times in Neverwinter (Mike)

Session M.019: Nissa & Sace buy a Tavern

07/23/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast


Jamie Notes 7/22

Nissa turned her ticket at the mage's tower (clock tower)

a 6 month break in the story

Half-elf gentleman at the desk she gets a broom of flying with the command word of flibbertigibbet gnash gets a circlet of human perfection spot Sace flying aroundn - discuss buying a tavern

Split the party

  • spot a group of ruffians with weapons out, aiming towards us

87 gp 3 copper bracelets (50 sp)

tied up 1 person 1 got away

1 guy tied up at the college

stone building by the college 30 x 40 house of knowledge

Chat Logs:

July 22, 2022:

  • 8:04PM Nissa:Flibbertigibbet
  • 8:06PM michael o. (GM):Phantom steed,feign death, forbiddance
  • 8:07PM Sace: augury, contact other plane, diviniation, dramij instant summon, indeify, leomunds tiny hut, rarys tlepathic bond, skywrite, water breathing, gust of wind, protection ffrom poison
  • 8:26PM (From Nissa): id go in on a tavern/house with you
  • 8:36PM Sace: I will spend the next 12 hours working on putting these in my book ;) I screwed up... Protection from poison is not wizard... so I'm not going to get that - means I only need 10 hours
  • 8:42PM Nissa:rolling d20 ( 6 ) =6
  • 8:42PM Gnash:rolling d20 ( 15 ) =15
  • 8:47PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:03PM Sace:  Mirror Image
  • 10:50PM Nissa:Ziva is coming :)
  • 10:54PM Sace: f'ng A...
  • 10:54PM Nissa:OMG gnash!
  • 10:54PM Sace: lol
  • 10:58PM Sace: clock or cloak tower? ;)
  • 10:59PM Gnash:two different towers
  • 11:03PM Nissa:Melora, the Wildmother is the goddess of wilderness and the sea.[5] She watches over nature, good harvest, grants protection from washing away in storms, and guides the passage of ships.
  • 11:04PM Ziva: ⚔️ INITIATIVE ⚔️
  • 11:25PM Sace: 23 - 28 (nat 20) - 20 - 27 6 - 6 - 3 - 9 --- 19 I hand Nissa 46 gp
Adventure | Ch.07, Session Mike 019

Session M.020: Gnash Sings 'Rita

08/06/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

we have a prisoner 3000 for a tavern near college of neverwinter and docks something about sewere and spell slots tavern convo prisoner at college 2 days for deed prof level 1 spells a lot upgrade or state increase driftwood tavern blackl ake most weathly tabaxi real estate agent quetion prisoner dark elfhe white hair paid 25gp to beat us up no reason he didnt ask sabret/dark horns marking/tattoo/brand left hand from bar driftwood tavern after break.. portal?

tatoo black lake district mt. dwarf female magic tatoos insight 21 for magic tatoo rarity tix non-magic arcanish quarter cheap dock mark way to docks woah female tiefling ex sailor long curly white hair red sking grey eyes trhrow pp to attattoist horn tattoos did 3, similar energey 4 drow? silassignal no book about it

LONG REST 😴 ?

Jamie Notes 8/5

1500 gp ea

Tavern

  • Nissa 250 gp
  • Sace 500 gp
  • Sace owed 1000 gp...
  • need to build a dock for Ziva's boat to dock

Dark elf paid 25 gp to "rough us up"

  • no name, white hair
  • dark leather armor
  • saber and dirk
  • marking on his left hand back
  • tattooo of horns
  • found them at the bar, weren't going to kill us
  • Driftwood Tavern
  • thug's name: ?

long rest

Head to a tattoo studio looking for leads into the tattood drow magic tattoo shop- no idea check docks or arcanist quarter

Can use rarity tickets on magic tattoos

checking at the docks for tattoo parlors

  • **Sace**gives 1 pp
  • 4 horn tattoos in the month inlcuding the drow
  • seem to be part of a croup
  • came in atogether
  • Sace put a "signal" to his contacts

Chat Logs:

August 05, 2022:

  • 8:04PM ** Wroxi:** Confirmed, Happy Wizard is Gnash's stompin grounds
  • 8:06PM Omidonn: ⚔️ INITIATIVE ⚔️
  • 8:12PM Omidonn: Invisibility,
  • 8:29PM michael o. (GM):• stone building 3000gp (30x40 ft) hearth, cooking spit, amenities (10) 2stories
  • 8:31PM ** Wroxi:** I imagine the big difference between a building like mine and a tavern would be like a cellar.
  • 8:31PM michael o. (GM):Average $ 250 sp, 400 gp, 250 pp Magic items 2 rare, 2 uncommon
  • 8:43PM ** Wroxi:** link I sent a blank, to scale, floor plan in messenger.
  • 8:55PM (From Omidonn): can i heal up that damage you dealt me?
  • 8:59PM Sace: 15 history
  • 9:02PM (From Nissa): i know i keep thinking about it but ive been saving it incase someone died. maybe ill use it for something creative during this break instead :)
  • 9:03PM ** Wroxi:** nomidon. Love it
  • 9:04PM Sace:  Charm Person
  • 9:05PM (From Nissa): is there a time limit on it to use at all?
  • 9:22PM Omidonn: Darkness
  • 10:13PM michael o. (GM):Uncommon 5 workdays 100 gp Rare 10 workdays 150 gp Very Rare 30 workdays 200 gp Common 1 workdays 50 gp
Adventure | Ch.07, Session Mike 020

Session M.021: The Gang Wakes up in a Prison

09/02/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

in prison over false qccuastions that I stole from someone. Hooden man, egrynn is keng's mage 8 guards princess is ill, divininations to something journey under plaace to cursed chamber black moon service (spec ops guards) reward is White Shonw a heriloom sword we agree we follow he has a staff with purple light, hood cowl large freshtarp oge? cloudy mirror brass batwing, moons lord of mirrors is a demon, mirror demon -- I'm...

fire we never saw his face in mirror 2 identical men fighting with swords framed mirrors and cracked mirrors in room demonglass 60' behind held up mirror something about brother 6 mirrors are unbrocken see reflection howd get here? Was merchant's guild from another town. Windward lost, not sure how ravos aur malice runs away reflection demonunderneath mierchant district unable to go through demon glass brawner porg bald boilded leather hawk brooch demons mirror king at Ang... something the hawk brooch obsidian demon mirror demon reflection demon 2 **Sace**s r3. thin silver rabbit deer mouse something. song bird?

squirrel hedgehog daded as a child pointing down to a walls something... pick up cracked silver chalice red liquid poitoion of greater healing 4: dragon mutitatoed res cold dam hall/room pillars sulfur smell mosaic inspect.. and thing hidden lever on pillar mage hand on lever, horned face howling imp collect d... -- library 2 story 6 desks spell book search tome - priceless artifact MORDICUS mordanticus purple leather something 1d4 names read one name 1d4;year libary lang endless stiars

Jamie Notes 9/2

Side Quest

  • in prison
  • accusation: bribing a guard to get cheap liquor in our bar

Hooded man approches with 8 guards

  • hooded man: Egrynn
  • Princess fallen ill and we are the only ones to save her
  • jouney under palace into a cursed chamber
  • king will clear our names and introduce us to the secret serve: Black moon
  • immunity from minor crimes
  • rewared: His famous sword "white snow"
  • follow him into the cursed chamber
  • tall rectangular shape covered with a tarp
  • cloudy mirror framed in bronze batwings and moons
  • image of a massive creature with horns and burning eyes then disappepars
  • gnash touches it and goes through
  • Sace and Ziva follow, Nissa and Wroxi hold back to tlak
  • demon "lord of mirros" inhabits the mirror
  • princess went into the mirror and came out changeds
  • he is a mirror demon
  • typically immune to fire
  • all records are lost about the mirror

Archmage leaves, locks the doors, orders guards to only open when princess' fate determined

Inside the mirror: dancing fae, beckoning

Ziva, Sace, gnash

  • 2 men fighting, identical
  • long hallway of broken mirrors
  • demon glass 60 feet behind

Nissa and Wroxi come through

  • air is chilled
  • guy on the right giving off air of malice
  • "reflection demon"
  • 2nd man came through from a different town in their merchant district
  • unable to pass through the demon glass
  • human veteran

Following the man running - stunned

  • captured him manacles he is the "reflecition demon" not the mirror demon (The Lord)
  • he will find us
  • Wroxi goes to stab out his eye and kills him

2 **Sace**s appear Wroxi sees a howling wind andnall magical lights go out Kill him and keep going

Mirrors stamped with animals see reflections of us as children

Sace a chalice appears at his feet with red liquid potion of greater healing

move along

2 large oval mirrors jade carved with dragon motiffs bronze with flowers

Huge room 6 pillars down middle split in two rows mosaics of reflecitve shards smells of sulfur

Parivall spins and reveals a howling station or stian or stone

Adventure | Ch.07, Session Mike 021

an imp appears -- serves the arch prince of flames

  • then explodes

ocntinue straight ahead to the revealed stairs

  • enter into a library with floaty purple men
  • 2 storiees
  • book about Nissa's monastery -- the black owlbear
  • info about varous pepole and their worldtestes
  • discover a secret

trying to leave and the librarians attack

Chat Logs:

September 02, 2022:

  • 7:44PM michael o. (GM):we are starting todays game in prison, you each must come up with a false accusations or legitimate crimes landed you there
  • 7:53PM (To michael o.): since I'm always pickpocketing -- we'll say that was it
  • 8:08PM michael o. (GM):horns and burning eyes staring intently at them from inches away. The image disappears in a blink
  • 8:27PM Gnash: Guidance
  • 8:37PM Gnash:SHE GOT TWO OF THEM A MATCHING SET
  • 8:40PM ****Ziva: 10 HISTORY Detect Magic
  • 8:55PM michael o. (GM):Bronner Torg
  • 9:00PM Nissa:14 magical bludgeoning
  • 9:00PM Sace: 33 and more if he moves
  • 9:08PM Gnash: 13 RELIGION Gnash
  • 9:15PM ****Ziva: 18 SLEIGHT OF HAND (1)
  • 9:24PM Gnash:i thought you meant attack with your FEET
  • 9:24PM Nissa:that too!
  • 9:39PM michael o. (GM):rabbits, deer, mice, songbirds, squirrels, hedgehogs.
  • 9:59PM ** Wroxi:** Im really sad that Rita wasnt with Gnash in jail.
  • 10:39PM ** Wroxi:** I'd like to ask Bro'nen if any of this looks familiar 23 INVESTIGATION (3)
  • 10:55PM Nissa:books on demons
  • 10:56PM Sace: 16 inv
  • 10:56PM ** Wroxi:** I want to find a book on the lord of mirrors 24 INSIGHT (6) 13 INVESTIGATION (3) 14 INVESTIGATION (3)
  • 11:02PM michael o. (GM):Tome Mordanticus irrevocably A priceless artifact, Tome Mordanticus, sits on a shelf among ordinary books. A screaming face
  • 11:04PM michael o. (GM):is stitched into its purple, leather cover. It contains every True Name in the multiverse, but readers can only read 1d4 names a year or else go irrevocably mad
  • 11:09PM Sace: sneaky looking for traps
  • 11:15PM ** Wroxi:** 6 2
Adventure | Ch.07, Session Mike 021

Session M.022: Wand of Lashing and Attunements

09/17/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

Endless staircase miniscule coverings, silks over eyes -- like librariarns carving Broner's name and Princess is 4 or 5 behind. these things can smell your greatest fear long rome with holes gas room - lobby paper makes marionets one for each of us rpes to the darkness set is the warewhess but perverted to make us look evil imp for mirror demon needs 4 souls room was locked 3x shower libary psychich somehting hand table dark alcove ivory frame with ongue lord of mirrors voice of something bargamora

Jamie Notes 9/16

Door on the stairs

  • purple-skinned man (like the librarians)
  • silks over his eyes
  • chisleing the wall
  • names covering the walls
  • carving Broners name, see the princesses name
  • Broner feels like a part of him was stolen
  • librarians show us our greates tfears if we approach

Next Room

  • faint tappings and scratchings
  • floor covered in glass
  • ceiling creepers under the glass
  • pop through the glass to gray and grapple

back into the mosaic entrance

  • new room
  • covered in lettle holes
  • poison gas comes out
  • dash across

New Room, the Theater

  • paper mache marionettes that look like us
  • putting on a play about our trip to the warehouse
  • but POV is us as the aggressors

New Room, Broner walkss straight ot a large silver mirror and falls to his knees. weeping and goes through the mirror.

  • his home mirror

New Room: eyeballs carved into the room

  • gnash pokes all the eyeballs
  • begin to weep blood until we are covered

gain resistance to psychic

New Room, Single Tiny hand mirror

  • shows a horned fiend trying to craawl out
  • a prisoner
  • Wroxi smashes the mirror
  • demon emerges "Bargamora"
  • Gives Wroxi a wand of Lashing.

Chat Logs:

September 16, 2022:

  • 8:26PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:03PM ** Wroxi:** I picture like a kid who bangs every fence post as they walk down a sidewalk rolling d10 ( - 9:11PM michael o. (GM):Wand of Lashing Bargamora
  • 9:14PM (To Nissa): Certain magic items require a user to attune to them before their magical Properties can be used. Attuning to a magic item requires that you spend an entire Short Rest concentrating on it (this canít be the same Short Rest used to learn an item’s properties). Once you are attuned to an item, you can use its magical Properties.
  • 9:14PM ** Wroxi:** "you can attune yourself to only one item during a Short Rest."
Adventure | Ch.07, Session Mike 022

Session M.023: Gnash's Tattoo Permission Slip

09/31/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast


Jamie Notes 9/30

Octagonal Room

White Skull Demon with Large Horns and orange Eyes

  • cursed the princess, can undo with trade of 5 souls
  • 5 heroic souls to save the princess
  • decide to fight

FIGHT

Make it out and through the mirror back to our plane

  • folow Egryn to the king
  • beautiful apple tree in the orchard
  • asks if we want to join the order of the Crescent Moon
  • given title of "crescent moon" (lowest)
  • given a tattoo
  • Gives us a sword, "White Snow" in a cermony, went to gnash
  • Feast
  • princess (16 yo), says we get 1 course at the college free
    • skill proficiency
    • stat increase
    • profiency in a tool or language
    • add 1 level 1 spell slot

Chat Logs:

September 31, 2022:

  • 8:31PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:47PM Nissa: Wroxi are you going to sign gnash's permission slip for his tattoo??
  • 10:48PM michael o. (GM): WHITE SNOW Yeevakaal
Adventure | Ch.07, Session Mike 023

Session M.024: College Courses

10/15/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

Nissa and Wroxi work on Dex Ziva on Wisdom Gnash is MIA first 3 days debates...

pathos/logos/egos...

arguments and persuasive and deception.. nat 1 5, 17 me and Omidonn...

he does good. I am off to a rough start...

not what I expected. wasn't ready for so much interactive... tried a bit more and by the third I was doing great... great debate, topic was interesting. - Passed. 2 days.. Accelerated course. Level of Exhaustion.

Day 3 & 4: 10 16 14 improve, with inspiration and enhance ability... focus on abilities to speak from diaphram, pronounciations... theater... fun exercises working as partners... Omidonn blows it away and outdoes me, but helps the act. next scene he pulls it back and I improve. hard scene, and Omidonn does bad. Blanks on improve games, repeating same joke over and over. fell flat. on way out I pickpocket (20) 15 gp 13 sp and half-eaten ration from the punk...

  • next two days another point of exhaustion once again, I get bardic insp. enhance ability...

9 22 25 intimidation in the morning. falls short. no beef...

fail get better.. and the last one was deception. how to hide tells. passed this day...

we had to help Wroxi...

  • got the stat.

Back to the Doc. She is brewing potions. we tell her we pass and we are exhausted. She is working on a potion to cure exhaustion. We are at Exh. 3 i rolled a 6 on the potion... Omidonn instantly gets jitters. he has haste. Nissa is blinded Wroxi is armwrestling Ziva the potions are causing all types of side effects I have an aura, and I'm stunned... stripped aura. red & white Portal. carnival... Insight 18: amusement rides. different games/booths. language or proficiency... we find our way with the mirrors... Ziva not so good...

get out. bag set to personality... bag of holding for the candy. Lots of candy and lots of tickets. D&D ride... dice -- effects... having a good time... been to worse places. i eat candy ride spins faster... stops popcorn, tix, candy next ride...

Wroxi is flung to outside... bob for apples workstations - top is leather... gentleman after short convo i convince him to show me his stuff.. I come to help...

32 29 20 leatherworking.... will have leatherworking & Charisma at end of rest...

riding animals other animals... loading screen... about to do a fight scene... next game gnash next game saltmarsh

first 3 days debates... pathos/logos/egos... arguments and persuasive and deception.. nat 1 5, 17

Jamie Notes 10/14

College course: dex increase Tough feat next

Course days (level of exhaustion every day)

  • Days 1 and 2: target practice, obstacle courses, yoga
  • 3 & 4: origami, sleight of hand, lockpicks
  • 5 & 6: stealth, camoflague, magical camo

Back to Doc Flinn

  • she's brewing new potions to cure exhaustion levels
  • all at level 3, Wroxi at 4
  • try the potions:
  • Omidonn: hasted
  • Nissa: blinded
  • Wroxi: hasted
  • Sace: stunned with a strieped red and white aura
  • all end up touching while examining Sace and get caugt up into a portal

At a Magical Circus!!

  • rides, game booths, foods
  • can incresase languages or proficiences
  • Animal handling
  • to right of large tent
  • so many cages of magical animals
  • Main Stge, ringleader - magical mounts
  • unicorn
  • pegasus
  • warhorse
  • nightmare
  • griffins
  • wyverns
  • sea mounts
  • if we want a magical mount...Polar Bear "Birch"
  • Fighting arena: ringleader, padin, and witch
  • will get new skills after exhaustion levels clear
Adventure | Ch.07, Session Mike 024

Chat Logs:

October 14, 2022

  • 8:52PM (From Omidonn): flying carpet!
  • 8:52PM (From Omidonn): that would be a good mount
  • 9:13PM Wroxi: ARM WRESTLING CHAMP! LETS GOOOOO
  • 9:22PM Wroxi: Some people just dont appreciate good music
  • 9:27PM Wroxi: Wroxi IS NEVER SLEEPING AGAIN
  • 9:27PM (To Nissa): When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
  • 9:28PM Wroxi: Wroxi yells at Ziva "I DONT NEED FIXING!" WANNA ARM WRESTLE AGAIN!? Wroxi starts doing jumping jacks.
  • 9:30PM Omidonn: https://www.youtube.com/watch?v=nmExqfKa1Uc Play this at 2x speed thats what I have moved on to playing but both parts at the same time
  • 9:31PM Nissa: lol
  • 9:32PM Wroxi: I have it at 2x
  • 9:32PM Nissa: me too, its great!
  • 9:33PM Wroxi: Wroxi is bored and has started braiding Nissa's hair as Nissa moves around the room. 15 22 SLEIGHT OF HAND (3) Medieval Hair
  • 9:36PM Nissa: i love it 18 22 HISTORY (2)
  • 9:38PM (To michael o.): i saw I have "Tome Mordanticus" in my inventory-- is that the book of names I left behind or a different book? no rush on answer.
  • 9:39PM Wroxi: Wroxi has a deep sense of loss.
  • 9:57PM Sace: 18 leatherworkers tools?
  • 9:58PM Wroxi: I want to learn Sylvan
  • 9:59PM Sace: I'll take a handful... and then go to leatherworkers
  • 10:00PM Nissa: animal handling and free candy
  • 10:01PM Ziva: Alchemy
  • 10:01PM Wroxi: Yep, I want to learn Abyssal
  • 10:03PM Sace: I have the 5 dragon books - but they are at the old house common, draconic, elfish, goblin, marquesian, theives cant not gonna lie, part of me having leathercrafting is for an idea I want to make when I get some immovable rods (if I do) ') and we had 2 books for goblin each taking 24 horus which I just gave back to Wroxi the books are at the OLD house
  • 10:07PM Wroxi: yeah, a reason to go BACK (and sell it)
  • 10:07PM Omidonn: LANGUAGE PROFICIENCY LANGUAGE PROFICIENCY Language: Giant
  • 10:27PM Wroxi: Wroxi loves to try new things - shes in
  • 10:27PM Sace: sure
  • 10:28PM Wroxi: I like how we are not phased at going through a portal. We are just like, making the best of it.
  • 10:30PM Nissa: we've seen too much shit to be phased by random portals anymore ;P
  • 10:31PM Wroxi: what if i try to put a stripper named Candi in the bag.... What if I put Candi in the Candy bowl.... Right, im invested. What if Candi has a candy necklace and is in the candy bowl?
  • 10:42PM Sace: name Candy vs a piece of candy
  • 10:54PM Sace: I'm going to go check out the leatherworking station at this point...
  • 10:54PM Ziva: 2
  • 10:55PM Sace: it's more that he wants to really learn the craft and has been thinking about it
  • 10:54PM Sace: I'm going to go check out the leatherworking station at this point...
  • 10:54PM Ziva: 2
  • 10:55PM Sace: it's more that he wants to really learn the craft and has been thinking about it
Adventure | Ch.07, Session Mike 024

Session M.025: Fought a Circus Paladin

10/29/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

starts w/ Gnash doing the school... last time we drank a potion. found ourselves in a carnival i see Gnash, as we are in the big top.. I return the wave. The Host shows mounts. bats, giant squirrels, camels, worgs, griffons, hippogriffs, pegasus, nightmare, unicorn... rare ones come w/ temperment. Paladin (Strongman) shield and lance mounts unicorns witch mounts the nightmare and uses fire in hands... unicorn and nightmare fight unicorn heals paladin, fire from nightmare fight on ground. victor: evil. red lights flash in "arena" audience disappears..

[round 1]

Booming blade on ringleader, disengage. Nissa - melee attack on ringleader. Failed to knock down. Paladin - moves to Nissa, attacks. Greataxe. Hit. Miss. Spiritual Weapon =/= Counterspelled by Omidonn Omidonn - phantasmal killer Ring leader - summons giant bat, draft horse, black bear, giant goat, wolf spider. (Legendary action) Then attacks Nissa. 2 x bare hands. throws blood sword at me... 8 on con save. Disadvantage on attacks as arm stiffens. Uncanny Dodge - for half. Ziva - spiritual guardian. and something else... Witch - shoots out 2 chains at Omidonn, cutting words by Omidonn... grappling check. 2x He's grappled. Wroxi casted something.... area effect, cold -- snillocs snowball swarm ringleader's blood is odd. Gnash attacks. misses... then attacks witch Animals attack... misses Nissa Hits Nissa (draft horse) - nat 20 Black bear attacks gnash, hits. Giant goat enters spirit field and disentegrates to blood that flies toward ring leader. joins his floating blood giant wolf spider. bites me --

I disengage, throw up my 3 dupes and run into the air 30 feet up. Nissa attacks ringleader, he uses legendary resistance. she runs away Paladin attacks Ziva with great axe. she hurts him with the spiritual guardians. chains tighten on Omidonn, more damage. He polymorphs into a young silver dragon. and he has a breath weapon... ring leader summons more creatures and attacks Omidonn and a blood dagger... throws dagger at Nissa, she catches and throws back... Ziva, spiritual guardians? witch -... Wroxi - ice storm› gnash starts critting and kills... witch

[round 2]

Me - attack ringleader. boom blade/ sneak attack. fey step into air Nissa -- attacks. Legendary resistance.... Ziva fell unconsious attacks on Omidonn... 4 monsters appear... I fly ot Ziva and give a greater potion. slashes from great axe... I uncanny dodge Omidonn kills paladin... end at beginning of new round...

Session notes NPCs- host

  • paladin strongman
  • witch (fire in hands) Locations- circus Quests Lore Loot backstories
Jamie Notes

nothing of value

Chat Logs:

October 28, 2022

  • 8:55PM Nissa: phrasing thats what she said? mason, leatherworking, blacksmith, beer!
  • 8:59PM Wroxi: cooking?
  • 8:59PM Sace: Tools and Skills Together Tool Descriptions Alchemist’s Supplies Brewer’s Supplies Calligrapher’s Supplies Carpenter’s Tools
  • 8:59PM Sace: Cartographer’s Tools Cobbler’s Tools Cook’s Utensils Disguise kit Forgery kit Gaming Set
  • 8:59PM Sace: Glassblower’s Tools Herbalism kit Jeweler’s Tools Land and Water Vehicles Leatherworker’s Tools Mason’s Tools
  • 8:59PM Sace: Musical Instruments Navigator’s Tools Painter’s Supplies Poisoner’s Kit Potter’s Tools Smith’s Tools
  • 8:59PM Sace: Thieves’ Tools Tinker’s Tools Weaver’s Tools Woodcarver’s Tools
  • 9:00PM Wroxi: tfeels up gnashes alley
  • 9:23PM Sace: ⚔️ INITIATIVE ⚔️ 13 piercing 8 thunder
  • 9:39PM Wroxi: We do not have the skill from our college courses yet?
  • 11:44PM Sace: Can potions be administered to unconscious characters as an action? Yes, you can administer a potion to someone else as an action (DMG, 139).
  • 11:45PM
  • 11:59PM Sace: Omidonn, In a nutshell, Bardic Inspiration grants an additional die (starting with a 6-sided die or d6) to yourself or another creature. The important part is (PHB, p. 53): "Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes." Since death saves are a special form of saving throw, yes. You can use Bardic Inspiration on death saving throws.
Adventure | Ch.07, Session Mike 025

Session M.026: It was Just a Dream

11/19/2022 | BASTARDS


Recap

x

date xx,xxxx, xxxx

NTO:, Sword Coast

Fought many things...... it was a dream. Amber attacks...

Chimera attacks Amber. Wooly mammoth next to me.. attacks me and takes out a mirror image. young white dragon attacks Omidonn, as silver dragon hits. wyvern attacks Omidonn

he goes down...

new round..

I take a greater... 10hp stabilize Omidonn he has 4 hours till up...i'm 5 feet off the ground with only 2 fakes up

Nissa. attacks, moves. Omidonn is sleeping. our blood goes into dome. blood shield is growing. he summons more. Wroxi attacks a summon and destroys it. Young White Dragon attacks me..

[retconned] omidon feather. I did not die yet.

omiddon turns into bone devil. New monsters appear again... breath weapon. i go down burn a feather. i kill him with feather attack. shitload of attacks go against Omidonn. i got a nat 20, but it didn't matter. i took out a head. Nissa attacks a summons summon, because thats a thing... hits but doesn't disappear. Omidonn hits whatever devil thing with some hits and that takes him out... then goes after "boss" claims damage rolls, but no idea if doing anything.

Ringleader... more blood bulbs. Nissa casts snowballs. at hydra..damage? top of round

hydra missing head grows back 2 6 heads. goes to Omidonn.... attacks all heads... 3 new summons because this is stupid... i'm hit..then unconscious and grappled. failed 1st death save... Nissa attacks something. then attacks fire giant then boss stunning strike? Omidonn perception attack on ringleader... The shield is being damaged... attacks hydra... ringleader. more blood. Wroxi, snowball again...

hydra has 7 heads now... so it seems no new summons... Hydra attacks Omidonn... takes all the attacks and bone form is barely up. Nissa is attacked...

i fail my second death save as i hit the ground... Nissa uses monk to disengage, then greater pot on me. Omidonn tries to discern weakness of hydralisk -- fire. he backs up.

wake up dr. office... blood mage above us. was a dream. bags can be turned into a bag of holding or something for our skills...

Jamie Notes 11/18

Wake up as a dream -- everything returned

our bag of endless candy remains

  • at the tower the bag can be altered into specific component bags
  • 50 c 5s

Chat Logs:

November 19, 2022

  • 9:23PM Nissa:
  • 9:32PM Sace: just a reminder guys, i have a diamond worth 300 for any clerics ;)
  • 10:55PM michael o.:Dharxes
Adventure | Ch.07, Session Mike 026

Chapter 8, Return to Saltmarsh (Jamie)

Session J.026: The Gang Goes to Sell Their Mansion

12/02/2022 | BASTARDS


Recap

x

Thunsheer (4) 25, y.0001

NTO:, Sword Coast

We board a ship. Meet a bunch of new people...

Crew of the Cove Cutter Krin Bluegill - CAPTAIN - Tall, handsome human. Very charismatic, friendly and likable. Takes the health and safety of his crew and passengers very seriously Peth Lanofel - FIRST MATE/QUARTERMASTER - Female Elf. Fair, honest. Represents the interests of the crew and passengers when speaking with the Captain. If the passengers need anything or have any issues, they are to seek out Peth.

Scabs - SECOND MATE - Young forest gnome. Clumsy prankster. Sapphire - NAVIGATOR - Female water genasi. Intelligent and eccentric. Vaugan Bearcaller - SHIP COOK - hulking goliath, giant teddy bear. Legendary cook amongst those who have traveled with him, finds and uses exotic spices and ingredients to make delicious foods. In a relationship with Mei. Mei Amanodel - SHIP SURGEON/BARD - Female half-elf. Passionate, likable, humble. Excellent surgeon and provides entertainment for the crew/passengers. She is a very good bard and well liked. In a relationship with Vaugan.

Godwin Goldshield - SHIP BOATSWAIN - Male, middle-aged dwarf. Enthusiastic and proud of his work Jamie Jamie Hobbs Carter Passengers (you’ve met): Lyle Tealeaf - elderly halfling priest. Talks about being a devotee of Umberlee (the evil sea god). When you first met him, he was warning the captain of coming dangers at sea and demanded free passage in exchange for ensuring the goddess’s favor.

Kerri and Rona Whitecastle - young human mother and infant. In conversation with her, you learned she is escaping an abusive relationship to return home to the family she ran away from. She is extremely nervous about the journey and her family’s reception when she arrives. Silvina Amakiir - female high elf. Relatively quiet and unassuming. Sace met her while she was reading a book and discussed her interests in magics. Tobera Frostbeard - female dwarf. Bumped into Gnash while running below decks screaming about seeing a bad omen, raven.

Last game: woke up. ended at docks. Plan to board a ship, sail to SM. 1. collect our ship 2. sell our old home. Fenn had interest in buying. cove cutter is a standard size ship 2 masts 100 x 25, periwinkle sails. Primarily a fairy ship. Passenger ship. fancy.

On the ship...various crew. As we board, the Capt - tall handsome human. Typical sailor skin, crows eys. salt/pepper tied back and beard Capt. Krynn. elf, goliath, gnome, water genasi, halfelf, dwarf. other species as passengers. mom, infant other elves and dwarves about 10-12 other passengers. Mom and daughter talk about fare. Roughly 5-6 day journey. 10 sp per person/per day. halfling, dressed in priest robes arguing with captain, doesn't want to pay. Prays to umberlee, storm coming. Umberlee will protect us. Captain conceedes - don't talk about it, you don't have to pay...

welcome aboard the cove cutter. rules respect and ship and crew. obey superiors report issues to 1st mate/ quartermaster - peth, elf respect privacy and cargo hold magic is forbidden without permission weapons to be stored in rooms. no fighting, no weapons, no magic. free to walk and roam. respect the rules. points to gnome, SCAB takes us to rooms. then goes to helm. Scab is a happy forest gnome. points out everything. galley, capt room. map room.

I work on leather stuff. Making hidden pockets. and bag better for combat. afternoon feast. Large Goliath. Quickly he went below earlier. Now he is here wearing an apron, kiss the cook. putting food on table. officially introduce crew.

1st mate tall elf - peth 2nd mate gnome - scabs cook: vonn bearcaller navigator: water genasi "Sapphire" surgeon half elf, May, beatuiful voice (pan flute, and flute) boatswain, middle aged dwarf, godwin cabinboy, young halforc Sparky

Michael, is a Tabaxi...

jump contest...

3 perception. 15 perception. see well-dressed, high elf.... pretty long dark hair, reading a book. ship hits a wave, book flies, catch it and return. my name is Sace. book about magic theory. (Sylvanny) silk hanky worth 25 gp...

Hear loud bangs at rear of ship. Mom. she is standing at stern, goliath is holding baby ear Cary (rona) rona is banging pots. she is still crying about raven. She thinks the pots will help.

17 history, on raven or umberlee. I've heard of her. title: the bitch queen not particular religious person, but she is classified as evil.

I cast minor illusion "all is well" whispered in her ear. someone takes her down.

gnash goes off and does "pranks". Earlier dwarf female was the one yelling about raven. Wroxi talks with cary. umberlee the wavemother

mystic Star. do i know herricon... silver moon.. I tried to fool Rajah (claw)

as we're talking... Rajah. sees a dolphin.. massive school... see sickness check, 23

Rajah's cloak resembles the travelers from agrabah

hear soudns of argument. lyle the priest halfling. he's on deck with chalk drawings and holy symbol in middle. crew is hassling him...they wreck it. he runs down. Ziva tries to commune with her god

Adventure | Ch.08, Session Jamie 027

...

other stuff Helped the mom

perception... Rajah sees over the ship... hands climbing ship.

combat... i stab one in neck and fly away Sea Spawn. one almost hit me as I was in air, but Omidonn casts cutting word to stop them

i swoop down and kill another one...

Jamie Notes 12/3

Seaspawn fight in the morning

Tabaxi "claw" looks a little blurry - just the cloak - like the wanderer

Chat Logs:

December 02, 2022

  • 9:52PM Omidonn: 18 PERFORMANCE (13) Where You’ve Been' - A song about a ranger who searches for his lost love, using his tracking skills, but he’s delayed by his memories of the locations he visits. At the end of the song, he finds his love waiting for him.
  • 10:52PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.08, Session Jamie 027

Session J.027: Merrows Attack

12/17/2022 | BASTARDS


Recap

arded cove cutter to return to saltmarsh so we can sell house. Met capt, crew, people. Carry and baby lyle praying to evil guy I met Selvinia gnash met tobera

Thunsheer (4) 25, y.0001

LOCATION

1st day smooth. dwarf saw a raven, superstitious omen. lyle was roughed up by crew.

then attacked by sea spawn.

I investigate the bodies... random encounter,... gnash asks about a discount.

Rando check..5. Sparky.. adolescent 1/2 orc. ship cabin boy. They play hide/seek Wroxi gets a net

I realize it is safe to put my sword on my belt, and realize our defenses is a good excuse

Wroxi & Gnash... notice sparky ran off, stopped at bow and shaking as he looks at horizon. silvana comforts....cabin boy hit by lightning has scar, has powers now.. afraid he'll lose them if he is hit again... Gnash: "what powers?" Cabin boy: "lighting stuff" dinner bell.

Gnash gambles with dwarf... noticing the sways of the waves, and it seems to be picking up a bit... storm is miles away...

take a long rest.

LONG REST 😴 ?

Thunsheer (4) 26, y.0001

LOCATION

more motion

Lyle and Captain arguing at rear (stern) of the ship... Demanding he do a ritual.. he draws chalk runes on deck. chanting. lights incense. dumps bag of gems in circle... picks up gems and drops in sea. "thats as much as I can do." Wroxi noticed "tiger eye" didn't share this...

sapphire and captain -- heated whispers... casually come closer. capt: 'what are you doing? i told you to steer away from the ship" spa: "i'm supposed to sail into the storm..." seems it was a raven that told her... mike's character "claws"... saw a raven go to Sapphire and the back of the ship

Large wave. made prone by wave. Merrows attack... I killed one using my 9 lives stealer... then pulled mate out and gave healer's kit...

Jamie Notes 12/16

Someone saw a raven next to sapphire, then it disappears

long rest

Day 3

  • Sapphire tells Ziva about the Raven
  • Claws tells Sapphire about the Raven
  • Ziva and Claws get 11 level exhaustion
  • Wroxi: 10 ft rope tied to mast
  • Gnash: manacled to mast
  • Claws: Tied 30' slack
  • Sapphire was unconscious but stable
  • Casualties: 4 crew and Godwin (Boatswain)
  • wounds repairs and memorial prep
  • memorial
  • invite to meal
  • fire
  • charcoal mess and raven feather in silvinas rooms
  • Ziva/claws/Omidonn level 1 exhaustion
  • Water elementals arrive witha wave
  • Storm ends
  • 25 pp and 37 gp

Chat Logs:

December 16, 2022:

  • 8:28PM (From michael o.): what about sapphire?
  • 8:33PM michael o.:claws is sitting on the bow
  • 8:39PM (From michael o.): can i do an insite check on this guy?
  • 8:56PM Sace: I send bloke to his "place"
  • 9:14PM michael o.:30 feet of slack but i have climb speed to help me hold on
  • 9:21PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.08, Session Jamie 027
  • 10:06PM Gnash: White-Snow +1 (One-Handed) (+8) Gnash • This thin, curved blade is pearly white and has a matching leather sheath embossed with gusting winds. • You gain a +1 bonus to attack and damage rolls made with this magic weapon. • When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. • In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. • Once per day, you can use this blade to cast cone of cold at 5th level (Constitution saving throw DC 16) 17 White-Snow +1 (One-Handed) (+8) Gnash • This thin, curved blade is pearly white and has a matching leather sheath embossed with gusting winds. • You gain a +1 bonus to attack and damage rolls made with this magic weapon. • When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. • In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. • Once per day, you can use this blade to cast cone of cold at 5th level (Constitution saving throw DC 16) 12 Slashing 4 Cold
  • 10:08PM (To Nissa): is that the purple guy I hit?
  • 10:13PM Sace: 17 DEXTERITY SAVE (9) Sace Going to use it to track my 3 images
Adventure | Ch.08, Session Jamie 027

Session J.028: Lyle is Bullied

01/28/2023 | BASTARDS


Recap

Thunsheer (4) 25, y.0001

LOCATION

fought. interactions last game...

bullying of lyle as he did ritual to umberlee... sparky went udner with sylvina due to fear of lightning - gave powers. we went into storm. healers kit on sapphire, navigator... storm is still on..

i sneak into cap room. nothing (12_ I did see his sword on door, but left it. as I exited another wave, so I went back to the room so I would not fall off ship.

attack creature hovering and flew up a bit

fought. won. I killed at least one.

Jamie Notes

nothing of value

Chat Logs:

January 27, 20223:

  • 8:47PM Omidonn: The Oysters of Miss Marchelle' - A sea shanty, recounting the joys of stopping in port at an establishment called 'Harbor Belle.' The song declares that 'no sailor can resist the delight of the oysters of Miss Marchelle.' The shanty, unlike many such songs, is not clearly innuendo, although it certainly may be (and many sailors sing it as such).
  • 8:56PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:19PM Sace: what condition(s) do i have on me?
  • 9:19PM (From Nissa (GM)): Whelm (Recharge 4-6) Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
  • 9:20PM michael o.:sleepy
  • 9:20PM (From Nissa (GM)): Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
  • 9:20PM (From Nissa (GM)):
  • 10:36PM (From michael o.): for the house sell why don't we do a location swap or deed of sell instead of an exact price. they could sell it to the bank.
  • 10:37PM michael o.:that swirl is so dangerous
  • 10:49PM (From michael o.): true but you will be spending time in a different city for your next set of quests. they could set up a group base there or in NW.
Adventure | Ch.08, Session Jamie 028

Session J.029: on Ship

02/11/2023 | BASTARDS


Recap

Thunsheer (4) 25, y.0001

LOCATION

I go down below, storm. baby crying. shouting. chaos... I sneak to Lyle's room...

first room is baby. econd is locked... mage hand... investigate the room... find silk handkerchief, book... on floor in front door - charcoal dust... ravens feather..

I reported to captain... someone died.... Capt asks us to dinner i tell Wroxi about sealvena's room

carrie with the baby, pointing at the topsail. a raven. Wroxi ray of frost on it. sylvan used a familiar... talked to capt at meal. showed bloke. fire on deck. they took lyle.

I tried contact other plane....

I failed.

we rest....

long rest

LONG REST 😴 ?

and I'm fine

Jamie Notes

nothing of importance

Chat Logs:

February 10, 2025:

  • 10:15PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.08, Session Jamie 029

Session J.030: in Saltmarsh

03/11/2023 | BASTARDS


Recap

Thunsheer (4) 25, y.0001

LOCATION

Storm was coincience. horn tattoo -- sylvina -- (raven familiar). we cornered her. She told us that this band of people had been spying on us and is following us.

she pulled off fireball/deck it killed her. finally arrived in port. capt. apologized. then booted us.

Smoke on western side of port...Brass dragon from the east. Wants tributes.. Ada was head of the council..... Ada at a table...spiders at old haunted mansion... It is in the old caves below. Nt as large as older dragons.

possibly young or adult.

they searched sylvina stuff. gave to us with apology....

9:08PM Nissa (GM):Two-Birds Sling ( R ) Trident of Thunder and Lightning (VR) Clockwork Amulet (C) Charlatan’s Die (C ) - not attuned, 2 charges/day, resets 1 charge a day Cuddly beholder Mascot (C ) Vaughan Handy Spice Pouch (C ). Rod of Security. lots of purchases...

at house.. large spiders take treasures. new sling attack. booming blade attackk i killed swarm.

Jamie Notes 3/10

speak at the temple

talk at town hall to ada

next tribute in 3 days

Chat Logs:

March 10, 2023

  • 8:20PM michael o.:can i see tracks? 12 PERCEPTION (11) Climbing (Claws) Rajah hahaha nice, claws will circle his tail for a bit help mike type faster ya following bad tracks
  • 8:21PM michael o.:in a circle haha there gone!!! to the sky!!! bird people!!! ......you dont
  • 8:25PM Omidonn: we are still level 9, right?
  • 8:25PM Nissa (GM):yes
  • 9:04PM Wroxi: I would like to sell 1 Rare bolt of Silk, and 4 large pearls
  • 9:06PM Sace: ️ Revelery Shield did i sell the bolts?
  • 9:08PM michael o.:i would like to buy health potions
  • 9:08PM Nissa (GM):Two-Birds Sling ( R ) Trident of Thunder and Lightning (VR) Clockwork Amulet (C) Charlatan’s Die (C ) - not attuned, 2 charges/day, resets 1 charge a day Cuddly beholder Mascot (C ) Vaughan Handy Spice Pouch (C )
  • 9:08PM Nissa (GM):Deck of Illusions (UC) (missing 7 cards)
  • 9:08PM (From Ziva): what do i search in the list to add the shield in my sheet?
  • 9:09PM (To Ziva): just shield
  • 9:10PM (To Ziva): it will be the phb one.
  • 9:10PM Nissa (GM):Rod of Security
  • 9:11PM (To Ziva): all else is just flavor
  • 9:12PM (From Ziva): got it, thanks!
  • 9:15PM michael o.:4 Superior healing plz! 200 ea right? ill take 4
  • 9:17PM (To Nissa): 5e scroll costs
  • 9:19PM (To Nissa): based on those costs I could only afford Identify, if it is available -- let me know if I could find it
  • 9:27PM (From Nissa (GM)): yes that's fine
  • 9:45PM Sace: Two-Birds Sling | Vicious Sling
  • 9:52PM Nissa (GM):Deck of Illusions
  • 9:54PM Sace: INTELLIGENCE (2) Sace I have bloke off in the distance overwatch
  • 10:15PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:16PM Wroxi: Im comfortable going into a chest I have sean damn, im not in the chest yet.
  • 10:28PM Nissa (GM): Wisdom Giant Spider Ability: 5
  • 10:30PM Wroxi: im going after the big one i can see
  • 10:39PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.08, Session Jamie 030

Session J.031: Against the Dragon's Spiders

04/22/2023 | BASTARDS


Recap

Thunsheer (4) 25, y.0001

LOCATION

room of spiders to the W.

I attack a large one, it hits me. Then I attack it again CRIT and my sword uses a charge, it is dead. upstairs, a fight with spiders in room to east. I use sleep, and put to sleep a swarm. or not.. retconned since they are immune to charm. .. some other fights in rooms with other players...

then downstairs.

First room has spiders.

i attack a phase spider and lose another charge on sword... but it's dead. A phase spider popped up and tried to hit me, but missed. another phase spider comes in and hurts me, uncanny dodge helps. I kill one. then move out. I got more poison...

Jamie Notes 4/21

nothing of importance

Chat Logs:

April 21, 2023

  • 8:35PM michael o.:its from the sword peter
  • 8:40PM (From Omidonn): Hey, you need places to hide at times, right? Would you be able to hide behind a minor illusion cantrip? (5ft cube)
  • 8:42PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:29PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:26PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:40PM Gnash: ⚔️ INITIATIVE ⚔️
  • 11:03PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.08, Session Jamie 031

Session J.032: Against the Dragon

05/07/2023 | BASTARDS


Recap

we killed spiders. gnash opened secret door.

Date... (4) 25, y.0001

NTO:, Sword Coast

we were going to move forward, but I needed a short rest. about halfway in rest a noise was heard above. I put my name in Fen's book of shadow. I then search the area of the caves as Wroxi perception checks it.smoke? she finds.invest 30, nat 20 seeing lots of spider tracks, dragging.. no sign of dragon. glimpse of coins..29 stealth 21 perception. i cast invisibility as they plot out stuff, I want to sneak ahead 27. 12 perception on gold pile...

  1. stealth to check east. less tracks...

Wroxi is going in... hear a roar 11 wis save. he saw me with blindsight... i am frightened... now wings do something... i'm prone and moved back.

mu turn, 1 on attack (dis) crossbow misses 15 feet in air nat 20 on save though.

booming blade... horrible on thunder

booming blade, sneak attack... then saved on str vs. wings

scepter. black spot on center at death he said leylines...

we dissected the thing, put coins in bag...

LEVEL UP

Jamie Notes 5/6

Lair Action at 20

Leg Resistance They Leylines

Chat Logs:

May 06, 2023

  • 8:42PM Sace: until we sell the house, I'm wizard poor... so how many coins? ;)
  • 9:09PM michael o.:claws fur is standing straight up
  • 9:09PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:15PM michael o.:A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.
  • 9:15PM Sace: retcon... if anyone doesn't want to keep the empty bottle from the fire resistance, let me know -- in case another poison sack or similar event occrus in the future ;)
  • 9:16PM Wroxi: I'd keep mine with me in my alch kits.
  • 9:58PM Omidonn: ⚔️ INITIATIVE ⚔️
  • 11:14PM Omidonn: ⚔️ INITIATIVE ⚔️
  • 11:21PM Nissa (GM):Creature Harvest
  • 11:24PM Sace: I'd like to see if I can cut out the breath pouch
  • 11:24PM Nissa (GM):700cp, 7000 sp, 1900 gp, 1200 pp, Gems (11 @ 500): - Jasper, Onyx, Zircon, Zircon, Carnelian, Quartz, Carnelian, Carnelian, Chalcedony, Citrine, Onyx. 8 Art Objects (2500gp each) Silver Ewer Gold Chalice with Silver Filigree Pair of Engraved Bone Dice 2 Small Mirror Sets in a hand carved Wooden Frame
  • 11:25PM Nissa (GM):https://5e.tools/items.html#wakened%20dragon-touched%20focus_ftd
  • 11:26PM Sace: https://5e.tools/items.html#pearl%20of%20power_dmg Clear Flight
  • 11:27PM Nissa (GM):Instrument
  • 11:28PM Nissa (GM):Sapphire Buckler
  • 11:29PM Wroxi: I would take all the dragon blood. Id take 5 teeth, & 3 bones
  • 11:36PM Omidonn: 3 teeth and 1 bone and the one wing
  • 11:37PM Sace: I'll take 5 lbs. of scales. a wing. abone. a tooth. and 5 lbs. of meat if that is okahy
  • 11:38PM Wroxi: I'll take 10 lbs of dragon scales and share with gnash and i would take the pearl
  • 11:42PM Sace (GM):how much meat is left?
Adventure | Ch.08, Session Jamie 032

Session J.033: Time to sell our House

05/19/2023 | BASTARDS


Recap

Up to this point we were on the sidequest to sell our house. This seems to be the session we finished that and so technically I think Mike was the DM, but I'm going to keep it this way for -- reasons.

Date... (4) 25, y.0001

NTO:, Sword Coast

we report to ada, we sell house to fen. we get reward... tiny hut 460 200 gp of mats as well. water breathing 150 150 of mats. bought some gems

saltmarsh is in isles to the west of the sword coast. put spells in book. going to baldur's gate... corrupt area with devils... harbor and city full of people.. bustling...

getting mount.. going for Moorbounder. going to name it Nightprowler

aarakocra has mounts for sale...2000 gp each (trained) with saddle 1200 for untrained. 1000 gp. owe Nissa 550. find mage tower, rock gnome 680. teleptahic bond 3500 divination 1500 skywrite 200

55 pp to Nissa no 625 pp, 550gp need in mats 510 1025 pp. left 17 lbs of scales on ship...

176 pp frp, Wroxi. claws gets a room for us at tavern, and asks us to meet us there...

on way to inn...Nissa picks up coin. sees forest, fighting. war. fairies around. rocks falling from sky. town on fire. real quick images....

we can't see the fairy, we follow her and leave south gate...

Jamie Notes 5/19

ON the ship to Baldur's gate with Nissa!

Busy trade city / criminal hotspots

  • full of people and bustling

looking for our mounts

Aarakocra selling mounts Nissa got tiger (2000 gp)

Lent 500 gp to Sace

Nissa has aletter to deliver to the sister monastary on their way back to Neverwinter

Tavern

  • Shimmery coin on the ground
  • vision of tiny hut in the forest
  • fires/flood/chaotic battle
  • faerie appears about 40 ft
  • becks us to follow to south direction
  • exit the city in south

Chat Logs:

May 19, 2023

  • 8:26PM Sace: identify, augury, skywrite, leomund's tiny hut, water breathing, diviniation, rary's telepathinc bond, and drawmijs's instant summons i have identify
  • 8:32PM michael o.:you guys are heading to boulders gate next to buy mounts*
  • 8:34PM Sace: I would also like to buy some gems... Do you want me to just use the standard prices?
  • 8:47PM Sace: https://5e.tools/bestiary.html#moorbounder_egw https://5e.tools/bestiary.html#relic%20sloth_scc
  • 9:18PM michael o. (GM):wings and meet
  • 9:18PM Sace: brass wing 6500 10 lbs meat 1000 total
  • 9:20PM Nissa:https://blackcitadelrpg.com/spell-scroll-costs-and-rarity/
  • 9:26PM ** Wroxi:** 7 vials of dragon blood 5 dragon teeth 6 dragon bones 1x 40 lbs dragon scale 6 vials to sell
  • 9:27PM Sace: https://www.thievesguild.cc/harvest/creature.php?id=112
  • 9:29PM ** Wroxi:** blood: 1500g teeth 250g 4500g bones 3300g scale 9550g total or 955plt. _
  • 9:33PM michael o. (GM):http://dnd5e.wikidot.com/wondrous-items:hewards-handy-spice-pouch
  • 9:33PM ** Wroxi:** 176platinum each
  • 9:34PM (To GM): just for notes, I left my chests I picked up from my house, and 17 lbs. of the scales on the ship so I can leave them in my tavern when we get there.
Adventure | Ch.08, Session Jamie 033

Chapter 9, Owlbear Monastery Mission (Mike)

Session M.027: Fey Side Adventure

06/02/2023 | BASTARDS


Recap

Date... (4) 25, y.0001

NTO:, Sword Coast

woods of sharp teeth, following fairy. winding trails. lush green forest. it stops. tree portal... green glow. it is beckoning for us to go in. (tree walk?) 20 nat. 30 investigate.. Ziva threw rock through.

I see sylvan runes inscribed on tree, faint glow. didn't notice before... forest looks larger on other side. as if portal is magnifying. mostly spell inscriptions. top has a name, not recognized.. "Elfame"

we go in... trees are larger. we are tiny creatures... mushrooms as big as houses. trees change color.. we all see fairy, "follow me. Hurry." to fallen tree over stream.. fire/smoke in distance. One of the trees has many fairy houses, stairs on tree. on fire...Ziva controlled water, put out fire. took off like c3p0 they say we need to meet fairy queen.

wings are white to translucent. thanks us. name: "mab"

Redcaps

forest attacked and put on fire by redcaps... dip hats in blood of fallen. evil gnomes... scouting party came and set fires.. assume a larger party is coming soon. swinging sickles. if willing to help stop invasion. reward. they came from south. blue stone... found. possible target. they need the blood. horn... 10 pixies rush to bridge. cast entangle

4 red caps.. attack, with fire cantrip. 9 pts hide, move (29 stealth)

i used my green blade twice. elfane... chest.. 8 moonstone (50g ea) 3 black pearls (500gp) 1 emerald (1000gp) michael o. (GM): 500gp and blue gem - it is one more for the crypt. each hand has rings... adds elemental damage.

bankquet... i have a blue stone

we might have like 4? we get back to baldur's gate - tavern with claw had rooms...

tavern:

Ziva hears festival planned at south... important with vendors? Low.. Nissa hears princesw of Neverwinter relief act to provide free food in harbor. talk of bastards who saved her spoke of strife in city and asked her to relieve them instead of reward.. i hear queen of Neverwinter died.. and there is to be a funeral in 10 days... mysterious circumstances....

about 8 days by mount to get to city... day less if by boat... 1 extra day if stop at temple...

claws needs to wait for employer.. then can take our ship

cant' find last two scrolls.. finished putting in other three scrolls: Telepathic bond, divination, skywrite

Jamie Notes 6/2

Following the faerie in to the woods of Sharp THeeth

  • through a portal
  • sylvan script on the portal
  • the name Elfame
  • go through
  • shrink down to tiny
  • trees are all different colors
  • faerie now visable to all party
  • fallen tree, flames in the distance
  • housese in the tree and nearby on fire

Take us inside to meet their queen

  • queen mab
  • fire started by red caps
  • they will return
  • ask us to help defend for a reward

metal footsteps, redcaps have arrived

1 black pearl (500gp) 100 gp give 20 gp 8 moonstones (50 gp)

Mab brins us a chest

  • 8 moonstones (50 gp)
  • 3 black pearls (500 gp)
  • 1 emerald (1000gp) keep in back
  • 4th blue stone
Adventure | Ch.09, Session Mike 027
Also a blue stone like we arleady have to open crypt and communicate also a ring, "elemental ring of the fairies" extra 1d8 acid

Back to the Tavern

  • city in the south planning a festival
  • princess of neverwinter relef get?
  • serving food to the poor in harbor district
  • ask that she help the ppor instead of rewarding the BASTARDS that saved her
  • queen of neverwinter died, funeral in 10 days
  • she died of mysterious circumstances
  • would take 8 days by mount less by boat
  • with a detour to th eLost Peaks (Monastary, sister to **Nissa**s)

Chat Logs:

June 02, 2023:

  • 10:04PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:20PM michael o. (GM): Wicked Sickle Redcap ATTACK: 14 8 moonstone (50g ea) 3 black pearls (500gp) 1 emerald (1000gp)
  • 10:56PM michael o. (GM): 500gp
Adventure | Ch.09, Session Mike 027

Session M.028: Ambush on the Caravan

07/14/2023 | BASTARDS


Recap

got mount. fey folk and red caps. stayed at tavern. heard gossip: Ziva hears festival planned at south... important with vendors? Low.. Nissa hears princesw of Neverwinter relief act to provide free food in harbor. talk of bastards who saved her spoke of strife in city and asked her to relieve them instead of reward.. i hear queen of Neverwinter died.. and there is to be a funeral in 10 days... mysterious circumstances....

8 days... lost peaks has monastery 500 miles north of Waterdeep

Date... (4) 25, y.0001

NTO:, Sword Coast

omiddon got a package notice located the ship it is from High Priestess, Azurna (Omidonn's mom) Large crate with a creature inside queen ice spider, is mom's personal mount tavern - back with the group 3 1/2 elfs sittingat a table waters to the North are poisoned and stinky from the death of a deity, BAhl. north of boreskye bridge been like this for centuries on the road to the funeral get things situated for the mounts go look for a map tat the cartographers firbolg female arwell map of faerun travel through the putrid waters approach a 4 caravan convoy with 6 guards heading to waterdeep merchants without guards are disappearing we combiine with the caravane ambush zayne is the leader of the caravvan 1 ambusher got away

We meet at tavern. Omidonn is back. he gets a parcel at the docks. Sees a ship with markings same as slip. bald man with bushy eyebrows at ship. high priestes ursama pay shipping fee, 2000 gp. pays it. peeks in. white webbing allover. "never thought she could track me here..." It's is a ice queen spider, took them many attempts to open. bala cra stables, aarakocra. his mother sent the spider. He doesn't worship lolth.

inventory then high forest. tavern... table of half-elves chatting/drinking Waters north are poisoned, blackened, due to death of deity in north - Bahhl north of Boreskyr Bridge.

  • long dead
  • on way to forest of sharps teeth.

we have time limit to get back to Neverwinter, if we want to get back in time for funeral. Saddle with Saddlebag. 9 day food: 6 sp. go to cartographer. behind counter, has map. firbolg cartographer working on a map. Arwhale map shows coastal regions and tradeways and islands off shore 5 larger covers more inland. 15 full 5 gp. can go to bridge and defiled water fields of the death. defiled water it is..

we travel... then smell putrid and rotting. plants are dead. path. Ziva investigates...

get over broken bridge, had to pile stuff to help hippo across.

continue north. until we hit tradeway. path merges shortly after come across a convoy of caravans 4 2 people riding on each. 6 guards around it no real insignia... gentleman in front, dressed different. swords. medium armor. feather cap in guards (or other) front has 1 sword, sash, no hat, buckle brooch. as we approach he sees us, we are coming from the rear of the caravan. 'well met, what brings you." Wroxi "hi, we're going to a funeral." he is Zane. was unaware of the queen's passing. Theyre going to waterdeep. recent disappearances of merchants...

join caravan

Omidonn plays no rest for the wicked... No Rest For The Wicked' - This song tells the tale of Caela of the Mammoth, a paladin of vengeance from a barbarian tribe, on her quest to hunt down the travelers who robbed and killed her father.

marching order

19 perception check ahead the path splits into a fork. tree blocking the right path. i send bloke ahead, and see through his eyes to see an

ambush ahead...

22 perception coming over hill. green flame blade, crit.... He's DEAD. 7 pts fire damage to second guy. then attacked (crit), but I used uncanny dodge on the 19 pt damage

Wroxi shoots an ice storm.

Nissa strikes at new guy in brush Kills him.

another crossbow bolt at me, misses

...other attacks/stuff...

i have nightprowler move forward, sneak attack on a guy, horrible but enough to kill him...nightprowler rns to the next guy and misses. I hide (29). nightprowler gets a few hits against him. I kill another guy. tell nightprowler to run. I hide...

i use silvery barbs as Ziva was being attacked. I ran to retreating guy. 1... miss. I tasha mind whip him and he dies.

we finished combat.

Adventure | Ch.09, Session Mike 028
Jamie Notes 7/14

Omidonn got a package, notice - located on the ship, it's from High Priestess Azurna (his mom)

  • large crate with a creature inside
  • Ice Queen Spider, his mom's personal mount

Tavern

  • back with group
  • 3 half-elfs sitting at a table
  • waters to the north are poisoned and stinky from the death of a diety, bahal -- Norht of Boreskye Bridge
  • been like this for centuries

On the road to the funeral

  • get things situated for the mounts
  • go look for a map at the cartographers
  • firbolg female: arwell
  • map of faerun

Travel through the putrid waters

  • approach a 4 caravan convoy with 6 guards
  • heading to waterdeep
  • merchants without guards are disappearing
  • we combine with the carvan
  • AMBUSH
  • Zayne is leaderof the caravan
  • 1 ambusher got away

Chat Logs:

July 14, 2023:

  • 7:48PM Sace (GM):what sheet did he give you for the hippo?
  • 7:48PM Ziva: https://www.dandwiki.com/wiki/Hippopotamus_(5e_Creature)?fbclid=IwAR0kJJqwZhKgsuIU5xfOmBKwx3H8mA5SwCuCLhpSORpoSOQRBIF7Q6csXNc
  • 8:08PM Nissa: https://www.thievesguild.cc/harvest/creature.php?id=112
  • 8:20PM Wroxi: I head to the tavern
  • 8:26PM Wroxi: Its a very expensive way to die is what it is
  • 8:35PM Nissa: is it a phase spider?
  • 8:36PM Omidonn: ice queen spider
  • 8:48PM michael o. (GM): Boreskyr Bridge.
  • 9:25PM Sace: While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
  • 9:33PM Wroxi: Wroxi pulls out her flying broom and tells her mount, Vyara to fly over it. then I'd follow her.
  • 9:35PM Omidonn: https://fexlabs.com/5ejump/
  • 9:52PM Omidonn: rolling d100 No Rest For The Wicked' - This song tells the tale of Caela of the Mammoth, a paladin of vengeance from a barbarian tribe, on her quest to hunt down the travelers who robbed and killed her father.
  • 10:04PM Nissa: Mask of the Wild : PHB, pg. 24 You can attempt to hide even when you are only lightly obscured. 23 stealth for hiding
  • 10:07PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:07PM Sace: Nat 20.... do i get surprise? i mean sneak ;)
  • 10:16PM Wroxi: That cold damage gets +4 for draconic ancestry
  • 11:05PM Nissa: Deflect Missiles
  • 11:37PM Sace: question... can mounts use hit die on a short rest?
  • 11:38PM michael o. (GM): you can also use healers kits and potions on them
Adventure | Ch.09, Session Mike 028

Session M.029: Outpost

08/11/2023 | BASTARDS


Recap

Nissa has a letter for The Lost Peaks, a monastary there.

We met a caravan led by Zane BLADEWALKER?

ambush at fallen tree.

Date... (4) 25, y.0001

NTO:, Sword Coast

loot was 20 sp and 15 gp with nbo idea who they were spot appraching compound aand grassy plateau the Way Inn a rest stop shopiing resting, drinking Sace' allarm sounds on the animals was just the young stablehand. false alarm, scared him Nissa is a jerk Wroxi buying -sleep potions 10 laxatives 10 no erections 20 Omidonn bouth schles Nissa buys viagra 20 love potions 2 (180) growth 2 (540) next stop is daggerford to waterdeep to path to last peaks lok for a guide at Noanar's hold

Loot and let Nightprowler eat the dead.

Investigate (29)

Zeeva: nothing Nissa: weapons. armor (splint and leather) 20 sp 15 gp

Omidonn sings: Robin Redbreast' - A song about a bird hopping through the forest. Although unknown by many, including some of its singers, there is a second message contained in thieves' cant within the song, describing the guard patterns of the Royal Summer Palace of Keann.

Omidonn finds: weapons and armor. 12 sp 20 gp and a necklace with an emerald (silver necklace). I find: 30 gp 10 sp diamond ring (unsure of value). no notes or letters. Wroxi had been shot from NE. they ran away... Wroxi History (27 nat 20) will remember the guy.

Head out

The Bawdy Body of Biddy Badee' - A raucous account of an old woman accidentally restored to youth and beauty. The song makes liberal use of alliteration and plays on words: 'her newly charmed charms were enchanting enchantment; passing by barracks led to guardsman advancement...' I take a leather armor cut off an arm, wrap it and put in saddlebag. on the way I have Bloke fly with me looking through and have Prowler follow the group. Perception (Nat 20 = 26). See a compound ahead. Runs into the road with the gates. atop a grassy plateau. spike pits below. 3 large gatehouses, each the size of small keeps with catapults atop each. Omidonn asks about the compound. "It's the way in, great place to stop. so we don't have to camp in Misty Forest or on the road."

The Way Inn

  • --- enter the coumpound -- stables in corner of compound. Fencing with padlocks there. Many stone houses west wall for staff and businesses

couple of businesses here apothecary trading post trailwares wagon smith orchard/garden. around the Inn -- guards, 21 warriors (10 are on patrol on edges)

zane is going to have wagon repaired. He'll meet us at the Inn. Stablehand Human boy (15) feeding them hay.

Wroxi gets it so the dragon can sleep in her room. (6 cp/night). At the stables - he comes up. they have spaces. Animal Handling (17) the boy is nervous. 4 cp for housing.. throw him a gp. Fed him the arm. Set up "Alarm" around the pens. Orchard nearby, fresh fruit at the inn. Innkeeper -- as I set the alarm...

Wroxi had a treat in her room.

caravan and one from opposite direction 10 people in tavern. Omidonn is going to work for tips and drinks. The Fall of the Sun' - A mournful Aarakocra ballad, said to have been written by the first to travel from the Elemental Plane of Air and see a sunset. (19) Beware A Human Bard' - A pseudo-cautionary song about the lascivious characteristics of human bards; the song begins with an Elvish mother warning her daughter, and proceeds through all the more common races into more and more ridiculous warnings ('Mama Golem warns that he'll say he likes your rocks, but what he's really thinking of...') (28)

Cold Blows the Wind' - The love ballad of a budding necromancer and the lover she lost to the sea. (13)

last song is the Ballad of the Bastards... Feat - helping find cure for plague of neverwinter, distributing it as the right choice, sailing seas of discomfort lands faraway and defeating dragon in the name of saving a town. a little of the B/E. and Wroxi's arm wrestling the netherworld rocky place carnival events...

bought a bottle (1 sp, paid 2) went to room and drank while working on leather.. I slice my hand...

22 invest on ring -- nice ring. worth 200 gp...

long rest

LONG REST 😴 ?

sleep. I ritual cast familiar to turn bloke into a raven. Then I hear the alarm go off. I run to it. (there are heal potions...) Wroxi got some. she does perception check (14)

sleep aid eye color drops ache and blister balm stain removers poison -- what kind of poisons? Basic serpent expensive...

she bought 10 laxatives and 10 sleeping potions. i alert the part, perception 14 -- I pull out sword and run out

Intimidatino (1) then a 20. I run into the door. Ziva opens the door

Adventure | Ch.09, Session Mike 029

Stablehand. passing hay. this set off the alarm. Nissa and Omidonn run from rear. Wroxi gave him a coin. bought superior. Wroxi bought soft peter. normal poison... assassin's blood truth serum - 150 gp. -- bought. drow poison - 200 gp - bought. stop after the shop...

...

path to waterdeep after road travel, near dascien river to rost peaks... sorry, lost peaks

Potions.pdf.

Jerry Michael Olivieri find a guide at 'Noanar's Hold' to take you to the lost peaks

Jamie Notes 8/11

loot: 20 sp 15 gp, no idea who they were

spot approaching compound on a grassy plateau

  • "The Way Inn"
  • a rest stop
  • shopping, resting and drinking
  • alarm sounds on the animals -- it is the stable hand
  • false alarm, but we scared him
  • Nissa is a jerk (Her words in her notes, I did not put that)
  • Wroxi buys 10 sleep potions, 10 laxatives, 20 no erectiosn
  • Omidonn bought shackles
  • Nissa buys 20 viagra, 2 love potions (180), 2 growth (540)
  • Next stop is daggerford then waterdeep then path to lost peaks, need guide at Noanar's hold

Chat Logs:

August 11, 2023:

  • 8:27PM Omidonn: 25 15 INVESTIGATION (8) Robin Redbreast' - A song about a bird hopping through the forest. Although unknown by many, including some of its singers, there is a second message contained in thieves' cant within the song, describing the guard patterns of the Royal Summer Palace of Keann.
  • 8:35PM Wroxi: Wroxi is curious about anyone who seems like a nice leader.
  • 8:38PM Sace: I'm going to chop off an arm and wrap it then put in saddlebag, take one armor leather,
  • 8:39PM (To GM): Hit Points Moorbounder Hit Points: 30
  • 8:42PM Omidonn: The Bawdy Body of Biddy Badee' - A raucous account of an old woman accidentally restored to youth and beauty. The song makes liberal use of alliteration and plays on words: 'her newly charmed charms were enchanting enchantment; passing by barracks led to guardsman advancement...'
  • 8:42PM (To Omidonn): i'll fix your mounts size later
  • 8:50PM Sace: BTW, since I have jeweler's Tools proficiency, it says I can identfiy and determine value at glance, so I would look at the ring for its value.
  • 9:14PM Sace: and I'll set it as a mental alarm.
  • 9:23PM Omidonn: rolling d100 PERFORMANCE (13) Omidonn The Fall of the Sun' - A mournful Aarakocra ballad, said to have been written by the first to travel from the Elemental Plane of Air and see a sunset. 28 PERFORMANCE (13) Beware A Human Bard' - A pseudo-cautionary song about the lascivious characteristics of human bards; the song begins with an Elvish mother warning her daughter, and proceeds through all the more common races into more and more ridiculous warnings ('Mama Golem warns that he'll say he likes your rocks, but what he's really thinking of...')
  • 9:27PM Omidonn: 23 PERFORMANCE (13) Cold Blows the Wind' - The love ballad of a budding necromancer and the lover she lost to the sea.
  • 9:30PM Wroxi: (and Wroxi's arm wrestling?) PERCEPTION (3)
  • 9:40PM Sace: Ziva, you're an elf of sorts too, right?
  • 9:41PM Nissa: sea elf
  • 10:08PM Omidonn: 11 HISTORY (2) Omidonn I had said that I thought Qhel'Seldarine could handle herself, but I would join to make sure that your mounts were okay
  • 10:12PM Wroxi: I would hang out outside keeping an eye out traumatized for life
  • 10:18PM Wroxi: So Wroxi is the reasonable one? What is this world. 21 PERCEPTION (3)
  • 10:26PM Omidonn: Equinsu Ocha Alrighty Then!
  • 10:28PM Sace: How much was the superior?
  • 10:32PM Nissa: Nissa is going to be the last one out of the shop....and buy the opposite of the anti erection potions how much for the viagra potions?
  • 10:36PM Wroxi: and the best by is October....so...gotta eat em woops, disregard lol wow, this group is gonna have a p-ar-ty
  • 10:50PM (To Nissa): btw, I hand you a black pearl worth 500 gp and 5 pp to pay off for the loan btw
Adventure | Ch.09, Session Mike 029

Session M.030: Staying in Secomber

09/08/2023 | BASTARDS


Recap

x

Date... (4) 25, y.0001

NTO:, Sword Coast

left the fort with the caravan for a bit Nissa was studying draconic books zayne shows us a shortcut to the monastery through Julkoun nort to Secomber -- wach out for bandits reach Liamshold and break off forests on our right, river on the left approcach julkown - atower keep costs 2 cp to ferry across the river secomber - stay for the ight at the Singing Sprite Mostly humans and halflings

At "Way Inn Fort" about to leave... travel with caravan for an hour... and Wroxi is in front. I'm in rear with Bloke ahead ready to report to me


looking to skip Daggerford, and some river to go to Julkoun and then norht to Secomber... to find guide to lead to High Forest

LOST VOYAGE NOTES....

animal handling (3)... bloke gets a rabbit. I put in saddlebag for later...

we move on from wagon... asked why we come to succumber.. staying the night? need to find guide unicorn river... off to singing sprite...

perception (21) gnomes and moon elves, rare mostly humans and halflings. atlar ruler of stag go to bed or orcs will kill you dead like althuantar. History (20) hero of realm - united local settlemnts of succumber, ran small human kingdom. although, in the end killed by orc horde.

offer to girl to join school. elven ranger guide... fredrick. gilia bulg Mentha Bolge. Athalantar. before tavarn or meeting frederick...

Jamie Notes 9/8

Leave the fort with the caravan for a bit

  • studying draconic books

Zayne shows us a shortcut to the monastery through Julkown, north to secomber

  • watch out for bandits

Reach Liam's hold and break off

  • forests on our right, river on the left
  • approach Julkoun - a tower keep
  • 2 cp to ferry us across the river

Secomber - stay for the night at The Singing Sprite, mostly humans and halflings

Chat Logs:

September 08, 2023:

  • 9:32PM Wroxi: Skull Rock, oops
  • 9:33PM Sace: in fact, I'll have bloke fly to me and land on my shoulder.
  • 9:58PM (From Omidonn): Do you remember who I chose to be my mother?
  • 10:46PM michael o. (GM): Secomber, The Singing Sprite
  • 10:56PM michael o. (GM): Mentha Bolge, Athalantar
Adventure | Ch.09, Session Mike 030

Session M.031: Unicorns & Displacer Beasts at Unicorn Run

09/22/2023 | BASTARDS


Recap

x

Date... (4) 25, y.0001

Secomber


We see the Farmer's Mother, Gilia Bulge, sitting with a man who was eating. We went to Pleasant Sprite, for a guide (Frederick) Omidonn](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Omidonn**-person) took care of Methana Bulge (Halfing farmer)'s college tuition long rest at the Tavern...

LONG REST 😴 Tavern

Secomber


Met our guide, Frederick and chose to take the route over the The Star Mountains . shorter, but more dangerous. In a special place of the forst, where strange lights banish dragons and flying creatures, the elves created crystals that illuminated the mountains. I sent Bloke ahead (perc.20) and we found the Unicorn Run Path. Here we fought and killed some Displacer Beast s who were fighting a Unicorn .

Show spoiler

40 damage with sneak attack and then misty step out. I was later attacked, but used Barbary Barbs. Hit one with a booming blade. notes seem incomplete...

In sucumber. Methana Bulge (halfling farmer) College tuition... Going to Pleasant Sprite, for a guide -- Frederick. We make our way down to the tavern. We see The Farmer's Mother Gilia Bulge sitting with a man and a man. eating. A bit of hand waving.

Special place in forest... strange lights that banish dragons and flying creatures... elves created crystals that illuminate mountains. on the road. bloke ahead 20 perception. Unicorn Path...

We found some displacer beasts and unicorns.

I go in, 40 damage with sneak attack. then misty step

I misty step, then I am attacked but I use barbary barbs

BOOMING BLADE HITS

Shadows attack hits

Jamie Notes 9/22

Tavern

long rest

talking to the guide, frederick

going ot take the route over the mountains shorter but more dangerous

unicorn run to river

FIGHT

displacer beasts

Chat Logs:

September 22, 2023:

  • 9:52PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:16PM (From Omidonn): what are those new options with the dice? There is a row of things you can do at the top? -- inline, exploding, compounding, and penetrating -- do you know what that does?
  • 11:31PM michael o. (GM): Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Adventure | Ch.09, Session Mike 031

Session M.032: The BASTARDS Arrive at Black Owlbear Monastery

11/03/2023 | BASTARDS


Recap

x

Date... (4) 25, y.0001

Unicorn Run


displacer beast hide, 4 lbs a little beat up lost peaks, going up unicorn run approaching hte monastery, guards. are patrolling the perimeter approach the front door slowly. says it is closed for renovations says there are no monks available to talk insight - obviously lying caravan out front damaged lots of guards are patrolling. blue banner with a silver sword same banner we saw before... Sace invisiible sneaking through monks testrained by guards guards want into the vault but hte head monk isrefusing the letter, flattering words about Nissa and her qualifications aid me in my quest and open the vault trying to sneak in and. block the exits alall in the the room, invisible all but Sace Sace in dome west door locked


t Milestone Experience | 1500 Total: 76,500 (Next Goal: 85,000 ) t


We defeated displacer beasts... saved unicorn.... cut off displacer tentacle (16) 1.5 tentacles. Tied off one carcass to moorbounder.. take it down... take off the skin... 10 lbs. leather. 10 lbs. of meat.. Lost Peaks -- star mountain we are on Unicorn Pass.... led through mountains, no problem... ranger shows good path. Make it close to monastary

holiday for elite fighters is next holiday

as we hike up lost peaks -- we see the monastary in distance. patrols.... It's hidden a bit,

owlbear carvings... black owlbear monastary. two guards at front.... they claim monastary is closed... want us to return in a month..

They're lying.... this wagon this does not have blue banner with bits of silver... it does seem to have damage.. bloke flies over the thing around.... groups of 3 guard perimeter in cycles...

statues in courtyard, walls can be scaled...

cast comprehend languages (Ritual) Invisibility...

two wagons on top is damaged one has blue/silver banner and the silver is a hilt of a sword similar to one that was wrecked.. Ziva learned history from tavern speach in past on how it had gone missing... (before we got guide... after we left caravan...

two is fine thre is shit is going donw. blue stone for problem. JENGA.

nat 20 stealth as I enter kitchen... 1 person.... 25 perception. 23 stealth into next room. sitting area... playing cards... 5 people guards... two doors northeast and south.... 31... stealth... to ne door. hallway.. sneak into the next door East.... altar room pillasrs... 6 people... hostile to each other... one is stabbed and restrained. monk robes is stabbed... second guy is also restrained... yelling about bault. head monk refuses... roughing up monk...

22 on roll... 28+13. 40 foot tall in main room..... wax seal of grand master of her monastary...

... I cast dome and the rest come in and begin to enter.

they open the door.. and seems I was too close to it...

Omidonn wedged a dragon bone and rope to the door.... the leader in solitare comptition room realized something was up..

had others broke down the door. attacked...

con save 40 hp, uncanny dodge for 20 with poison...

second round of combat... all in the room. most are invisible and i am in dome. west is locked. I have one bad guy and two monks...

Jamie Notes 11/3

Displacer Hide (4 lbs, a little beat up)

lost peaks going up unicorn run

approaching hte monastary

  • guards patrolling the perimeter

approach the front door slowly

  • it's closed for renovations
  • it says there are no monks available to talk to
  • insight: Obviously lying
  • caravan out front is damaged
  • lots of guards are patrolling
  • blue banner with aa silver sword
  • same banner we saw before
  • Sace is invisible sneaking through
  • monks restrained by guards
  • guards want into the vault but the head monk is refusing
Adventure | Ch.09, Session Mike 032

The letter

  • flattering words about Nissa nd her qualifications
  • aid me in my quest and open the fault

trying to sneak in and block the exists

all in the roo m, invisible but Sace Sace in dome west door is locked

Chat Logs:

November 03, 2023

  • 9:14PM Omidonn: https://www.dndbeyond.com/magic-items/4748-rod-of-security Average for HP Average:5
  • 10:17PM (From michael o. (GM)): you hear a loud scream, and another shout i dont know!!
  • 10:21PM Sace:  Leomund's Tiny Hut (Ritual)
  • 10:22PM Omidonn: https://www.sageadvice.eu/when-does-the-invisibility-spell-end-immediately-before-or-immediately-after-you-attackcast-a-spell/
  • 10:26PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.09, Session Mike 032

Session M.033: At the Monastary

11/17/2023 | BASTARDS


Recap

x

Date... (4) 25, y.0001

NTO:, Sword Coast

the tattoo is similar to the one who hired the assassins..

rapier no more charges...

combat over...

2d10 Ziva

people trying to break a door

Jamie Notes 11/17

all in the room

FIGHT

tattoo: Looks like what we have seen before the same bandits that attacked us also in the caravan

Chat Logs:

November 17, 2023

  • 8:57PM Omidonn: Invisibility,
  • 8:57PM Sace: Invisibility (Racial Spell), 1 Dice Rolls /roll 1d20 or /r 1d20 /gmroll 2d6>5 or /gr 2d6>5 Whisper a Player or Character /w name message /w gm message 9:07PM CombatMaster: Round 2 Conditions3} Sace's Turn Conditions3} Sace's Turn
  • 9:10PM Sace: 27 since you can mix them to make stronger
  • 10:30PM Ziva: ⚔️ INITIATIVE ⚔️
Adventure | Ch.09, Session Mike 033

Session M.034: Still in the Monastery

12/01/2023 | BASTARDS


Recap

x

Date... (4) 25, y.0001

NTO:, Sword Coast

and search. found 3 poison vials sealed letter weapon/armor 80 gp 300 sp strangely cut emerald 5gp?

my dome is down... last time. Wroxi checks out the fine rug... underneat is a difference in the floor. 22 investigation. No trap.. no opening of floor...someone stabilized them... I point out Nissa and ask about others... they say some others are in monastary....Nissa hands over the note. He looks at it... we need to save and stop... i search my nemeis... 22 investi

light crossbow, short sword.. studded leather armor. I find 3 vials of poison sealed letter... 80 gp 300 sp emerald cut strangly, unusual... all my friends, of course... magic in kitchen unsure of schoool...

Wroxi throws an ice storm.. then one attacks her. I kiill him at the doorway with booming blade/sneak tattack i hide above door. main door is larger board scured it. ... I hit a guy and bailed

every attack next miniut 1d4. coated m blade killed a guy with booming blde

Jamie Notes 12/1

3 poison vials sealed lettte Sace weaopons and armor 80 gp 300 sp emerald cut strangely

80 gp 180 sp long sword splinmail

5gp 20 sticks of incense 4 small statues - 15 gp ea

mong gives us a nepharite gem cut strangely, greenish like jade

monk gives Nissa a weird shaped pearl

8 sp small widdling knife

monk gives Nissa strangely cut onyx

12 pp 40 gp

bird feather, spindle iron key 1 lb of iron ingot

Chat Logs:

December 01, 2023

  • 8:57PM Wroxi: 23 13 INVESTIGATION (3) 9:07PM Sace: I'm looting the bodies
  • 9:10PM Sace: Detect Magic
  • Omidonn:Through the icy path, he roams, His feeble mind, a traitor's home. Frost bites, his folly exposed, Enemies await, victory composed. rolling 2d4 ( 1 + 4 ) =5 our victory composed*
  • Wroxi throws an ice storm.. then one attacks her I kiill him at the doorway with booming blade/sneak tattack i hide above door main door is larger board scured it.... I hit a guy and bailed id8tionist 05:16 AM
  • my dome is down... last time. Wroxi checks out the fine rug... underneat is a difference in the floor 22 investigation. No trap.. no opening of floor... someone stabilized them... I point out Nissa and ask about others... they say some others are in monastary.... Nissa hands over the note. He looks at it... we need to save and stop... i search my nemeis... 22 investi light crossbow, short sword.. studded leather armor I find 3 vials of poison sealed letter... 80 gp 300 sp emerald cut strangly, unusual... all my friends, of course... magic in kitchen unsure of schoool...
  • 9:07PM Sace: I'm looting the bodies 22
  • 9:15PM Sace: Detect Magic
  • 10:45PM Wroxi: Melf's Minute Meteors
  • 11:01PM Nissa: Purity of Body
Adventure | Ch.09, Session Mike 034

Session M.035: The Solo Adventures of a Dinosaur Bard

12/15/2023 | BASTARDS


Recap

last game, we were surrounded. we killed some, some ran, we did some heals and we healed the monks a bit. asked for advice

Date... (4) 25, y.0001

NTO:, Sword Coast

The party continued to clear out the monastery. Found many strange cut gems. Omidonn](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Omidonn**-person) went off to follow the bandits, and fought them alone. He died, but we are currently unaware of this. Emerald Cut Strangely (80gp, 300sp) *(80gp, 180 sp onyx neferite gem given to Ziva after revivla

i killed one

then flew above door. killed another --- mong gave Nissa a weird shaped pearl 8sp small whittling knife monk gave Nissa a strangely cut onyx 12pp 40gp bird feather spindle iron key 1 lb of iron ingot

last game, we were surrounded. we killed some, some ran, we did some heals and we healed the monks a bit. asked for advice

I went into hallway, booming blade. killed the guy

flew and hid above the doorway.

Got to meet more of the Monks, no names really...

Still at the location, but it is cleared out...

We were going to find out more about the gemstones and vault -- while Obidon gets murdered as a dinosaur chasing the bad guys... SE.. we don't know yet.

Jamie Notes

nothing of importance

Chat Logs:

December 15, 2023

  • 9:06PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:38PM Omidonn: Polymorph T
  • 9:40PM ** Wroxi:** I like to imagine that your voice didnt change eddie, when you transformed. thats why he wasnt intimidated
  • 10:29PM ** Wroxi:** Taking a greater healing pot rolling 4d4 + 4 ( 4 + 3 + 1 + 2 )+4 =14
  • 11:06PM ** Wroxi:** Wroxi fiddles with her empty tiara and hopes it's worth it.
  • 11:07PM michael o. (GM):rolling 2d4 + 4 ( 2 + 1 )+4 =7 nepharite
  • 11:13PM Omidonn: 23 28 PERCEPTION (9) Omidonn Quetzalcoatlus
  • 11:31PM michael o. (GM):pearl
  • 12:07AM Omidonn: Polymorph Transmutation 4 Casting Time: 1 action Range: 60 feet Target: A creature that you can see within range Components: V, S, M (A caterpillar cocoon) Duration: Concentration Up to 1 hour This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. I
  • 12:28AM Omidonn: 16 Tail (+10) T rex Tail.
  • 12:40AM (From Omidonn): when I wake up, did they take the drivers body with them?
  • 12:40AM Omidonn:ooOOOOOooooOO ooOOOoOOOO OOOOOOOooOOOO
  • 12:40AM ** Wroxi:** oh no, a ghost!!
Adventure | Ch.09, Session Mike 035

Chapter 10, Dark Trails Between Worlds (Mike)

Session M.036: Werewolves by the Pale Moonlight

12/29/2023 | BASTARDS


Recap

x

Date... (4) 25, y.0001

NTO:, Sword Coast

Went to check on where Omidonn might be.... Went to a text room, stole 20 sheets of gold (foil). Went to door, perception (15) tracks SE. Flew up and tried for overhead view.. (wasn't there: Nissa asked about gems, they are a key. how many? 4. before next task -- when the place was attacked, the gems were seperated. Wroxi asked BOB, Xalvador Farlight Gregory Truegust names BOB is not of this order... ritual change seasons stones for ritual locked in vault. travel to largest oak in forest 1/2 day journey. once vault is open.

I fly up 75' in air.

(I'm not there.. Ziva knows religion hides valuables in fake statues, throne rooms, etc..

My perception 17 as I look around.... "Omidonn where you at? I ask with blue stone... after Ziva calls me.. ...i'm not there... Ziva finds armor, weapons, stuff. .. no reply ot my stone...

where is omidon... dim light at my feet, engulfs me... shuts out all else. I close my eyes to block it out. too bright. piercing... seems to stop and as I open my eyes I see a forest, clearning in the middle... i walk towards it and see blood splattered. weapons, no body.. shrine in center, covered in blood.. shrine: greystone rune in center that is glowing... faint pulse.

I then return to the party.... Ziva loots 3 more. Wroxi is frustrated and not sure what to do. Ziva is asking about temples then kicks over rug...

I give emerald to nisa. then tell her about my spell

the head monk reveals 4 slots... I debate doing the risky spell.... I ask the monk about the shrine... no clue.... OPEN opens the room.. Ziva gets pair of bracelets claws of the owlbear. she puts them on.. I ask Ziva if she can cast g.resto. they would love to reward us bag of gems... pouch given to Nissa. Wroxi asks if the monks can heal.. Bob can heal... he looks at head monk and us.... if we help deliver ritual stone... he can heal. We need to do the Autumn Stone w/in 2 days before moon..

timing in the world... early evening/late afternoon.. a couple of hour since fight.. we leave, they wish us luck.

as we leave, we see tracks. some flowers.. The shrine was a metaphor,. my 16 arcana I notice... the spell wasn't great, he then casts goodberries... and gives us 20 i take 3, gets me close to cap.

!!craftsman can combine items!!!

on the road, omiddon tells me of his ventures.... he saw tracks to the S after he went SE from the temple. ---. monastary was in lost mountains, we are going to godfather tree NE. ---. marching with Nissa/Bob leading and me right behind them using Bloke in the air and I'm seeing through his eyes.

bones... scattered something..... 4 gobins arguing over horse remains.. we do some things... i check out value of gems, 500gp of diamonds. i plan to turn 300gp of vlue back into **Wroxi**s tiara then 200gp of dust for grand restoration

in the distance 5 orcs.

in the forest.. Bob the sabertooth runs in. gets sliced with an axe. Wroxi almost gets hit, so I cast silvery barbs and give advantage to me, so he now misses.. Ziva tolls the dead.

i slash with shortsword, hit dagger missses 1 and almost fall. moorbounder misses (1) and then we go to another guy to try for advantage. a battleaxe goes for me 25 on me... damage: 9 from battleax

.. i should note Nissa and Ziva's mount has now killed two guys.... Omidonn uses a reactin to stop an attack on Nissa. then does a fireball on 3 of them

bob misses his attacks..

Ziva hits with toll the dead and mount slam. I hit with ss, miss with dagger, then nightprowler hits and kills it.

i silvery barbed a guy attacking Omidonn, and it didn't help. I ass advantage ot Wroxi

bob... hits and knocks it prone. and killshim...

I'll loot a body and expose it to nightprowler. hide armor, hand and battle axe.... some itmes.... then moves on.

21 perception. Howls. Bob look up and sprints towards it.

in clearing. tree. shadows. bob stares. shadowy figures appear on edge of clearing.... 15 werewolves. druid circle to the moon does ritual with Nissa. weapon is a vestige.. seasons change no fog. tree bestows... a heroes' Feast

Adventure | Ch.10, Session Mike 036

through th night he thanks us... i fix Wroxi's tiara and 200 gp of diamond dust to Ziva. for g. resto. then attune to cloak.

long rest

LONG REST 😴 ?

Jamie Notes 12/29

asked about the gems

  • the "key to everything"
  • "the first pieces of the puzzle"

Monks: Xalvador Forlight Gregory Trugust

Came to get the RITUAL STONE

  • they trade seasons with a different monastery
  • ritual is at a different place
  • oldest/grand oak linked to forest
  • magic keeps forest growing
  • stone activates the tree
  • need it for full moon in 2 days

Loot: longsword, shortsword, mace, leather, splint mail, 60 gp, 40 gp, 70 gp, 170 sp, 100 gp, 270 gp, 170 sp bag of sweets, signet ring (noble house)

ENPO: NOPE or OPEN vault opens and monks get out

Nissa has prove herself in wisdom and combat

  • leads her to a pair of gauntlets
  • "Claws of the owlbear" and the title
  • will unlock powers as I use them

gives us a bag of gems

  • diamonds 500 gp
  • 300 in tiara, 200 dust for greater restoration

asks help of Wroxi to get the ritual stone

Omidonn missing this whole time... 2.5 hours... he lives

mount up with bob to get to tree

4 goblins arguing over horse remains - see us and scatter 6 orcs in the trees howls: Bob runs towards them shadows on both sides ade it to the oak tree

  • 25 werewoles surround us

bob tlaks the wolves down they are druids circle of the moon

Nissa helps with the ritual and powers her gauntlets

a face appears on the tree to say thinks and bestows heroes feast (20 hp)

long rest

Chat Logs:

December 29, 2023

  • 8:46PM michael o. (GM): Xalvador Farlight Gregory Truegust
  • 9:16PM michael o. (GM): 170 sp 100 gp a signet ring for a noble house
  • 9:21PM Wroxi: i picture the scene from 5th element where the stones come out of the opera singer - Nissa's been looking hard.
  • 9:21PM Nissa: yes!
  • 9:26PM Wroxi: I would stay with whatever is the largest group of my friends, if we split. Wroxi elbows Ziva, rolls her eyes and whispers under her breath "monks, am I right?"
  • 9:30PM Omidonn: Onyx, Pearl, Emerald, Nephrite Nice
  • 9:30PM Wroxi: Wroxi whispers under her breathe...."I knew that rug was weird."
  • 9:31PM Omidonn: Haha
  • 9:31PM Wroxi: "Monks, am I right"
  • 9:33PM Sace: I whisper to Ziva... you able to cast greater restoation today?
  • 9:33PM Ziva Elymathyr: yes i can
  • 9:36PM Ziva Elymathyr: but we don't have another diamond
  • 9:36PM michael o. (GM): bag o gems
  • 9:36PM (From Omidonn): my mom (or someone sent by her) could have dragged me to the small statue
  • 9:38PM Ziva Elymathyr: who did we bring back with revivify?
  • 9:39PM Wroxi: the dude you killed. lol
  • 9:39PM Nissa: one of the mohnks
  • 9:39PM Ziva Elymathyr: not Bob?
  • 9:39PM Wroxi: no I dont think so wasnt it the guy marked with the ghost? Im over here rocking out to https://www.youtube.com/shorts/pWyOrbpGCpE
  • 9:55PM (From Omidonn): could I just come flying in now
  • 9:57PM (From Omidonn): yeah, we talked about that last game. My lyre can cast fly once per day
  • 9:59PM (From Omidonn): could I have scouted out which way the cart went first when I FIRST wake up
  • 10:00PM Ziva Elymathyr: Ziva thanks her tour guide
  • 10:05PM (From Omidonn): look up in the sky
  • 10:06PM (From Omidonn): its a bird
  • 10:09PM (From Omidonn): it could also tie to my raven queen god
  • 10:14PM Omidonn: 7 ARCANA (4) Omidonn almost 5pm - goodberries will last for 24 hours
  • 10:18PM michael o. (GM): 20 total, split by the party
  • 10:34PM Sace: I will have my shortsword out and let bloke fly with his own eyes, but with directison to return to me if they see anything suspicious i also remind Nissa I can appraise those gems
  • 10:36PM Nissa: Nissa doesn't trust Sace not to keep the gems :)
Adventure | Ch.10, Session Mike 036
  • 10:36PM Sace: you can watch me -- we own a tavern together, it might be a good time to turst me
  • 10:38PM Nissa: she'll toss you the bag 25
  • 10:39PM (From michael o. (GM)): 500gp of diamonds
  • 10:46PM Ziva Elymathyr: Sace are you keeping the diamond dust with you?
  • 10:47PM Sace: Variant Drow Cultures Udadrow Almost all drow were born into typical drow culture, and were known as Udadrow. These were by far the most common type of drow, and the only type known to most.[199][200] Drow that remained loyal to Lolth were known as Lolth-sworn drow.[201] Not all Udadrow became a part of the violent mainstream culture that most of the race were forced to endure. Those few who escaped the life of the Underdark could break away entirely from their dark past, while some fortunate drow were actually born and raised outside of the world below. Some drow found virtue within themselves in spite of all the terrors they witnessed (or perhaps because of it). Others turned to better ways either out of guilt or simply because they were no longer forced to obey Lolth's dogma. Still others were dangerously insane, broken by the horrors that shook their psyches.[46] The drow who chose to live on the surface, outside of the churches of Eilistraee and Vhaeraun, did not form any kind of organized society and instead lived as hermits and outcasts. They would interact with other societies when needed, but not out of choice.[76] Drow who wandered the surface in an attempt to settle their conflict with Lolth and each other were known as Seldarine drow.[201] Aevendrow
  • 10:47PM Sace: Though many drow followed the way of Lolth and became Udadrow, some rejected her. A mysterious band of drow headed to the far north and were seemingly never heard of again. This offshoot of drow became starlight elves, Aevendrow, who were skilled mages and lived in a much more free society. They were incredibly secretive in nature and virtually unknown, even by the oldest elves of Toril, living in their icy home of Callidae.[199][200] Lorendrow Similarly to the Aevendrow, the greenshadow elves, or Lorendrow, were a practically unheard of group of drow that rejected Lolth's teachings. This group headed south to a tropical jungle environment and drew power from the environment itself. Such drow were very wise and sought to live harmoniously with nature in their forest city of Saekolath.[199][200] https://forgottenrealms.fandom.com/wiki/Drow
  • 10:50PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:21PM Ziva Elymathyr: Toll the Dead pip is literally a bad ass
  • 11:50PM Sace: vestige
  • 11:52PM michael o. (GM): You bring forth a great feast, i
  • 11:54PM Ziva Elymathyr: 13
  • 11:56PM Sace: Before I sleep (and elf only needs 4 hours) I will do the diamond stuff and attune to my elven cloak
Adventure | Ch.10, Session Mike 036

Session M.037: Through the Looking Glass

01/12/2024 | BASTARDS


Recap

last game I fixed Wroxi's tiara. Made diamond dust for Ziva. Funeral is in 7 days

Date... (4) 25, y.0001

NTO:, Sword Coast

long rest w/ Hero's Feast

LONG REST 😴 ?

Nissa is punching trees... Wroxi has rabbit stew, asks if they have eyeballs werewolves, huh? they were cursed... Wroxi hears the tale. the tree was growing. the tribe worshiped tree. prayed to stars for guidance. watched animals. one day a werewolf walked out of tree, on a full moon and began to attack... so the curse began. long thought to be a metaphor... but... a few years ago, runes glowed durign festival. a person cam eout....

it is on a leyline, and connects to caverns for travel. only dark magic doesn't attract the darkness in the caverns. you can travel quickly between locations, this portal may be connected to a full moon (buty maby not.) we are going to castle neverwinter... college. he had a friend who travels a lot who planned to retire there... we can take the path tonight if we wait. NW is 15 days away.. we have 7 days. this was BOB... enchantments good effects bad...

terrain sounds familiar -- hexagonal bastalt... bob wondered aobut the towers... explored. joined a group. some group was overtaking the tunnels and using them to leak out and attack... They learned to navigate the tunnels and left druidic stone markers to help lead the paths...

large markers. unfortunatley doesn't know NW path, he could read them. He knows gauntlygrym. to the N of NW, 2-3 days journey. beasts crawled on fours... charged headfirst no fear. if you cast a spell, creatures of flight and more charging creatures. THere were always casualties when spells cast old druid woman. herbs. 2 vials, one from a slime. another from acidic lizrd.. common 15 gp slime 4d4 dc12 potent 30 gp. lizard 6d4 dc 13 mixed potions...

bought some. and water hawthorne - leaves/tubes are edible. healing properties make antidote. need handful for a vial so Ziva spent time doing this to make potions. old freind ZURZUR, the guy who went to NW would know best on magic in leyline tunnels ZERZER water hawthorne sneezewort and something.. bardic inspiration herbs put in fire...

let Wroxi use sling and ammo nighfall. werewolves. ritual. magic at tree... circle around tree and focus. RUNES. Druidic. bob speaks.. face appears on tree. it speaks. door opens. some druid enter.. we travel i almost caste light

long rest. Hero Feast. last game I also fixed Wroxi's tiara, and made diamond dust for Ziva

LONG REST 😴 ?

Jamie Notes 1/12

long rest

up for breakfast

heroes feast

owlbear gauntlets

  • 2d6 for unamred strikes
  • they feel stronger as the sun comes up but I don't know why yet

bob said we can use their tree portal to get to neverwinter

  • he wants to go with us
  • the portal attracts dark magic creatures if we use magic while traveling through
  • the portal looks like one we've been through before

finished the second draconic book while waiting to go

bob knows the way to gauntlegrym

  • north of neverwinter
  • 1.5 days in the tunnel and 2 days out

in th etunnel, bob leading the party

  • eerie feeling but haven't seen any creatures yet
  • claw marks -- recent
  • bob seems worried

Chat Logs:

January 12, 2024

  • 8:47PM Sace: nightkat

  • 9:06PM Nissa: 6 hours with Wroxi (counting as 12) and 5 hours alone to finish the second book

  • 9:16PM michael o. (GM): Common 4d4 12 15 gold Potent 6d4 13 30 gold

  • 9:31PM Sace: ... and Wroxi, next time we get some time I might want to condense those greater potions ;)

  • 9:31PM Wroxi: Remind me if I'm alive tomorrow.

  • 9:31PM Sace: you got it

  • 9:33PM michael o. (GM): Water Hawthorne Sneezewort Cuckoo Flower

  • 9:41PM Sace: Is Wroxi also gonna make the laxatives and ED stuff. more "potent" too?

  • 9:42PM Wroxi: I thought about it but don't want to risk mixing unknown substances. The sleeping seemed like the best bet.

  • 10:11PM michael o. (GM): Zerzer

Adventure | Ch.10, Session Mike 037
  • 10:26PM Sace: Weapon (sling), range, rare Simple weapon 1d4 bludgeoning - ammunition (30/120 ft.) You have a +1 bonus to attack and damage rolls made with this weapon. When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

  • 10:26PM Sace: Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. two-birds sling i also gave you 20 rounds

  • 10:42PM Wroxi: Tree door not to be confused with hodor. 21 PERCEPTION (3)

  • 11:12PM michael o. (GM): i hear you discord? plz are you actually here Sace?

Adventure | Ch.10, Session Mike 037

Chapter 11, Tavern Quests (Mike)

Session M.038: Quests in the Tunnel

03/08/2024 | BASTARDS


Recap

in maze. we had said we would help the druids. wnet into a portal that travels throuh the ley lines, connected to the moon. bob leads the way, reads stones with druidic. tunnels stones with fresh marksings from claws big creatureses, reent. DONT USE MAGIC! where is he taking us? we want neverwinter, he is taking us to Gauntlgrym ...

Date... (4) 25, y.0001

Basalt Caverns

Bob Continues to lead. We hear some scratching in distance... find evidence of large spiders.

Sace was sneaking off to the side. Omidonn asked Bob about these medium-sized creatures.

his grandfather, and the Moon Tribe , uses the dark tunnels, aka the Eldritch Tunnels , to escape Gauntlgrym ...

Something about Mindflayers & Lycanthropes. This is a place between planes, a passage on the lay lines. The party is in strange realm... fights... eggs.


Eggs

Notes

we had said we would help the druids. wnet into a portal that travels throuh the ley lines, connected to the moon. bob leads the way, reads stones with druidic. tunnels. stones with fresh marksings from claws

big creatureses, reent.DONT USE MaGIC

where is he takeing us? we want neverwinter, eh is taking us to gauntlygrum. we hear scratching in distance. spider noices...

i stayed sneaky off to the sizde

medium size cretures? We had asked about them in NW, no one knew

omidon asked bout it.... moon tribe, grandfathertree use it to excape gauntlygrum. mindflayer and lycanthropes. place between planes, passage on the lay lines. the dark tunnel aka eldritch tunnels

Jamie Notes 3/8

claw marks both large and medium

passages used by lycanthropes to escape the mindflayers

call it the "Dark Tunnels"

Multiple points of entry throughout the realm

tried to keep it secret

Chat Logs:

March 08, 2024

  • 8:40PM Omidonn: In twisted tunnels, lost and dread, Where fear is born and dreams are fed, Among the spires of obsidian black, Where every step recalls the past. Oh, Dark Tunnels, black as the night, Where the brave falter and the weak take flight.
  • 8:51PM Omidonn: A realm of fear, where darkness reigns, A haunting echo of my Underdark chains.
  • 9:13PM Sace: ⚔️ INITIATIVE ⚔️ actually evasion does not use reactions
  • 9:55PM Sace: these guys almost killd my pet, I will feast on their eggs
  • 10:09PM Omidonn: 17 22 PERFORMANCE (13) In the depths where nightmares dwell, Where darkness reigns and shadows swell, I find my solace, my sanctuary, In the haunting embrace of the Underdark's memory. Bardic Inspiration
  • 10:41PM Ziva: ⚔️ INITIATIVE ⚔️
Adventure | Ch.11, Session Mike 038

Session M.039: Quests in a Tavern

04/05/2024 | BASTARDS


Recap

k

Date... (4) 25, y.0001

creepy crawly basalt caverns

wroxie and zeva head forward with Bob

Destroy 3 egg sacks

Portal not field grassy, distance forest (whatever that means) Boob go forward, front gate then to Rock Bottom Tavern


The party continues to break eggs and then goes through portal. Now in Gauntlgrym , at Rock Bottom Tavern

I have a note about a mountain goat, and a mountain Gehdrhen [?] Down Bremson [?]

Then a Human named Zandar Cartwright or Xalvador Cartwright tried to steal from me but I caught him, red handed. Smuggler and pickpocket.

I saw some wealthy card players

I also have notes about a castle wall with guards, zon breg [?]

went to stables, there was a stable boy

Mineshaft "guadatfun [?]" Minecart tha twas pushed into shift, narrow tunnesl that went to a city underground

Bob and Miners (N)

notes on a small hunt for purple worm. Search ... valuable... dealers... exute for orgns and blood... guard gets to nest

Cramnam Evenback "Cram" offering job

we have 10 days until funeral. Shorcut in caverns. We are to stay here for 5 days.

notes on BArrel bot, miner bot, bartender bot. Trouble selling to dwarf, help design task for the city -- this is Stix.

I talked to Cram an dshady people. Wroxi talked to Stix. Zeva talked to Narv about missing gears.

Jamie Notes 4/5

stayed behind to kill eggs

dwarven carvings on the pillars of warriors

exit: find a note from Wroxi and bob

  • headed to the gauntlgrymn castle through the front or back gate
  • and the rock bottom tavern

Front entrance

  • see scouts
  • horn blows
  • someone tries to pickpocket Sace
  • xalvador cartwright (human)

Rock bottom tavern flirting with kelly longbottom, big bosums

Hunt for a purple worm

(we have a weke to stay and do whatever)

Gregor's groundbreaker ale

Narve

  • blacksmith
  • missing gears from the workshop
  • unable to continue work
  • find the gears
  • think it is stix

stix: gnome tinker

  • help him sell his bots
  • barrel bots

Kram

  • hunt for purple worms
  • keep knowledge away from the guards

Shopping district miners sometimes find caves and monsters back gate bridge was taken out due to invaders

cavern and waterfall

Adventure | Ch.11, Session Mike 039

Chat Logs:

April 05, 2024

  • 8:34PM michael o. (GM): 2 silver a night for your own room. Undil Coalgrog Jennris Firstboots,: Khardram Battlebelch
  • 9:11PM michael o. (GM): Nainarv Wyvernflayer narv! Histix Zanybar Lanvyn Sinkur stix
  • 9:51PM Sace (GM): I gave a potion to my mount, so that is why I didn't see much
  • 10:02PM Sace (GM):zork
  • 10:14PM michael o. (GM): Xalvador Cartwright
  • 10:52PM michael o. (GM): Kramnam Evenback kram
Adventure | Ch.11, Session Mike 039

Session M.040: Failed Package Delivery

04/19/2024 | BASTARDS


Recap

k

Date... (4) 25, y.0001

Rock Bottom Tavern , Gauntlgrym , Sword Coast

FirstMonth xx,xxxx, xxxx

Rock Bottom Tavern , Gauntlgrym , Sword Coast

NTO: off the top of my head: The party got to know who was in the tavern and what was going on... Talk about the mines, some collapsed. CAn't trust "carts'? not trustin.. a bullet monster has been tunneling Mad? Not after rounds...

soldiers here King Kreg Battlehammer complaints vs. robot builder possibly stealing parts. -- Merchanges in black market 3 merchants in a heated debate and Ziva talks to them. They need guards to enter abandoned temple, ensure empty of creature... swarf something...

city abandoned [Wroxi Loominai](https://www.worldanvil.com/w/wildemount-toril-id8tionist/a/Wroxi-loominai-person) bought a barrel of beer and shared it with the tavern's guests. Sace overheard some talk from a couple.

Package Client A & Package Client B They had a package they wanted delivered to Package Recipient (sister in shopping district), and so Sace made an introduction. Saying he couldn't help but overhear and would be willing to help out. They agreed. Bodwin STrongstone was recepietn, a stamp collector. mission laudblod kardek and wife: mistlyn detect magic. felt something. book was "Handbook of foreign coins" idetify not work... back cover in edge a magic coin that always returns to pocket i need shop district...? That night he snuck a peak at the package, not the letter. Discovered a secret hidden coin. It can return to owner. He sealed it all back up.

FirstMonth 01, 0001, Morning

NTO: tavern...

The next morning he saw the booth and gave the package over... as he went to meet the rest of the party he saw someone else go to the booth and he had a bad feeling.. sure enough it would seem he gave the package to the wrong person.


Missions/Quests Completed

  • Failed to deliver package to correct person

Notes

Wroxi buys a barrel for the bar

I gave a package to the wrong person...

there are two quests in city we can meet king. ione we haven't got. the other is purple worm nest...

Jamie Notes

nothing of importance

Chat Logs:

April 19, 2024

  • 9:06PM michael o. (GM): Bulette
  • 9:43PM michael o. (GM): Bonwyn Strongstone Kardek Loudblood Mistlyn Loudblood (wife) A small handbook of foreign coins, for travelers to identify denominations.
  • 9:55PM Sace:  Identify (Ritual)
Adventure | Ch.11, Session Mike 040

Session M.041: A Boy and His Bot

05/17/2024 | BASTARDS


Recap

kelly longbottom flirting with Nissa

i delivered packsage to wrong person...

Date... (4) 25, y.0001

Rock Bottom Tavern , Gauntlgrym , Sword Coast


we need gears to get city going again.

going to 3rd blacksmith.

Solvia Brunkikan

also missing gears. says might be an ankheg. baby... watch out for queen. 1 tunnel to check out.

We saw a gear thing robot with runes, spent hour searching for it. child playing with robot. Wroxi goes to thekid and he brins up the robot maker Dicks or Diggs

Kid wante dto make like barrel bot, he collects thing, a shiny rock is the powersource. his name is like mufuham.

There are wild mushrooms and he found a blue stone which he put in the robot. Collected pieces around city and spent 2 weeks in the caves. NW is orphanage.

Returned to town. The blacksmith. Asked aobut orphans. She is not able to go back.

one hour each way, about 4 hours.

Took the kid and Mound to blacksmith.He had a friend "Horn". Mound will save the city as it has gears. and there was a blue stone

Jamie Notes 5/17

Nissa spent night with Kelly Longbottom

Sace delivered a package

Ziva & Wroxi checked out the blacksmiths

all the blacksmiths are missing gears

the marking left were by tools and sloppy

blacksmith: Solvia Brunkikan

  • found a tunnel near her forge and thinks it is an ankheg
  • they've been spotted nearby before
  • possible rest nearby -- queen
  • looks like the tunnel heads to the mines

Following the dirt piles to gowards the ankheg

  • saw a little walking robot -- gears runes match
  • follow the little robot deeper into the mines
  • leads us to a dwarf child that begins tinkering with the robot
  • robot pulls out another gear

Darf child is Muruham

  • lives in the mines alone
  • found the robot in pieces and a blue stone nearby
  • blue stone brought it alive
  • he collected the parts he needed until the robot began collecting on its own

convince solvia to take on the kid and apprentice him

  • convince the kid to go and give up his bot "Mound"
  • Mound is going to be a superhero and save city

Tavern

  • shot of whiskey

Chat Logs:

May 17, 2024

  • 8:50PM michael o. (GM): Solvia Brunkikan
  • 9:20PM michael o. (GM): Muruham
  • 9:45PM Wroxi: PERSUASION (8) +1p to the blacksmith to help with care costs.
  • 10:36PM Sace: flame thrower whiskey
Adventure | Ch.11, Session Mike 041

Session M.042: Gauntlgrym Deeds

05/31/2024 | BASTARDS


Recap

left off in creature den.

Date... (4) 25, y.0001

Gauntlgrym


I have notes on "Nov: someone did or tried to steal my wallet when I left cave"

Purple worm den.

  • thieves want location
  • guards just want them gone or dead

Tinker, Stix has trouble. We helped, but he needs more -- help selling his bots to dwarves.

Paken [?]

Abandoned temple, sea elf. Full faith of god or not leave alive


I think this is the right map?

Bates the dragon song? then I noted 1000 and 2000.

Ziva talked to the Captain of the Guard, Gregor Laudblood. Back ... broken... damage to bridge. Transport Materials and repairs. 1/2 day, but pay a gear 300gp. 3 gears amissing for 1

Eye contact with Nissa and longbottom.

Queen Ankheg

Jamie Notes 5/31

waiting for Omidonn to catch up to us

disgruntled dwarf

  • angry with his comrades
  • still gears missing and his is the only forge down
  • doesn't seem to be nefarious

ankheg attacks on patrols

  • head into mines by kid to hunt
  • FIGHT
  • queen
  • necklace of 3 gears on the lockjaw

Chat Logs:

June 01, 2024

  • 11:00PM Sace: ⚔️ INITIATIVE ⚔️
  • 12:39AM Omidonn: 26 PERCEPTION (9) | SLEIGHT OF HAND (5)
  • June 01, 2024 12:44AM Ziva: NATURE (4)
Adventure | Ch.11, Session Mike 042

Session M.043: Lava Elementals & Badgers

06/28/2024 | BASTARDS


Recap

left off in creature den.

Date... (4) 25, y.0001

Gauntlgrym

we looted... i took some venom

perc 22, notice in area

  • more dead ankhegs than we had killed...
  • husks and molting? skins are baby skins

slash marks on the dead look to be from queen...


Ankhegs?

Nissa takes a Mandible...

took chitin off one... 100 lbs.. ankghweg shwll

back to rockbottom tavern...

2 questgivers see us

go to merchant table

  • blacksmith
  • sell chiton, 3,000 gp

bought potions.

long rest

LONG REST 😴 ?

Date... (4) 25, y.0001

Gauntlgrym


checked on pet. went to help miners repair tracks

we tried to attract bullett..... it bolted, so I shot it with a bolt I killed second one.. i killed one in second combat too

then a nat 20 reaction on one and killed it, after using silvery barbs to save a dwarf

garyn doin spells garys bro- john. chad likes Nissa

1000gp gewms---200 gem ea

found hole. Omidonn explored as badger

they lied

we went back to tavern

city under. abandoned. lava eles

100 gp each and food for neasts

Adventure | Ch.11, Session Mike 043
Jamie Notes 6/28

More Ankhegs dead than we killed

  • identified slash marks on it similar to the marks the queen left
  • queen ankheg killing the littles

100 lbs: take 2 mandibles from the lockjaw 100lbs chitin off oof 1 ankheg

Back to Rock Bottom Tavern

  • trade with a blacksmith (takes 2 day)
  • 1 black pearl for 2 boomerang made from mandible
  • sell remaining mandible for 1000gp

Miners

  • bulletts keep attacking and destroying tracks
  • ask us to protect them while they fix it

check on animals and tip stable boy

FIGHT

gary being suspicious

Omidonn wnt down the tunnel as a badger

add 100gp

take 5 bulletts

get 1000 gps of gems

Chat Logs:

June 28, 2024

  • 10:01PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:48PM Omidonn: ⚔️ INITIATIVE ⚔️
  • 11:22PM Omidonn: Fireball
  • 11:57PM Omidonn: ⚔️ INITIATIVE ⚔️
  • 12:45AM Omidonn: Polymorph
Adventure | Ch.11, Session Mike 043

Session M.044: Purple Worms

08/23/2024 | BASTARDS


Recap

Date... (4) 25, y.0001

Gauntlgrym

We were in a tavern. Got a reward?

There was still some quests in the area we were aware of. A purple Worm. Repair backsomthings...

Secret location? Ziva found a quest about a hidden temple. And of course my stamp collector situation. The PURPLE WORM had two parties with rewards.

The guards want to know its location and will help defeat it. They will let us share the kill and parts. Paying 5k gp whereas the black market Sace has connections with offered 7k and they want the creatures. there were three dwarf rogues, one was shirtless. Wroxi bought a pig, put erection meds on it, as well as one of Sace's poisons. We got paid up front 1/2 of the funds. on the path,...

tunnels from them, they dont' often repeat tunnels.


Found worm and fought.

wroxi bought a pig. Put erection meds, poisons (my basic poison) and other stuff.


WE set up the pig, used unseen servant. I then flew up and hid with my duplicates. stealth 21. Silvery barbs to protect Nissa. it took out a duplicate which almost bloodied me. Ziva killed it. They took all types of parts as did some of the party members.

black market 5k, there was 7k, and 2k +100+

Pesin missing leg. Shirtless gentleman. Bard. Both large axes.

Jamie Notes 8/23

7,000 gp black marketers offering for purple worm

use a pig to draw it out

Chat Logs:

August 23, 2024

  • 9:14PM Wroxi: but also down for shenanigans Wroxi crafts a collar of rope and 20 vials of Potion of male suppression, 3 potions of sleep, and a basic poison vial.
  • 9:51PM Nissa: Mask of the Wild
  • 10:04PM Sace:  Light (Racial Cantrip)
  • 10:05PM Omidonn: Minor Illusion
  • 10:12PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:57PM michael o. (GM): The teeth of a purple worm are sharp, stone-like protrusions inside its gigantic maw. The teeth are made of ivory, covered in a layer of stone-textured keratin that is as hard as steel and able to chew through rock. The large teeth are often used by weaponsmiths to create unique weapons, which accept enchantments fairly well. The dark blood of a purple worm has a good deal of healing properties. Once refined with other ingredients, it is often used by the healers of many underground communities. The nutrient-rich substance can also be used to make a fertilizer for fungal crops
Adventure | Ch.11, Session Mike 044

Session M.045: The Dwarf Bridge

09/20/2024 | BASTARDS


Recap

Date... (4) 25, y.0001

Gauntlgrym

discussion w/ guards and off to South Gates to fix a bridge.

Large statue.Dwarves manning ramparts. I suggest Omidonn be the face as we don't have our sorcerer wh is generally that slot.he goes up to a guy. ""Hi"

"what's going on?"Problem: Lumber camp on other side.Cpt Cramnam Everback on other gate.damaged before they reclaimed city... made of stone... Cities to the south...

capt and a line of dwarves with pikes. Omidonn speaks...gap is about 15 feet...

wyvern in area... fly in and out of moutnaous pass.... as..dwn and dusk...seem to sleep at night

right now its early in day... clear for hours... should be

footprints, dwarves? 5 to the south...

walk through forest

find group

Omidonn goes to talk to cook..

need to transport logs to bridge.

note of wyvern, fires out by nite and all is fine.. do they have ideas? chef: Gimgarn Moltenkind. 5-15 tons... 20

i cast phantom speed. take two logs at a time

on e of straps breaks... still 2 more...

get to bridge with 3 logs

i fucked up a knot, but a perception check allowed me to fix it...

we move logs across.. wyvern above us... I cast blur and pull out sword.


Wyvern Fight

Jamie Notes 9/20

south gate bridge repair

wyvern fly through causing trouble

diamond 300 gp 150 gp ea

Chat Logs:

September 20, 2024

  • 9:18PM Omidonn: Average for HP Cpt Cramnam Everback
  • 9:21PM michael o. (GM): Kramnam Evenback
  • 9:28PM Sace:  Mirror Image
  • 9:38PM Omidonn: 15 INVESTIGATION (8) | Minor Illusion
  • 9:42PM (To Omidonn): metagame: I have advantage on investigations :)
  • 9:48PM michael o. (GM): Gimgarn Moltenkind
  • 9:51PM Omidonn: https://www.aidedd.org/dnd/monstres.php?vo=quetzalcoatlus
  • 9:58PM Sace:  Phantom Steed (Ritual)
  • 10:09PM Ziva: Locate Creature
  • 10:52PM Omidonn: https://roll20.net/compendium/dnd5e/Mammoth#content | https://roll20.net/compendium/dnd5e/Giant%20Ape#content
  • 11:05PM Sace:  Blur
  • 11:05PM Sace: ⚔️ INITIATIVE ⚔️
Adventure | Ch.11, Session Mike 045

Session M.046: Go In the Hole

10/04/2024 | BASTARDS


Recap

we fixed gate name.... got to logging camp and drag back to bridge. fought wyvern 350 gp diamon 300gp to Nissa omidon saw garry in bar...

Date... (4) 25, y.0001

Gauntlgrym

GERY was quest to fix minecart rails... dwarf bros. one bro ran off during fight with bulletts.. he said he was corking the ground... illusion, omidon went in fire and lava, old forge - abandoned...

we finished quest, but never went to forge.

Gimgarn Moltenkind

Kramnam Evenback

The teeth of a purple worm are sharp, stone-like protrusions inside its gigantic maw. The teeth are made of ivory, covered in a layer of stone-textured keratin that is as hard as steel and able to chew through rock. The large teeth are often used by weaponsmiths to create unique weapons, which accept enchantments fairly well. The dark blood of a purple worm has a good deal of healing properties. Once refined with other ingredients, it is often used by the healers of many underground communities. The nutrient-rich substance can also be used to make a fertilizer for fungal crops

Wroxi buys drinks, she tells Omidonn it might loosen up the crowd....Omidonn introduces her to Gerry..

10 gp to buy barrel for all the dwarves….Farmer's favorite And something elseMost of us drink Wroxi tries to be sneakyI use my tankard of sobrietyThey talk about going back to see the site again…Go to Cave

Wroxi has him go after shiny on wall..Amber finds 100gp amethyst…Gerry looked nervous at entrance… Overall the same.


Tried to convince him of bulletts I used silent image. Then Wroxi saw hole It is an old city. He doesn't want us to explore. He is on council…. Prestige and what not from exploring…

The Dawnforge of Queen Almaraan.Contract.

No deal… held up on "favor". Asked if we "repaired the gate" By Wroxi. Went back to town…

Session notes NPCs ○ Gerry - shifty dwarf Locations ○ Tavern ○ cave Quests ○ Still: Restore temple Lore ○ No issues since we finished.. ○ No signs of bulletts ○ Dawnforge… found, needs to be cleared out Loot ○ Backstories ○ Items found ○ Items used ○

stopped there...

Jamie Notes 10/4

Back at the tavern

Back to the mines to inspect the hole

Dawn Forge of Queen Almaraan

Gary wants to pay us to clear it out but he wants the recognition

still shifty about it

500-1000gp in gems

Adventure | Ch.11, Session Mike 046

OLD Notes

10 gp to buy barrel for all the dwarves….

Farmer's favorite And something else

Most of us drink Wroxi tries to be sneaky

I use my tankard of sobriety

They talk about going back to see the site again…

Go to Cave

Wroxi has him go after shiny on wall..

Amber finds 100gp amethyst…

Gerry looked nervous at entrance… Overall the same.

Tried to convince him of bulletts I used silent image

Then wroxi saw hole It is an old city

He doesn't want us to explore

He is on council…. Prestige and what not from exploring…

The Dawnforge of Queen Almaraan

Contract.

No deal… held up on "favor"

Asked if we "repaired the gate" By wroxi

Went back to town…

Session notes

NPCs
	○ Gerry - shifty dwarf

Locations
	○ Tavern
	○ cave

Quests
	○ Still: Restore temple
	

Lore
	○ No issues since we finished..
	○ No signs of bulletts
	○ Dawnforge… found, needs to be cleared out

Chat Logs:

  • 8:47PM Wroxi: How much is a round setting me back?
  • 8:58PM Wroxi: Wroxi nods enthusiastically.
  • 9:11PM michael o. (GM): amethyst worth 100 gp
  • 9:31PM Wroxi: Wroxi nods solemly.
  • 9:38PM michael o. (GM): The Dawnforge of Queen Almaraan
Adventure | Ch.11, Session Mike 046

Session M.047: Lava Kilns

11/01/2024 | BASTARDS


Recap

something about a quest for Gary... but shady. His reputation is he is trustworthy... Brothers said he is best looking in the city (triplets) overplans, rare for a dwarf to be gifted in magic, yet he is one of the few in city.

Date... (4) 25, y.0001

Gauntlgrym

Reward was gems... Wroxi is still shaky about him, but ready to do something...500 gp of gems, double... if we give him time.Wroxi needs fire elementals ash to make potion of fire resistance. 1 other thing..

we did some shopping.200gp for resistance potions. I bought a fire res and would later use it. I bought ice storm scroll 1000gp from same shop also used it later.they had 8 scorlls. oil of slipperiness for 300 gp like two fo those and 2 sets of diminutive and growht potions and potion of water breathing. elixer of health, 1000 gp

I bought an oil and a diminutive, 300gp ea. they had scrolls: acid arrow, cure wounds, heal, ice storm, magic missile for 50 gp mass heal for 50k shield for 50 gp and thunderwave 50gp

went t cave, flew down. Industrial area, kilns were powered by lava flows. aome are not currently operational


some in ruins. one is funcional but lava is blocked. water walk and potions...


Fire Elementals

i cast the scroll then hid, Nissa killed one, Ziva did gust of wind, most of my attkcs were hand crossbow and hide. includign a nat 20 and I killed a few and anotheror nat 20. collected 9 ambers to wrxi

i read runes. measurments for size, temp, and amount. 25 perc...omidon finds some...founds ome eles

and a large ele, we defeted it. plate male and 2 scimitars no magic.

i did find a corpse nearby with boots... slippers of spider climbing

Jamie Notes 11/1

Fire resistance and psychic resistence potions 200gp

down into the forge

drink the fire resistance potion

Ziva casts waterwalk

9 fire elemental embers collected

slippers of spider climbing

Adventure | Ch.11, Session Mike 048

Chat Logs:

November 01, 2024

  • 9:04PM Sace: https://2014.5e.tools/spells.html | Augury, Drawmij instant summons
  • 9:05PM Wroxi: Jamie, I missed what you were saying about my ice spells.
  • 9:06PM Omidonn: They would most likely be usefull
  • 9:06PM Nissa: They will probably work really well against the fire elementals. I don't think fire elems are vulnerable to anything but the water/cold spells freeze it a little i think
  • 9:09PM Ziva: Water Walk
  • 9:13PM michael o. (GM): Oil of Slipperiness: The vial has enough oil to cover a medium or smaller creature. Creature gains the effect of a freedom of movement spell for 8 hours. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. Potion of Growth: When drunk, a creature gains the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). When drunk, a creature gains the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Potion of Diminution:When drunk, a creature gains the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Elixir of Health: When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions.
  • 9:30PM Wroxi: I also drink my fire potion
  • 9:37PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:53PM Ziva: Gust of Wind
  • 10:53PM Sace: 28 stealth  Comprehend Languages (Ritual)
  • 10:59PM Wroxi: HISTORY (7)
  • 10:59PM Omidonn: 26 INVESTIGATION (8) only if shit goes down
  • 11:19PM Sace:  Blur
  • 11:20PM Omidonn: Blindness Deafness
  • 11:37PM michael o. (GM): Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
  • 12:10AM Omidonn: ⚔️ INITIATIVE ⚔️
Adventure | Ch.11, Session Mike 048

Session M.048: Door Puzzle

11/15/2024 | BASTARDS


Recap

fighting fire eles

Date... (4) 25, y.0001

Gauntlgrym



finishing with clearing out fire eles


I klled a fire ele


Jamie Notes

nothing of importance

Chat Logs:

November 15, 2024

  • 8:49PM Wroxi: I thought we got him we finished. i remember because i was in agony during it lol every minute was like an hour We did need to clear the room
  • 8:52PM Wroxi: and are elementals able to be reasoned with??
  • 10:13PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:03PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:59PM Omidonn: Faerie Fire
  • 11:06PM michael o. (GM): I have many forms, I can create and destroy or even bring a room to order 6 DIALS
  • 11:16PM Wroxi: Hammer
Adventure | Ch.11, Session Mike 048

Session M.049: Turducken Surprise

11/29/2024 | BASTARDS


Recap

fought fire eles before.. then turkey... and now we pick up after solving puzzle....

Date... (4) 25, y.0001

Gauntlgrym

dinner....

travel....

still preserved...

I get truesight...


Tur Duck En -- humongous comes down....


Jamie Notes 11/29

Turducken Chimera 10 feather

Chat Logs:

November 29, 2024

  • Roll for HP
  • 8:55PM Omidonn: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
  • 9:00PM michael o. (GM): Embercloak
  • 9:04PM Sace: Ziva, btw for clerics: "choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots." https://2014.5e.tools/classes.html#cleric_phb,state:sub-tempest-phb=b1
  • 9:08PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:24PM Omidonn: Too bad your flavor is as bland as your combat skills! Sissi's dad is here (he is staying with us for a few days) I have to go say hi to him I am still listening
  • 9:31PM Ziva: Insect Plague
  • 10:01PM Omidonn: Polymorph
  • 10:06PM Omidonn: https://www.dndbeyond.com/monsters/17041-tyrannosaurus-rex
  • 10:11PM Omidonn: Omidonn shouts out - From mighty warrior to apex predator! Show them why you're at the top of the food chain!
  • 10:33PM Omidonn: Mass Cure Wounds
  • 10:39PM michael o. (GM): This cloak appears to be made of ash and flickering embers. It grants the wearer resistance to cold and the ability to blend in with flames, becoming nearly invisible in fire. Embercloak
Adventure | Ch.11, Session Mike 049

Session M.050: Dwarven Statues and Elemental Rings

12/13/2025 | BASTARDS


Recap

fought fire eles before.. then turkey... and now we pick up after solving puzzle....

Date... (4) 25, y.0001

Gauntlgrym


four large pillars in center. ls has some barrerls and working stations, same with rs. further ahead is a bridge, looks to go to a pit with an altar straight ahead..

four dwarven statues all around... i want to investigate/perception the area....

I check out chest, picklock 29

I found loot... DM looking...

  • scroll of icestorm
  • Scroll of Shield
  • flower, red. Ashen Bloom

statue, palm in palm, sword...

i check another statue... Nissa finds something

she finds an interesting glowing orb that seems familiar to her...

it is connected to the kids robot...

fought some statues...

found some items...

fought some statues...

LONG REST 😴 Saltmarsh

long rest
Jamie Notes 12/13

sanctuary dc17 wis

Forge Room

  • more advanced
  • more intricate

Crate

  • small orb
  • warm to touch
  • a feeling a sense of familiarity -- makes Nissa sad
  • a piece of the robot we took from the kid in Gauntlgrym
  • will fix the robot

FIGHT

  • iron gollums (took a head)

Stone Altar

  • ring and amulet on top
  • Fire Snake Summoning pendant
  • elemental ring of force

FIGHT

  • iron gollums

Chat Logs:

December 13, 2024

  • 8:45PM Nissa: Tranquility
  • 9:05PM Ziva: Detect Magic
  • 9:07PM (To Nissa): the robot?
  • 9:07PM Nissa: 10 HISTORY (2)
  • 9:08PM (From Nissa): what robot?
  • 9:08PM (To The wanderer): kids' robot
  • 9:14PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:21PM Omidonn: Bane
  • 9:24PM Ziva Elymathyr: Shield of Faith
  • 10:51PM Sace: ⚔️ INITIATIVE ⚔️
  • 11:15PM Omidonn: 25 ATHLETICS (7) T rex
Adventure | Ch.11, Session Mike 050

Session M.051: Lost Temple

01/10/2025 | BASTARDS


Recap

last session: found loot, scrolls, red flower, killed iron golems boots and stuff from golems, knocked one down off edge Returned to the tavern and had a long rest.

Date... (4) 25, y.0001

Gauntlgrym

returned to tavern. long rest.

LONG REST 😴 Tavern


Lost temple dedicated to unknown god... someone supposedly found it. dwarves are going to explore

on way out, I feed 5 lbs of displacer meat to mount. then we head out. small bullette type creaturs easily taken out in narrative.WE find damaged area, not on maps. at tunnel. leader says vote to continue further...

45 mins...ornately designed door. inside is a temple.

blackd dark 45 ft above torches illuminate starting at door and until it is on the other side.center has some writing.. lots of statues.purple one is different. no face. cloaked. angel wings. stone tablet.

long sword for 3000 gp in possession of a dwarf, he bragged. the spiky blue one has no magic pinging from it.one of the dwarves is weak, picked on, a girl defends him.room is clean and pristine, no dust no bugs.

tablet, according to Omidonn:

  • Loviatar Temple's commandments are as follows. Fist, thou shalt worship God. Second, thou shalt praise God. Third, thou shalt prove thy faith Those who do not follow these laws will not leave alive.

doors slammed shut

dwarf tries to leave, and killed yb statue. glowing eyes shoots beam.... 2ft deep, 3ft wide...leader lost arm from laser. one was the owner of the sword.. gorgus noblegrip

i take care of the leaders arm. Ziva takes sword. me and Omidonn don't recall anything about the god.

I gave up a candle, gold sheets and the wine from monastery.I now have sense of relief.

we all bow. sinister smile from statue, as Omidonn sings...she stands up.stamps down on a dwarf.

standing near statues of instruments has helped....she stomped on foot of weak dwarf.

the betrayer dwarf runs out. the door begins to cloase a bit as he leaves circle... the blue flame is a timer...seems that staring is stopping them from moving...

they go back to pedestals. blue flame at altar. goes back to floor. green light at circle. fireflies come to us.... heals wounds.. and injuries. we are back in tunnel.... leader: ulrock mithralband. weak: newbie: comlin shadowbane. girl w/ problems: helga nalla thunderrot

Jamie Notes 1/10

Turducken Chimera Feathers

  • at 0 hp, revivied with 10HP and choose one:
  • Turkey: melee attack with advantage
  • Chicken: Heal 8d6
  • Duck: Ranged/magic attack at advantage or enemy has disadvantage

Tavern

  • explore a previously forgotten temple
  • circular room surrounded by statues
  • summoning circle in the middle
  • statues have either a weapon or instrument
  • Loviatar's temple
  • big lady statue shootin out lasers if they try to leave

LEVEL 12

Adventure | Ch.11, Session Mike 051

Chat Logs:

January 10, 2025

  • 8:55PM Sace: when reach 0hp, the feather is auto consumed. Revived w/ 10 hp and choose one: Turkey: Melee Att w/ Adv Chicken: Heal 8d6 Duck: Ranged/Magic att at adv or enemy has disadvantage
  • 8:57PM Ziva: Heroes' Feast
  • 9:13PM Omidonn: 22 PERFORMANCE (13) Darkened tunnels, winding deep, Where ancient secrets lie asleep. Through the shadows, cold and tight, We seek the temple, lost in caves.... no no no... that doesnt work hmm, lost from sight?
  • 9:14PM Omidonn: Echoes whisper, stone and bone, A cursed path we walk.... not so alone. Down the depths, where horrors dwell, Will this lead to heaven… or to hell?
  • 9:14PM Wroxi: claps while in tunnel
  • 9:19PM Ziva Elymathyr: Detect Magic
  • 9:19PM Sace: I sit down, I pull out my spellbook and spend the next 10 minutes casting Comprehend Language, ritual casting
  • 9:20PM Wroxi: smart
  • 9:36PM michael o. (GM): Loviatar Temple's commandments are as follows. Fist, thou shalt worship God. Second, thou shalt praise God. Third, thou shalt prove thy faith Those who do not follow these laws will not leave alive.
  • 9:48PM Omidonn: Rod of Security
  • 9:49PM Sace: healers kit on the leader
  • 9:50PM Omidonn: 8 RELIGION (2)
  • 9:55PM Wroxi: I would yell "worship, praise, prove faith and follow these laws" at the same time as Omidonn
  • 10:04PM Omidonn: In a temple where shadows arise, Stood a goddess with laser-like eyes. Her gaze burns the weak, As the faithful must seek, To escape with their lives as the prize.
  • 10:07PM Wroxi: Ziva just knows she has heard of "gods" in general with that roll. lol
  • 10:21PM Omidonn: When we bowed to the goddess with care, Her gaze softened, no longer a glare. Through humble display, Her wrath turned away, In the temple of stone cold and bare. Bow thy head, show thy grace,
  • 10:24PM Omidonn: Escape the wrath of her burning gaze. With reverence, her fury subsides, In the halls where cold stone abides. Bow thy head, show thy grace, Escape the wrath of her burning gaze. With reverence, her fury subsides,
  • 10:25PM Omidonn: In the halls where cold stone abides.
  • 10:25PM Wroxi: I would say I praise her and have faith she will keep me safe I scream out "NOOOoooo" cheers I would take a step away from my statue, and see what happens to the angel
  • 10:49PM Omidonn: I am unable to cast healing word so I burned a 5th level spell mass cure wounds
  • 10:49PM Wroxi: I'd yell that its safe to move
  • 10:49PM Omidonn: any of the dwarfs that were hurt can heal (since we should all be okay)
  • 11:15PM Omidonn: Minor Illusion
  • 11:33PM Wroxi: 19 INSIGHT (7) | Guys, I think they wont move if you really focus your gaze on one!
  • 11:38PM Omidonn: The flames of the goddess burned blue, Demanding the faithful stay true. Two dwarf tried to flee, But sealed their doom, you see, For their faith was found lacking, we knew.
  • January 11, 2025 12:12AM Wroxi: i dont care how cute fireflies are, they still bugs....gross.
  • January 11, 2025 12:13AM Omidonn: You would not believe your eyes If ten million fireflies Lit up the world as I fell asleep
  • January 11, 2025 12:16AM michael o. (GM): Helgrunala Thunderrock
Adventure | Ch.11, Session Mike 051

Session M.052: Memorials & Drinking Contests

01/24/2025 | BASTARDS


Recap

We found a temple, and some of us came back.

Date... (4) 25, y.0001

Rock Bottom Tavern, Gauntlgrym



Memorial for the fallen of the excursion we were on. around 12 died with like 3 survivors, maybe... or maybe 13 total went in...

I bought a 300gp diamond. a 500gp diamond. Potion of vitality. I found Zigam Largegut and she said she would return the book.

i win the drinking contest

notes: wroxi goes to tinkerer, Stix. On way to stables, early auburn hair - i follow, alley sumbols go ot black market. THieves guild entrance. I already knew. Pouch of coins, stampbook pass a stand. Largegut is a 200 year old dwarf. Her partner was supposed to hlep but he got locked up.

Lauren go did somehting bravley. Stongest is gregors ground breaker for 1 sp

Anachronistic art supply?

Jamie Notes

nothing of importance

Chat Logs:

January 24, 2025:

  • 8:38PM Sace: mike -- I'm also going to purchase one tarot deck
  • 8:52PM Wroxi: 11 PERCEPTION (3)
  • 8:53PM Nissa: 18 19 INSIGHT (9)
  • 9:02PM Wroxi: I would feel guilty and head over behind Ziva, Observing and sharing in the toast.
  • 9:09PM michael o. (GM): Gery Alard | Potion of Vitality: When you drink this potion your exhaustion is removed and any diseases or poison effects are cured. For the next 24 hours, you regain the maximum number of HP for any Hit Die spent. (960)
  • 9:31PM Sace: how much was the vitality
  • 9:31PM michael o. (GM): Potion of Stone Giant Strength: When you drink this potion your Strength score is increased to 23 for 1 hour. (2000) Potion of Maximum Power: The first time you cast a damage-dealing spell of 4th level or lower within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. (1400 GP) Chrysoberyl
  • 10:19PM michael o. (GM): Zigam Largegut
  • 10:22PM Wroxi: oh no. Should Wroxi use her 2000g potion for arm wrestling.....
Adventure | Ch.12, Session Mike 052

Session M.053: Gingerbread House

02/07/2025 | BASTARDS


Recap

There were memorials for the fallen and preparations to head out.

Date... (4) 25, y.0001

Gauntlgrym


I believe we spent some time in Gauntlgrym, then finished our journey to Neverwinter. We were in a forest, it seems and there was an incident with a hut made of gingerbread, a kid and I think there was an old lady. I do recall sneaking around the property, but Sace tends to have some memory lapses and this seems to be one.

notes: coin stamp collection

  • member of thieves guild, Zigam Largegut
  • leaving next morning
  • goods to be delivered
  • bought more diamonds
  • satchel of coins
  • lady at hut aske us in
  • she had a strange cauldron
  • we later make camp
  • watch -- hear wings, bats, large
  • meet Doc and Wanderer

Jamie Notes 2/7

get a necklace from kelly longbottom

  • stone rune "serenity"
  • gave kelly a matching earring (chrysoberyl)
  • head out to neverwinter

Forest

  • hut made of gingerbread
  • kid standing in forest alone (5-8 years)

Chat Logs:

February 07, 2025:

  • 9:09PM Wroxi: Wroxi has no fear of this old kind lady
  • 9:09PM Omidonn: Right, like Omidonn doesnt know about this story
  • 9:11PM Wroxi: Wroxi is exited to have sweets instead of ale finally
  • 9:15PM Nissa: 27 INSIGHT (9)
  • 9:15PM Wroxi: 12 INSIGHT (7) snickers a load in his mouth keeps snickering
  • 9:20PM Omidonn: haha. Protection from Evil and Good,
  • 9:33PM Sace:  Leomund's Tiny Hut (Ritual)
  • 9:34PM Ziva Elymathyr: 19 NATURE (5)
  • 9:34PM Sace: I also would cast unseen servant, so we have someone to pick up after us ;)
  • 9:37PM Wroxi: I have so many laxitives...Im low on sleeping pills. lol
  • 9:38PM Ziva Elymathyr: 6 NATURE (5)
  • 9:49PM Wroxi: The buddy area. Im dead.
  • 9:50PM Nissa: 32 Staff of Striking (Two-Handed) (+12)
  • 9:53PM (From Omidonn): Spider Climb
  • 10:30PM Wroxi: Wroxi see the armies, shrugs and says "whelp, guess we are missing the funeral". I like to imagine that Ziva emerged from the river a la Little Mermaid.
  • 10:46PM Ziva Elymathyr: toss toss
Adventure | Ch.12, Session Mike 053

Session M.054: The War at the Gates I

02/21/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack.

Date... (4) 25, y.0001

Neverwinter


More battles...

NE Group. Engaged at "nexs"?

Minions in shards

Meteor shard, 2 daggers, 40gp, 190 sp.

guards.

General has 1/2 dragon tattoo helmet with horns, nice +1 great sword +1 horned heavy helmet

Wndarers. King willing to give tix. Army monastery bandit banner Nobleman (ritual)sword Mission. 1 large army, city gate group guards fight off walls forward assualt.


Assaults on Neverwinter

Characters


Jamie Notes 2/21

3 greater healing potions (ADV. Wis ST. immune to poison/frightened)

2 dagger meteor shard 59 gp

Chat Logs:

February 21, 2025

  • 8:44PM Omidonn: This message has been hidden. | nope | nothing to see here | just keep moving | on and up | to the east side
  • 8:45PM Omidonn: I need more ideas of what to type | yes, that is the plan
  • 8:50PM Nissa: yup
  • 9:30PM Wroxi: SPLIT THE PARTY!!!!!!!!!!
  • 9:38PM Ziva Elymathyr: Heroes' Feast
  • 9:44PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:49PM Omidonn: Counterspell
  • 9:49PM Wroxi: Otiluke's Freezing Sphere
  • 9:52PM Wroxi: Otiluke's Freezing Sphere
  • 10:09PM Ziva Elymathyr: Gust of Wind
  • 10:34PM Ziva Elymathyr: Flood. Y
  • 10:44PM Omidonn: Fireball
  • 11:05PM Omidonn: Synaptic Static
  • 11:39PM Omidonn: Destructive Wave
  • 12:14AM Omidonn: Polymorph
  • 12:22AM Ziva Elymathyr: Toll the Dead
Adventure | Ch.12, Session Mike 054

Session M.055: The War at the Gates II

3/07/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates.

Date... (4) 25, y.0001

Neverwinter


More battles... I believe we moved to a different map for this

Looting


Assaults on Neverwinter

Characters


Jamie Notes

nothing of importance

Chat Logs:

March 07, 2025

  • 8:40PM Wroxi: cough loot cough cough cough
  • 9:00PM Ziva: INVESTIGATION (1)
  • 9:02PM Wroxi: chop. chop. chop.
  • 9:05PM Ziva: 300 gold to split - 50 gold each?
  • 9:06PM Wroxi: there are 5 in our party. | so 60, yeah?
  • 9:08PM Nissa: +12 each from Nissa's loot
  • 9:11PM Wroxi: Ok, I'll add that to my gold and I'll message eddie the total for his share too
  • 9:31PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:19PM Ziva: Control Water
  • 11:04PM Ziva: Create Undead
  • 11:04PM michael o. (GM): https://roll20.net/compendium/dnd5e/Ghoul#content
  • 11:04PM Ziva: Create Undead
  • 11:48PM michael o. (GM): rolling {2D4+2} This shard of space rock has been slightly shaped and wrapped with leather to create a rudimentary handle. You have a +1 bonus to attack and damage with this magic weapon. If the dagger is exposed to the sun for at least a minute each day, it also grants you fire resistance, and deals an additional 1d4 fire damage with each strike.
Adventure | Ch.12, Session Mike 055

Session M.056: The War at the Gates III

03/21/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates.

Date... (4) 25, y.0001

Neverwinter


More battles...

Looting

3 mages 2 guards 1 general still have heroes feast



Assaults on Neverwinter

Characters


Jamie Notes

nothing of importance

Chat Logs:

March 21, 2025

  • 8:51PM Omidonn: ⚔️ INITIATIVE ⚔️
  • 9:03PM michael o. (GM): https://roll20.net/compendium/dnd5e/Ghoul#content
  • 10:06PM Wroxi: hated at parties, cause he's a bore
  • 10:23PM Wroxi: Fireball
  • 11:17PM Sace: 40 damage, 8 fire, 7 points were missing last time
  • 11:19PM Wroxi: dip down like a moron
  • 11:55PM Nissa: 19 ACROBATICS (9)
  • 12:01AM Omidonn:DONT FORGET TO LOOT AT THE START OF THE SESSION!!!!!
Adventure | Ch.12, Session Mike 056

Session M.057: War at Gates looting

04/04/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates.

Date... (4) 25, y.0001

Neverwinter


notes state "last the 2nd gate [inintelligble]

  • 3 mages
  • 2 generals and gun?
  • 1 general (winged creature)
  • 11 dead guards. No adv. Few fields are bloodied . (Black glass)
  • 34pp, 265 gp, necklace human teeth, 2 gems (1000gp ea) star sapphire, emerald"

More battles...

Looting

Wroxi came back.


Assaults on Neverwinter


Characters


Jamie Notes

Gather black glass

34 pp 265 gp human teeth necklace 2 gems (1000 gp ea)

  • star sapphire
  • emerald

180 sp 60 gp compass (10 gp) Ring of iron keys

35 gp 12 gp 36sp

Adventure | Ch.12, Session Mike 057

Chat Logs:

April 04, 2025

  • 8:47PM michael o. (GM): 265 gp, 34 pp | 1 Star sapphire | 1 Emerald | (2 gems worth 1000 g each0
  • 8:50PM Nissa: 5 INVESTIGATION (2)
  • 8:51PM michael o. (GM): 180 sp, 60 gp, a compass (10 gp), a ring of iron keys
  • 8:53PM Sace: I have 521 gp for everyone including Wroxi, but not Nissa.... I give you 386 gp and owe you 135 gp | Granted some of that was platinum... but that is a lot of math 29
  • 8:56PM Ziva Elymathyr: 7 INVESTIGATION (1)
  • 8:59PM michael o. (GM): 180 GP, 1 spider silk handkerchief
  • 9:00PM Omidonn:36gp to each person from my findings.
  • 9:00PM michael o. (GM): 77GP, 69 SP, 1 Quarterstaff(CRACKED) made of ironwood
  • 9:01PM Nissa:47gp 35sp
  • 9:01PM michael o. (GM): 230 gp 1 thin rope string with several human and elf ears
  • 9:02PM Ziva Elymathyr: 13gp | and a rock
  • 9:03PM Sace: 46 gp | did someon say they cast mas heal?
  • 9:11PM Nissa:joking
  • 9:24PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:42PM Omidonn:https://www.dndbeyond.com/monsters/16873-giant-ape
  • 10:25PM Omidonn:Six forces are marching unbound.. rolling 3d4
  • 10:55PM Wroxi: Ok, so no rest, +2 health potions and full health?
  • 10:55PM Nissa:yup
  • 10:55PM Wroxi: ⚔️ INITIATIVE ⚔️
Adventure | Ch.12, Session Mike 057

Session M.058: Battle of the Tan Bridge

06/13/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates.

Date... (4) 25, y.0001

Neverwinter


More battles...

Off to a gate.

Bridge. piles of black glass shards.


Battles at a bridge

Characters


Jamie Notes

Nothing of importance

Chat Logs:

June 13, 2025

  • 8:29PM Wroxi: It's been so long since we played...are we really at the wall still with this many badies?
  • 9:08PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:10PM Ziva: Control Water
  • 9:23PM Sace: even though I'm invisible, I used bonus action hide. so stealth 28
Adventure | Ch.12, Session Mike 058

Session M.059: Zafrina Makes an Appearance

06/27/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates.

Date... (4) 25, y.0001

Neverwinter


More battles...

New Ally, Zafrina a Druid (played by Mikey) shows up.

ioun stone? 1x day ea -- way to for?

we finished fight, we did not loot. ring?


More battles

Characters


Jamie Notes 6/28

Save Looting for next time

180 g 8p 160 g 6p 240 s 40 g 260 sp 380 gp 14 pp

Potion of Heroism

  • bless effects

and other loot numbers...

Chat Logs:

June 27, 2025:

  • 8:53PM Mikey P.: ⚔️ INITIATIVE ⚔️
  • 10:05PM Omidonn: 17 SLEIGHT OF HAND (5)
  • 11:36PM Omidonn:call 1-800-general NOW Mass Cure Wounds
  • 12:00AM Omidonn: Raise Dead
Adventure | Ch.12, Session Mike 059

Session M.060: Eye Drops

07/11/2025 | BASTARDS


Recap

we fought vampires

Date... (4) 25, y.0001

Neverwinter


More battles... end of battles?

ther was 2 guards, 2 mages. Pouch of berries, vial of quicksilver, 300sp 200 gpp Vamps not in charge few enemies, uncomon and unnatural for such an attack the plague weakend city. poition 1 hour bless and 10 ghp

300gp for hill giant potionions 260 for fire giant


More Battles

Characters


Jamie Notes

nothing of importance

Adventure | Ch.12, Session Mike 060

Chat Logs:

July 11, 2025:

  • 8:46PM Ziva's Spiritual Weapon: pickle noises
  • 8:50PM (From michael o. (GM)): 1300 sp, 200 gp, a pouch of berries, a vial of quicksilver
  • 8:52PM Ziva's Spiritual Weapon:OH YOU KNOW!!!!
  • 8:54PM michael o. (GM): w/ Ziva can you see this?
  • 8:54PM and If you didn't hear, I am usin gdetect magic on the two times and on the wizard
  • 8:57PM (From michael o. (GM)): no magic from the two items
  • 8:57PM Nissa:have all the bodies been looted now? | lol | ill head to the next one then
  • 8:58PM Omidonn:everyone can add 180g 8pp
  • 8:59PM Ziva Elymathyr: 160 gp and 6sp for everyone
  • 8:59PM Ziva Elymathyr: sorry 6pp
  • 8:59PM Nissa:start with the best | 260 sp and 40gp for everyone | excellent...ill stick with the 2 then
  • 9:02PM Omidonn:pats Crossbow Guard on the shoulder Well, there, friend. Looks like you're the last one standing here. Does that make you the captain? | HISTORY (3)
  • 9:06PM Nissa:does it seem like this general was in charge of everything? or were there other vamps coordinating around the town? | got it | do we have any insight to who might be the head of this?
  • 9:24PM Nissa:is there damage in the city ? Nissa is watching Omidonn closely to see what happens then shell taste it
  • 9:35PM michael o. (GM): For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
  • 9:37PM Nissa:yes | you got it | what is the weirdest potion you have? | yeah | is there one that is color changing? | like mood drops?
  • 9:43PM michael o. (GM): Eye Coloring Drops-When applied to eyes will cause eyes to change to this shade. This change lasts Xd4 hours, there X is the number of drops applied. Vial contains 100 (50 drops per eye) drops.
  • 9:44PM Nissa:ill get all 10 eye drop vials as well
  • 9:44PM Sace: 5 vials
  • 9:51PM Nissa:how much for regular healing potion?
  • 9:52PM michael o. (GM): Seasickness Relief Potion - Provides relief to the symptoms of seasickness for 1d8 hours.
  • 9:58PM Nissa:2 greater and 2 regular for me | 400gp
  • 10:05PM Nissa:all good here | youre lookin at em! | she sighs big and gets ready | thanks mike! | Wroxi add -- 260sp 380gp 14pp
Adventure | Ch.12, Session Mike 060

Session M.061: The Battles of the Streets

07/25/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates.

Date... (4) 25, y.0001

Neverwinter


We got Nissa back.

We still have Bless

Fighting at Neverwinter

Characters


Jamie Notes

nothing of importance

Adventure | Ch.12, Session Mike 061

Chat Logs:

July 25, 2025

  • 8:55PM michael o. (GM): Potion of Heroism | Potion, rare | For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
  • 9:27PM Sace: ⚔️ INITIATIVE ⚔️
  • 10:25PM You've called forth your beasts with a cheer, But it’s you who should tremble in fear. Your minions may swarm, But they lack proper form— Soo they’ll shatter like glass when we sneer.
  • 11:11PM Ziva's Spiritual Weapon:I'm FREEEEE!!!! | makes pickle noises
  • 11:15PM (From Ziva): I'm afraid to ask what "pickle noises" are.... lol
Adventure | Ch.12, Session Mike 061

Session M.062: Found Missing Adventurers

08/22/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates. They found themselves facing off a bunch of invaders in an alley and are in the midst of battle with them.

Date... (4) 25, y.0001

Neverwinter



fought many invaders

Characters


The party killed all the enemies on the map, saving some adenturers. Sace and Nissa cleared the rooms to the East where others were being held. Saca thought about heading North to the gates where he saw it was being overrun, but instead went to ensure his friends were safe in the Western building.

After the fight they looted the bodies and got some healing, then planned to help up North. They still have 30 mins of Bless.

note about "dragon stone"

Jamie Notes

nothing of importance

Adventure | Ch.12, Session Mike 062

Chat Logs:

August 22, 2025

  • 9:49PM Omidonn: Mending
  • 9:54PM (From michael o. (GM)): 1900 sp, 300 gp
  • 9:56PM Sace: everyone gets 380 sp, 60 gp
  • 9:57PM Ziva Elymathyr: everyone gets 42 sp, 40 gp
  • 9:59PM Wroxi: 180 gp 4 pp each
  • 9:59PM Nissa: everyone: 180gp 16pp
  • 10:17PM Omidonn: Ego Whip
Adventure | Ch.12, Session Mike 062

Session M.063: Battles at the Broken Ramparts

09/05/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates. They found themselves facing off a bunch of invaders in an alley and are in the midst of battle with them. We finished clearing some streets of invaders then we saw a breach in the outer walls...

Date... (4) 25, y.0001

Neverwinter



The party gathered themselves and prepared to march toward the northern battlefield, organizing their formation as they advanced through the residential area near the city walls. Sace entrusted a guard with watching over a severed foot from a soldier they had been repairing, asking the guard to ensure no one shattered it as they wanted to research it later. As they approached closer to the walls, they could see through cracks in the buildings that souls were funneling through a massive breach, and the sounds of battle echoed in the distance

When they cleared the wall and gained a full view of the breach, the party saw numerous glass enemies—fragile, statue-like creatures that moved like golems—pouring through the opening. Nissa flew up on her broom and engaged the first wave, swiftly dispatching several of the glass foes with her strikes. Ziva unleashed a devastating swarm of biting mosquitoes that filled a large area, the insects tearing through the fragile enemies and eliminating many in moments. Omidonn , using his bardic magic, sang a haunting lullaby that caused multiple glass soldiers to crouch down into fetal positions as they fell into a magical slumber

From his elevated position in the air, Omidonn gained a better view of the battlefield and called out to his allies, pointing out the sleeping enemies and suggesting they focus on the ones still awake. Wroxi, flying high on her broom, spotted a portal master beyond the wall surrounded by foot soldiers, and she relayed the critical information that killing the portal master would close the portal. She launched magical darts that struck down several foot soldiers while intentionally avoiding the portal master. Sace moved to the edge of the wall and hurled a bolt of fire at a sleeping enemy, while allied archers released volleys of arrows that took out enemies positioned on the wall

Nissa flew over the wall and descended upon a mage who was protected by shimmering illusory duplicates, making it difficult to discern which was real. She struck at him repeatedly with her staff, expending its magical charges, and though some of her blows hit the duplicates, she eventually landed strikes on the real mage, leaving him with only one protective image remaining. Meanwhile, Omidonn flew over the battlefield and spotted captured Neverwinter Knights villagers being held prisoner by enemy guards. He strategically dropped a dagger near one of the bound villagers, instructing them to use it to cut themselves free and expecting it back after the fight. The villager caught the dagger skillfully before it hit the ground and immediately began working on his bindings

The battle intensified as Ziva repeatedly called down thunderous sonic energy in concentrated areas, targeting the mage and his duplicates. The mage appeared increasingly wounded and bloodied from the sustained assault. Omidonn unleashed a powerful explosion of fire from his aerial position, the blast so intense it seemed to shake the very air around them. Sace engaged the mage with advantage, flanking with Nissa, and struck him with an enchanted blade that resonated with thunderous energy. The mage attempted to retaliate with a melee attack against Nissa, but she skillfully evaded his strike

Adventure | Ch.12, Session Mike 063

As the party pressed forward, a powerful enemy general emerged, wielding weapons that crackled with fire. He swung at both Nissa and Sace simultaneously, his strikes dealing devastating blows enhanced by flames. Nissa, drawing on her inner focus, adopted a defensive stance that made her incredibly difficult to hit, and she retaliated against the general with a flurry of strikes from her staff, expending more of its magical charges. The general appeared severely wounded from her relentless assault. An assassin fired at Omidonn from a distance, the projectile laced with poison, but Omidonn managed to reduce the impact through sheer force of will

Allied casters in the background channeled healing energy to Nissa, Sace , and Claws, mending their wounds as the battle raged on. Claws, the party's Tabaxi companion, eliminated two enemies with swift strikes and moved to assist Nissa against the general. Ziva's summoned companion, the pickle, moved across the battlefield making its distinctive noises and successfully struck down a nearby enemy before repositioning to flank the general, providing Nissa with a better angle of attack. Omidonn continued to sing his enchanting lullaby, putting more foot soldiers into a deep slumber, though the mage resisted the spell's effects

Wroxi continued her aerial assault, launching magical projectiles enhanced with cold energy that struck multiple targets. Sace engaged the general again, taking advantage of the flanking position with Nissa, and landed another powerful strike with his enchanted blade. The general, though severely wounded and bloodied, continued to fight with fierce determination. Allied guards and archers cleared out more enemies surrounding the party, their arrows and strikes eliminating foot soldiers and providing crucial support

As the battle continued, Omidonn attempted to demoralize an enemy with cutting insults, telling them not to wake the sleeping foes as they might shatter under the pressure, though his words had no effect. The party maintained their coordinated assault on the general and remaining enemies, with Ziva calling down more thunderous energy and her pickle companion eliminating another foe. The guard who had caught Omidonn 's dagger worked skillfully to cut through his bindings, making progress toward freeing himself

The party fought with relentless determination despite the late hour and growing fatigue. Nissa continued her assault on the general, striking him multiple times and leaving him on the brink of defeat. The assassins attempted to strike at Nissa but found their attacks ineffective against her defensive techniques. The general, wounded and desperate, swung at both Nissa and Sace again, landing hits on both despite their best efforts to defend. Allied forces continued to provide support, with archers and guards eliminating more enemies and casters channeling healing energy to the wounded

As the combat round drew to a close, the party discussed their exhaustion and the late hour. They decided to conclude after the current round of combat, wanting to ensure that all members, including one who had stepped away, could participate in the final moments of the battle. The battlefield was littered with defeated glass enemies, sleeping foot soldiers, and the wounded forms of the mage and general, while the party stood ready to deliver the final blows that would secure their victory

Scenes

March to the Battlefield

The party discusses their marching order and prepares to advance towards a northern battlefield where they anticipate encountering enemies.
  • The party discusses their marching formation as they prepare to move towards a battlefield.
  • Sace entrusts a guard with watching over a foot from a soldier that the party wants to research later, asking them not to let anybody shatter it.

fought many invaders

Breach in the Wall

The party approaches a residential area near the city walls and discovers a significant breach, with souls funneling through and enemies gathering.
  • The party approaches a residential area adjacent to the city walls and observes a large breach in the wall.
  • They see more souls funneling in through the breach, indicating ongoing enemy activity.
  • The group encounters technical difficulties with their virtual tabletop's vision settings, leading to obscured views of the battlefield.

Initial Skirmish at the Breach

Nissa engages the first wave of glass enemies at the breach, quickly dispatching several, while Ziva prepares a devastating area attack.
  • Nissa moves to engage the glass enemies at the breach, swiftly eliminating several with her attacks.
  • Ziva casts Insect Plague, creating a swirling mass of mosquitoes in a large radius that deals piercing damage to enemies, eliminating many of the fragile glass foes.
  • Omidonn casts a sleep spell, causing multiple glass enemies to fall unconscious.
  • Omidonn uses a fly ability to ascend above the battlefield, gaining a better view and identifying sleeping enemies to relay to allies.
  • Wroxi, flying on her broom, attempts to gain a clearer view of the battlefield beyond the wall.
  • Wroxi casts Ray of Frost at an enemy, eliminating it.
  • Sace uses Sword Burst to attack multiple enemies in close proximity, then moves to a defensive position on the wall.
  • Allied archers fire a volley of arrows, taking out enemies on the wall.
Adventure | Ch.12, Session Mike 063

Aerial Assault and Portal Discovery

Omidonn unleashes a fireball from above while Wroxi discovers a portal master and additional foot soldiers beyond the wall.
  • Nissa flies up the wall and uses a flurry of blows to defeat several glass enemies positioned there, then moves to the other side of the wall.
  • Ziva sends her companion, the pickle, forward towards the wall and holds a Sacred Flame spell until she sees an enemy.
  • Omidonn , from his elevated position, points out the sleeping enemies to his allies and suggests targeting an awake foe.
  • Omidonn casts a powerful fireball from his aerial position, striking enemies below and revealing more of the battlefield.
  • Wroxi, flying high, spots a portal master and several foot soldiers beyond the wall, relaying this critical information to the party that killing the portal master will close the portal.
  • Wroxi uses Magic Missile to target multiple foot soldiers, eliminating them, while intentionally avoiding the portal master.
  • Sace casts Firebolt at a sleeping enemy from the edge of the wall.
  • Allied archers release a volley of arrows, eliminating enemies on the wall.

Mirror Images and Prisoner Discovery

Sace engages a mage protected by mirror images while Omidonn discovers captured villagers and strategically drops a dagger for one to use.
  • Sace uses Booming Blade to attack a mage who is protected by mirror images, making it difficult to land a direct hit on the real target.
  • Nissa descends from the wall to engage the mage, striking him multiple times with her staff and expending charges, hitting duplicates and eventually the real mage, leaving him with one mirror image remaining.
  • Omidonn , flying, observes captured Neverwinter Knights villagers being held by guards and strategically drops a dagger near one of them, instructing them to use it to cut themselves free and expecting it back after the fight.
  • The mage attempts a melee spell attack against Nissa, but it misses.
  • An assassin shoots at Nissa but misses.

Coordinated Assault on Mage and General

The party continues their engagement with coordinated spells and attacks against the mage and a newly revealed general.
  • Ziva casts Shatter, targeting the area where the mage and his duplicates are, causing thunder damage and hitting the mage, making him appear bloodied.
  • Ziva's pickle companion moves forward and attacks an enemy foot soldier.
  • Bob casts Enlarge on himself, growing in size.
  • Omidonn casts Sleep, targeting a group of foot soldiers and putting many of them into a magical slumber, though failing to affect the mage.
  • Omidonn uses Vicious Mockery on a foot soldier, but it has no effect.
  • Wroxi casts an area-of-effect spell dealing cold damage to enemies.
  • Sace attacks the mage with Booming Blade, dealing significant damage.
  • Allied guards eliminate several enemies.
  • An assassin attacks Omidonn at close range, dealing poison and normal damage, but Omidonn uses a reaction to reduce the damage taken.
  • The General attacks Nissa and Sace , dealing fire and normal damage to both with powerful swings.
  • Nissa attacks the General, striking him with her staff and expending charges, dealing substantial damage and making him appear wounded.
  • Nissa uses Patient Defense to make herself harder to hit.
  • Foot soldiers attack Nissa, but she skillfully defends, taking minimal damage.

Intensifying Battle

The battle intensifies with continued attacks on the General and mage, while allies provide healing support.
  • Allied casters in the background heal Nissa, Sace , and Claws.
  • The guard who was given a dagger by Omidonn catches it skillfully and begins cutting his bindings.
  • Omidonn casts Fireball on the mage, dealing significant fire damage.
  • Wroxi casts Magic Missile, striking multiple targets with cold damage.
  • Sace engages the General with advantage from flanking with Nissa, striking him with Booming Blade and dealing a combination of physical and magical damage.
  • Sace disengages and moves back to maintain distance from the General.
  • Allied archers and guards clear out more enemies, including those around Claws and Nissa.
  • Claws eliminates two enemies and moves to assist Nissa.
  • Nissa continues her assault on the General, striking him multiple times with her staff and expending charges, dealing heavy damage and leaving him severely wounded.
Adventure | Ch.12, Session Mike 063
  • Nissa uses Patient Defense again to protect herself.
  • Assassins miss their attacks against Nissa due to her defensive abilities.
  • An assassin shoots at Omidonn , dealing damage.
  • The General attacks Nissa and Sace again, landing hits on both.
  • Ziva casts Shatter for a third time, hitting the General and causing him to become bloodied.
  • Ziva's pickle companion eliminates a nearby enemy and is repositioned to flank the General, providing Nissa with advantage.

Final Push

The party continues their relentless assault on the General and remaining enemies as fatigue begins to set in.
  • Omidonn casts Sleep again, targeting a large group of foot soldiers and putting many to sleep.
  • Wroxi casts an area-of-effect spell, dealing damage to enemies in a concentrated area.
  • Sace attacks the General again with advantage, dealing more damage.
  • Allied guards attack and hit during their turn.
  • Foot soldiers attack Nissa, but most miss due to her defenses.
  • The party discusses ending the session due to fatigue and the late hour, deciding to conclude after the current combat round to allow a returning player to participate in the final moments.

Characters



quick summary

Ran to the hole, and began fighting. A fireball cleared the way, and a locust storm plugged the hole. We flew up and cleared the wall, many were asleep thanks to the bard.

On the other side we saw two wizards with portals, more glass warriors and they had prisoners. There was another large general.

We left it in

Jamie Notes

nothing of importance

Chat Logs:

September 05, 2025:

  • 9:08PM Wroxi: Enlarge Reduce
  • 9:08PM Sace: ⚔️ INITIATIVE ⚔️
  • 9:34PM Omidonn: Sleep
  • 9:39PM Wroxi:rolling 1d8 ( 7 ) =7 3 Force 120 feet Magic Missile
  • 9:42PM Sace:  Sword Burst
  • 9:48PM Ziva's Spiritual Weapon:makes pickle noises
  • 9:48PM Sace:BTW, just for flavor -- but it can be assumed that Sace burns a bunch of his time alloted for the boots just floating around from time to time, or to get to the top shelf ;)
  • 9:52PM Omidonn: Fly
  • 9:57PM Wroxi: 15 60 feet Ray of Frost
  • 10:21PM Omidonn: Fireball
  • 10:25PM Ziva Elymathyr: Gust of Wind
  • 10:27PM Wroxi: 4 Force 120 feet Magic Missile
  • 10:57PM Omidonn: Sleep
  • 11:32PM Wroxi: DC16 Half damage Dexterity Save 2 Cold Higher Level Cast 12 Cold 90 feet Snilloc's Snowball Swarm
  • 11:34PM Omidonn: Mending
  • 11:41PM Sace:  Sword Burst
  • 11:55PM Nissa: 18 + 3 CONSTITUTION SAVE (2)
  • 12:17AM Sace:i had to use BA for movement
  • 12:27AM Omidonn: Vicious Mockery
  • 12:28AM Wroxi: DC16 Half damage Dexterity Save 6 Cold 90 feet Snilloc's Snowball Swarm
Adventure | Ch.12, Session Mike 063

Session M.064: The Final Battle of the Caravans, Part I

09/20/2025 | BASTARDS


Recap

The party got back to Neverwinter, and found it was under attack. They have spent the past few days fighting the invaders at various gates. After clearing this hole they went to what they believe is the final battle of this defense.

Date... (4) 25, y.0001

Neverwinter



The battle raged on as Nissa, with a flurry of precise strikes, vanquished a formidable general, who dissipated into a cloud of smoke and embers. Ziva summoned a powerful ice storm, battering the enemy forces, while her spectral pickle companion engaged a nearby guard. The party methodically eliminated the remaining guards and a mage, with Wroxi unleashing a volley of magical darts that struck true, and Sace felling another foe with a booming blade. With the immediate area secured, the adventurers took a moment to regroup and loot the fallen, discovering valuable electrum and a pair of immovable rods.

Their brief respite was interrupted by the druid Bob, who offered healing to the weary heroes with magical berries before rallying them for the final push. From atop the city wall, they surveyed the battlefield beyond a massive breach. A horde of glass soldiers, two enemy generals, and several carts, one bearing a memorable blue banner, stood ready. As the final confrontation began, Ziva conjured a swarm of biting insects to create a deadly barrier, and Wroxi blasted a cluster of soldiers with a swarm of snowballs. Omidonn, in a stunning display of power, polymorphed a friendly guard into a mighty Tyrannosaurus Rex, which charged into the fray.

The battle was a chaotic whirlwind of magic and steel. Nissa engaged one of the enemy generals, a mage wreathed in magical flames, trading powerful blows. Sace weaved through the battlefield, striking with his sword before vanishing into the air. The T-Rex, controlled by Nissa after Omidonn's departure, wreaked havoc, grappling and tail-whipping enemies. A new, terrifying foe descended from the sky—a massive, winged, horned beast with a dragon tattoo, shouting commands in an unknown tongue. This new general unleashed a devastating line of lightning that disintegrated several allied guards and gravely wounded the T-Rex.

Despite the overwhelming odds, the heroes fought on. Nissa, though wounded by the fiery aura of the mage-general, finally struck him down, causing a nearby portal to deactivate. However, another general cloaked himself in flames. The party focused their efforts on the remaining threats. Sace struck the new winged general, while the T-Rex, after landing a few more mighty blows on a mage, succumbed to its injuries and reverted to a guard who then perished. Nissa, though grievously wounded by the winged general's infected tail lash, continued her relentless assault, landing several more powerful strikes before the battle paused, leaving the heroes battered but resolute in the face of the remaining enemy commanders.

Scenes

Finishing the Fight

The party finishes off the remaining forces from the previous encounter, including a general, guards, and a mage.

  • Nissa lands a series of powerful strikes on an enemy general, who is barely hanging on.
  • Using a flurry of blows, Nissa defeats the general, who vanishes in a puff of smoke and embers. She then defeats another guard and stuns a second one.
Adventure | Ch.12, Session Mike 064
  • A guard shoots an arrow at Claws, wounding him.
  • Ziva casts a powerful ice storm on a group of enemies, creating difficult terrain.
  • Ziva's spectral pickle companion attacks and hits an enemy guard.
  • Three new enemies appear but are hampered by the difficult terrain.
  • A mage casts a fire spell at Wroxi, but misses.
  • Omidonn uses vicious words to defeat a newly summoned glass soldier.
  • Wroxi casts a spell, sending seven magical darts to instantly defeat five sleeping guards and damage a sorcerer.
  • Sace attacks a guard with a booming blade, dealing significant damage, before moving away.
  • Claws drinks a healing potion.
  • Nissa moves to attack another guard, defeating him with two powerful punches.
  • Ziva casts another ice storm on a new group of enemies.
  • A mage summons more friends to the battle.
  • Allied adventurers attack the remaining mage, destroying his illusory copies.
  • Omidonn uses a cantrip to finish off the final mage.

Looting and Rallying

After the combat ends, the party loots the bodies of their fallen foes and receives healing and a rallying speech from the druid, Bob.

  • The party loots the bodies of two assassins and two mages.
  • Nissa and Sace each find an Immovable Rod on the assassins.
  • Ziva and Wroxi find a large amount of electrum pieces, copper, and some junk on the mages.
  • The allied druid, Bob, calls the party to gather around him for healing.
  • Bob casts a healing spell, restoring health to the party members and Claws.
  • Bob offers Good Berries to fully heal anyone still injured. Nissa and Sace each take some.
  • Bob gives a speech, declaring that the end of the battle is in sight and rallies the troops to finish the fight.

The Final Stand

The party stands atop the city wall, overlooking the final enemy force, and begins the last major engagement of the battle.

  • The party surveys the battlefield from the wall: a breached section forms a bridge of rubble over a river, leading to a large force of glass soldiers, two generals, and several carts with captive civilians.
  • Wroxi notices one cart has a blue banner.
  • The final battle begins.
  • Ziva casts a plague of insects at the base of the rubble bridge, creating a hazardous area.
  • Wroxi casts a swarm of snowballs, damaging a group of enemies.
  • An enemy general shoots a poisoned arrow at Ziva, wounding her, but she maintains concentration on her spell.
  • An allied adventurer heals Ziva.
  • Sace throws a bolt of fire at an enemy wizard, then hides in a nearby tree.
  • Omidonn polymorphs a friendly guard into a Tyrannosaurus Rex.
  • The T-Rex, controlled by Nissa, charges forward and attacks two enemies with a bite and a tail whip.
  • Nissa rushes forward and unleashes a flurry of attacks on a mage-general, dealing massive damage.
  • The mage-general she is fighting erupts in magical flames.
  • The T-Rex takes damage from enemy swings.
  • Ziva commands her pickle to attack and destroy an enemy soldier.
  • Wroxi flies higher and hits the flaming mage-general with a blast of cold.
  • Sace uses cutting words to try and protect Nissa from an attack, but it still hits. Nissa uses her monk abilities to catch an arrow, negating its damage.
  • A massive, winged, horned, demonic-looking general with a dragon tattoo swoops down from the sky.
  • The new general slashes two of his own soldiers and swings his tail at Nissa, infecting her with a burning wound.
  • An allied adventurer casts a healing spell on Nissa.
  • Sace lands, unleashes a burst of swords damaging nearby enemies, and then flies back into the air, taking an attack of opportunity.
  • The T-Rex, controlled by Nissa, attacks the other mage-general, destroying his mirror images and grappling him.
  • Nissa punches the flaming mage-general, taking fire damage in return, but defeats him. The portal he was maintaining deactivates.
  • Nissa defeats two more glass soldiers.
  • The other mage-general becomes wreathed in flames.
  • Four more foot soldiers pour from a different portal.
  • The T-Rex takes more damage from enemy attacks.
  • The new, winged general unleashes a line of lightning, disintegrating allied guards and severely injuring the T-Rex.
  • Nissa's infected wound throbs, causing her more pain and damage.
  • The T-Rex, having taken too much damage, reverts to its guard form and dies.
  • Nissa continues her assault on the winged general, landing three powerful strikes.
  • The session ends as the remaining foot soldiers retreat.

Finished the battle at the wall, looted the dead. Went to final battle.

Started to clear the place, then went to the main caravans were and saw that there was a large master on the battlefield.

Adventure | Ch.12, Session Mike 064

Characters


end in battle -- bless spell still -- big boss

Jamie Notes

nothing of importance

Chat Logs:

September 20, 2025:

  • 9:24PM Wroxi:SLIPPERY WIZARD | CAST SPICY WORDS ON THE SLIPPERY WIZARD | (im just here to amuse myself)
  • 9:34PM Omidonn:56s12g from Omidonn to each of us
  • 9:34PM (From michael o. (GM)): 1300 cp, 60 ep, a trilobite fossil, a two-headed copper coin, some garlic
  • 9:35PM Nissa:56sp and 12g to each
  • 9:35PM Ziva Elymathyr:38 sp and 22gp each
  • 9:36PM Sace:260 cp and 12 EP
  • 9:48PM Sace:13 21.2 INITIATIVE (5.2)
  • 10:03PM Ziva Elymathyr: Insect Plague
  • 10:48PM Sace:  Sword Burst
  • 10:50PM Omidonn:rolling {2D8+6} i cast....spicy words!
Adventure | Ch.12, Session Mike 064

Session M.065: The Final Battle of the Caravans, Part II

10/04/2025 | BASTARDS


Recap

A large general entered the battlefield.

Date... (4) 25, y.0001

Neverwinter



fought many invaders

We are in the middle of the battle, still.

Nissa went down. I went down. I burned a feather to get up.

The battle raged on, with the heroes turning the tide against their formidable foes. Ziva, perched atop the city wall, decided to rejoin the fray on the ground. Forgoing a rope, she attempted a daring cannonball into the nearby stream but misjudged the distance, landing hard on the bank. Shaking off the fall, she unleashed a burst of sacred energy at a distant mage before repositioning herself near Nissa. Wroxi, also on the wall, targeted a magically-cloaked general with a swarm of biting snowballs, managing to land the spell despite the general's illusory duplicates.

Sace, seeing the threat posed by the enemy spellcasters, took to the air and launched a searing fireball at the mage Ziva had targeted, engulfing him in flames. Meanwhile, Nissa engaged a hulking enemy in close combat, her fists a blur of motion. The enemy general, a massive winged figure, retaliated with brutal force, felling the party's ally, Claws, with a series of devastating axe blows before tossing his limp body aside. The tide of battle shifted as more enemy foot soldiers poured from a magical portal, swarming the remaining guards and heroes.

As the fight intensified, the winged general turned his attention to Ziva. He flew directly at her, his great axe swinging. The blows were staggering, leaving her grievously wounded. Nissa, enraged, flew up on her broom to challenge the general, landing several powerful strikes. The general, however, was relentless. He grabbed Nissa, flew high into the air, and slammed her back to the ground, leaving her unconscious. Wroxi, seeing her friends fall, flew down to Ziva's side and administered a potent healing potion, bringing her back from the brink. She then unleashed a barrage of magical missiles, felling the enemy summoner and thinning the ranks of the foot soldiers.

The winged general, having dispatched two of his opponents, then focused on Sace. He unleashed a cone of freezing cold, but Sace's uncanny agility allowed him to evade the worst of the blast. Sace retaliated, but the general was wreathed in a protective fire that burned him with each successful strike. Undeterred, the general closed the distance, grabbing Sace by the throat and lifting him into the sky. "Where is the Wanderer?" the general demanded, his voice a low growl. "I grow tired of your games." Sace defiantly retorted, and the general, enraged, threw him to the ground. Sace, using a magical feather just before impact, managed to heal himself, landing bruised but alive as the battle paused.

Adventure | Ch.12, Session Mike 065

Scenes

The Battle Continues

The party continues their large-scale battle against an army, focusing their efforts on the enemy mages and a powerful winged general.

  • Ziva jumps from the 30-foot wall, aiming for a stream but misses, taking damage. She loses concentration on her insect plague spell.
  • Ziva moves towards Nissa and casts a sacred flame at a mage.
  • Wroxi casts a snowball swarm at a magical general, successfully hitting the real target among his illusions.
  • The enemy general hits Nissa and Bob the monkey with multiple attacks. Bob reverts from his monkey form.
  • An allied healer dispels a magical, festering wound that was afflicting Nissa.
  • Sace flies into the air and hurls a fireball at a distant enemy mage, dealing significant fire damage.
  • The allied guards fire a volley of arrows at the enemy forces.
  • The enemy general brutally attacks Claws, knocking him prone and leaving him heavily wounded.
  • Nissa unleashes a flurry of powerful strikes on the enemy in front of her, felling him.
  • More enemy foot soldiers emerge from a portal.
  • Ziva casts a spell on the winged general and sends her spiritual weapon to attack another soldier.

The General's Assault

The winged general becomes a primary threat, systematically taking down party members while the remaining heroes try to manage the battlefield and support each other.

  • Wroxi casts another snowball swarm at the winged general.
  • Sace attacks the magical general with his blade, noticing the enemy seems resistant to magic but not physical attacks. One of the general's mirror images dissipates.
  • The winged general unleashes a furious assault on Claws, lifting him into the air and then throwing his unmoving body to the ground.
  • Nissa pummels her opponent with three powerful strikes, finally defeating him.
  • More foot soldiers emerge from the portal and attack the guards.
  • Ziva casts a deathly spell on a soldier.
  • Ziva casts magic missiles, destroying three enemy soldiers.
  • Sace attacks the magical general, who is now wreathed in flames. Sace takes fire damage upon hitting him.
  • The winged general flies directly to Ziva and attacks her with his great axe, dealing a massive amount of damage.
  • Ziva retaliates with a burst of lightning from her body.
  • Nissa engages the winged general, landing several powerful blows and spending charges from her staff to deal force damage.
  • The winged general is attacked by several foot soldiers, taking more damage.
  • Ziva casts a powerful wave of divine energy, hitting the general and several foot soldiers. She then drinks a greater healing potion.

Heroes Fall and Rise

The battle reaches a critical point as the general incapacitates Nissa and Sace, but Wroxi's quick thinking and Omidonn's magic keep the party in the fight.

  • Wroxi casts magic missile at the summoning mage, dealing a significant blow.
  • An enemy mage blasts Sace with a cone of cold, but Sace uses his evasion to take only half damage.
  • Sace attacks the magical general, hitting one of his clones. He is healed for a small amount by an ally.
  • Sace attacks the magical general again, dispelling another illusion and taking fire damage in return.
  • The winged general attacks Nissa as she flies up to engage him. He then grabs her, flies into the air, and slams her to the ground, knocking her unconscious.
  • An enemy mage shoots four magic missiles at Sace.
  • Wroxi casts magic missile at the soldiers near the unconscious Nissa, killing them. She then flies down and administers a superior healing potion to Ziva, reviving her.
  • Wroxi flies back into the air.
  • An enemy mage attacks Sace with another cone of cold. Sace halves the damage with his evasion, then halves it again with another ability.
  • Sace attacks the magical general twice with his daggers, taking fire damage in return. He then runs towards Ziva.
  • Omidonn transforms Wroxi into a T-Rex.
  • The winged general grabs Sace, flies high into the air, and demands to know the location of the Wanderer.
  • Sace gives a defiant reply, and the general throws him to the ground. Sace uses a magical feather to heal himself just before impact, surviving the fall.

Characters

  • The same as last session.

end in battle -- bless spell still -- big boss. Nissa is down.

Jamie Notes

nothing of importance

Adventure | Ch.12, Session Mike 065

Chat Logs:

October 04, 2025:

  • Show Spell Description

8:28PM Sace:yo

9:39PM Wroxi:wroxi whines "What do you mean I cant take on a dozen dudes at once!?" noooooo. claws!

10:16PM Ziva: Destructive Wave

11:22PM Ziva: Trident (Two-Handed) (+9)

11:46PM (From Nissa): DEATH SAVE

Adventure | Ch.12, Session Mike 065

Session M.066: Big Guy Gets Away, Sace Dies Again

11/14/2025 | BASTARDS


Recap

The heroes fought desperately against overwhelming odds as enemy forces poured through a magical portal. Ziva leaped from the city wall, misjudging her landing but recovering to unleash sacred energy at an enemy mage. Wroxi targeted a cloaked general with magical snowballs while Sace incinerated a spellcaster with a fireball. The tide turned dire when a massive winged general brutally killed their ally Claws with devastating axe blows, then systematically attacked the party. He grievously wounded Ziva with his great axe before grabbing Nissa mid-flight and slamming her unconscious into the ground. Wroxi managed to save Ziva with a healing potion and eliminated the enemy summoner with magical missiles.

The winged general then turned his fury on Sace, unleashing freezing cold before grabbing him by the throat and lifting him into the air. Demanding to know the location of "the Wanderer," the general grew enraged at Sace's defiant response and hurled him to the ground. Sace barely survived by using a magical feather to heal himself before impact, landing bruised but alive as the battle momentarily paused with multiple heroes fallen or wounded.

Date... (4) 25, y.0001

Neverwinter



fought many invaders

The battle raged on at the city wall, with the party facing a colossal, flying general and his remaining forces. Ziva, seeing Nissa fall, rushed to her side and brought her back from the brink of death with a healing word. She then unleashed a torrent of necrotic energy at the massive general, striking a significant blow. Wroxi, transformed into a mighty T-Rex, lumbered across the rubble-strewn battlefield, positioning herself to intercept any foe that dared to approach.

An enemy assassin, perched on the wall, fired a poisoned bolt at the dinosaur, but Wroxi's tough hide mitigated the worst of the attack. Meanwhile, allied adventurers on the wall managed to revive the fallen Claws. Sace, after drinking a healing potion, struck a nearby soldier with an electrified blade before melting back into the shadows. Omidonn, seeing the chaos, began a desperate dash across the battlefield to rejoin his friends. The colossal general, seeing Wroxi as a threat, descended from the sky, triggering an attack from the dinosaur's powerful jaws which bit deep into his strange, cracked skin.

The general retaliated with a flurry of devastating blows, severely wounding the T-Rex. Nissa, back on her feet, dodged and weaved through the combat. A nearby mage attempted to cast a spell on Sace, who recognized the incantation as one that had previously made an ally vanish, but he managed to resist its effects. Ziva summoned a spiritual weapon to assail the general while also attempting to strike him with another toll of necrotic bells, though he resisted this time. Wroxi, in her dinosaur form, tried to bite the general again but missed her mark. The general, ignoring the others, focused his brutal assault on Wroxi, the force of his attacks finally reverting her to her gnomish form, though she remained standing.

Adventure | Ch.12, Session Mike 066

Sace, seeing an opening, flew towards the enemy mage and struck him with his booming blade, taking a burst of fire damage in return from the mage's protective aura before hiding once more. Omidonn, now closer, attempted a trick; he used an illusion to project the voice of the Wanderer, taunting the general and trying to lure him away. The general, however, was not fooled and instead turned his wrath upon Omidonn, grabbing him, flying high into the air, and casting him down to the ground, leaving him lifeless. As the general descended, he commanded his remaining forces to take what treasures they could and retreat, stating he would search for the Wanderer elsewhere before flying off into the distance.

The remaining general began to retreat towards a portal, leading two wagons. Sace gave chase, striking him as he fled. Two assassins emerged from the wagons, revealing they had been hiding the entire time. Ziva rushed to Omidonn's side and stabilized him, preventing his death. Wroxi flew on her broom to intercept the escaping enemies, while Nissa and Sace coordinated their attacks on the fleeing general and his assassins. Omidonn, revived by Ziva's healing, unleashed a massive fireball that engulfed the general, leaving him barely standing. Nissa and Sace finished him off, causing the escape portal to collapse. The party then turned their attention to the last assassin, who was quickly dispatched by a combined assault from Ziva's spiritual weapon and Wroxi's ray of frost.

With the battle finally over, the adventurers investigated the abandoned wagons. Inside, they discovered a breathtaking hoard of gold coins, totaling over thirty thousand pieces. Omidonn, remembering a rumor about a noble's missing wagon, noted the similar appearance of these carts. As the party took stock of their victory and the immense treasure, Omidonn cast a powerful healing spell, restoring his allies' vitality. However, the spell had no effect on the fallen druid, Bob, whose fate remained grimly uncertain as the adventurers prepared to take a long-overdue rest.

Scenes

The Battle for the Wall

The party continues their desperate fight against a colossal general and his forces at a breached city wall, working to protect their allies and defeat the invaders.

  • Ziva moves towards Nissa and casts a healing spell, bringing her back into the fight.
  • Ziva attacks the colossal general with a powerful cantrip, dealing significant damage.
  • Wroxi, in T-Rex form, moves across the difficult terrain and readies an attack.
  • An assassin on the wall shoots Wroxi with a poisoned crossbow bolt, but her dinosaur form's rage halves the damage.
  • Allies on the wall heal the downed Claws.
  • Sace drinks a potion, attacks a soldier with a booming blade, and then hides.
  • Omidonn dashes across the battlefield to get closer to the main fight.
  • The colossal general flies down towards Wroxi, provoking an attack of opportunity from her T-Rex bite, which hits.
  • The general unleashes a multi-attack on Wroxi, dealing massive damage but failing to revert her from her dinosaur form.
  • Nissa stands up and takes a defensive stance.
  • An enemy mage casts a spell on Sace, who resists its effects.
  • Claws stands up and repositions.
  • Ziva summons a spiritual weapon to attack the general and casts another cantrip, which the general saves against.
  • Wroxi attempts to bite the general again but misses.
  • The general attacks Wroxi again, dealing enough damage to force her out of her T-Rex form. She is badly wounded but still standing.
  • Sace flies over to the enemy mage and strikes him, taking retaliatory fire damage from the mage's flaming shield, then hides.
  • Omidonn creates an illusion of the Wanderer's voice, taunting the general to lure him away. The general resists the illusion.
  • The general crits Omidonn, then grabs him, flies 80 feet into the air, and drops him. Omidonn falls, lifeless.
  • Nissa attacks the mage Sace was fighting, landing several powerful blows.
  • The colossal general issues a retreat order to his remaining general, telling him to take treasures and sacrifices and that he will search for the Wanderer elsewhere. He then flies away.
  • The remaining general commands two assassins to emerge from nearby caravans and begins to retreat towards a portal, taking damage from Sace's booming blade as he moves.

The Chase

With the main threat gone, the party chases the remaining general and his assassins as they try to escape with wagons full of loot.

  • Ziva runs to Omidonn and casts a spell to stabilize him.
  • Wroxi, on her broom, flies to keep pace with the fleeing enemies.
  • An assassin attacks Nissa, but she is immune to the poison damage.
  • Another assassin attacks Wroxi, who saves against the poison and takes minimal damage.
  • Sace pursues the fleeing enemies and attacks the assassin.
  • An assassin shoots Sace, who falls to zero hit points but uses a magical feather to instantly revive himself and retaliate, killing the assassin.
  • The remaining enemies abandon one of the three wagons and continue to flee.
  • Sace holds his action to coordinate with Nissa.
  • Omidonn, healed by Ziva, gets up and casts a massive fireball on the fleeing general.
  • The general is severely burned and barely standing after the fireball.
  • Nissa and Sace coordinate their attacks. Nissa's first strike hobbles the general, and her second finishes him off. The escape portal collapses.
Adventure | Ch.12, Session Mike 066
  • Nissa moves to attack the final assassin, dealing a heavy blow.
  • Ziva casts a spell that creates a zone of enhanced healing for her allies.
  • Ziva commands her spiritual weapon to attack the last assassin, leaving him near death.
  • Wroxi casts a ray of frost, finishing off the final enemy.
  • Combat ends.

The Spoils of War

After the battle, the party investigates the abandoned wagons and tends to their fallen ally, Bob.

  • Wroxi and Sace investigate the three abandoned wagons.
  • They discover the wagons are filled with a massive amount of gold coins, totaling 30,161 gold pieces.
  • Omidonn recalls a rumor about a noble's missing wagon with a blue banner, which matches the description of one of the wagons.
  • Omidonn casts a powerful mass healing spell, restoring health to the party.
  • The healing spell has no effect on the fallen druid, Bob.
  • Omidonn decides to use a spell to raise Bob from the dead.

Characters

Colossal General

A massive, flying humanoid general with cracked skin, leading the enemy forces. He was searching for 'The Wanderer' and was willing to capture and interrogate party members to find him. After failing to get information, he ordered a retreat and flew off to continue his search elsewhere.

Enemy Mage

An enemy spellcaster who fought alongside the generals. He could surround himself in a fiery shield that damaged melee attackers. He was defeated by the party.

Assassins

Stealthy enemies armed with poisoned crossbows and shortbows. Several fought alongside the generals, with two emerging from hiding in caravans late in the battle. All were defeated.

Bob

A friendly druid who was knocked unconscious early in the fight. Despite the party's victory, a mass healing spell failed to revive him, suggesting he was truly dead. Omidonn prepared to cast a spell to resurrect him at the end of the session.

The Wanderer

A mysterious, magical individual also known as Benedict Fennwick. The main enemy general was obsessively searching for him. The party protected his location, remembering he stayed behind to guard a previous gate they had defended.

Jamie Notes

nothing of importance

Chat Logs:

November 14, 2025:

Adventure | Ch.12, Session Mike 065

A

Appendix

Item Descriptions

+1 Leather Armor

Light armor (leather armor), rare, major tier, 10 lb.

AC 11 + Dex


You have a +1 bonus to AC while wearing this armor.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.


+2 Rapier

Weapon (rapier), rare, martial weapon, melee weapon, major tier, 2 lb.

1d8 piercing

finesse


You have a +2 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Antitoxin (vial)

Adventuring gear, 50 gp


A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.


Ashen Bloom

Wondrous item, rare, minor tier


An ashen bloom is a rare flower that grows in earth that's been charred by a phoenix's fire. Once it blooms, it continues to live indefinitely until all of its petals are removed, even if it's plucked from the soil. When found, an ashen bloom has 2d4 + 2 petals remaining. The flower crumbles to ash once its last petal is removed.

Its petals have a variety of uses. You can pluck one of its petals as part of the options below. Once a petal has been used, it loses its magic.

Component. You can use one petal as part of casting a spell that deals fire damage. When you do, choose one creature that takes damage from the spell. That target takes an extra 2d6 fire damage.

Eaten. You can eat one petal using an action. When you do, you're cured of either one disease or one poison affecting you. If you're afflicted by more than one, you neutralize one disease or poison of your choice that you know is present, or you neutralize one at random.

Smoked. You can smoke one petal in a pipe or similar object over the course of 1 minute, at which time you gain resistance to fire damage for 1d4 hours. The exhaled smoke is red.

Steeped. You can steep one petal in 8 ounces of cold water over the course of 10 minutes, by which point the water is boiling and crimson. Drinking all of this tea, which takes at least 1 minute, reduces your exhaustion level by one.


Bag of Holding

Wondrous item, uncommon, minor tier, 15 lb.


This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.


Charlatan's Die

Wondrous item, common (requires attunement), minor tier


Whenever you roll this six-sided die, you can control which number it rolls.

NOTE: There is also a second pair that is modified.


Cloak of Elvenkind

Wondrous item, uncommon (requires attunement), major tier


While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.


Cloak of the Manta Ray

Wondrous item, uncommon, minor tier


While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.


Item Descriptions

Drow Poison

Adventuring gear, poison (injury), 200 gp


This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.


Embercloak

This cloak appears to be made of ash and flickering embers. It grants the wearer resistance to fire and the ability once a day to teleport to any fire you can see.

Eye Coloring Drops

When applied to eyes will cause eyes to change to this shade. This change lasts Xd4 hours, there X is the number of drops applied. Vial contains 100 (50 drops per eye) drops.

Holy Water (flask)

Adventuring gear, 25 gp, 1 lb.


As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.


Mystery Key

Wondrous item, common, minor tier


A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.


Necklace of Adaptation

Wondrous item, uncommon (requires attunement), major tier, 1 lb.


While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).


Oil of Slipperiness

Potion, uncommon, minor tier


This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.


Orb of Direction

Wondrous item, common, minor tier, 3 lb.


While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.


Orb of Time

Wondrous item, common, minor tier, 3 lb.


While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.


Pipe of Remembrance

Wondrous item, common


This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.


Potion of Diminution

Potion, rare, minor tier


When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.


Potion of Greater Healing

Potion, uncommon, minor tier


You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.


Potion of Healing

Potion, common, minor tier, 50 gp, ½ lb.


You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.


Potion of Hill Giant Strength

Potion, uncommon, minor tier


When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.


Item Descriptions

Potion of Superior Healing

Potion, rare, minor tier


You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.


Potion of Supreme Healing

Potion, very rare, minor tier


You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.


Potion of Vitality

Potion, very rare, minor tier


When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.


Sending Stones

Wondrous item, uncommon, minor tier


Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.


Tankard of Sobriety

Wondrous item, common, minor tier


This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.


Two-Birds Sling

currently held by Wroxi


Weapon (sling), rare, simple weapon, ranged weapon

1d4 bludgeoning

ammunition (30/120 ft.)


You have a +1 bonus to attack and damage rolls made with this weapon.

When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.


Item Descriptions

Vicious Weapon

Generic variant, rare, major tier


When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon's type.

Note: According to the SRD, it is an extra 2d6 damage, although [https://rpg.stackexchange.com/a/174522/53884](this is incorrect).

Base items. This item variant can be applied to the following base items:

Vicious Dagger

Weapon (dagger), rare, simple weapon, melee weapon, major tier, 1 lb.

1d4 piercing

finesse, light, thrown (20/60 ft.)


When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.

Note: According to the SRD, it is an extra 2d6 piercing damage, although [https://rpg.stackexchange.com/a/174522/53884](this is incorrect).

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Vicious Shortsword

Weapon (shortsword), rare, martial weapon, melee weapon, major tier, 2 lb.

1d6 piercing

finesse, light


When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.

Note: According to the SRD, it is an extra 2d6 piercing damage, although [https://rpg.stackexchange.com/a/174522/53884](this is incorrect).

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Vicious +1 Weapon

Generic variant


When you roll a 20 with this magic weapon, the target takes an extra 7 damage of the weapon's type.

Note: According to the SRD, it is an extra 2d6 damage, although [https://rpg.stackexchange.com/a/174522/53884](this is incorrect).

Wand of Magic Detection

Wand, uncommon, minor tier, 1 lb.


This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.


Winged Boots

Wondrous item, uncommon (requires attunement), major tier


While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.


Wyvern Poison

Adventuring gear, poison (injury), 1,200 gp


This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Item Descriptions

Mundane Items

Dagger

Weapon, simple weapon, melee weapon, 2 gp, 1 lb.

1d4 piercing

finesse, light, thrown (20/60 ft.)


Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.


Vicious +1 Hand Crossbow

Weapon (hand crossbow), martial weapon, ranged weapon, 3 lb.

1d6 piercing

ammunition (30/120 ft.), light, loading


You have a +1 bonus to attack and damage rolls made with this weapon.

When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.

Note: According to the SRD, it is an extra 2d6 piercing damage, although [https://rpg.stackexchange.com/a/174522/53884](this is incorrect).

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.


Sling

Weapon, simple weapon, ranged weapon, 1 sp

1d4 bludgeoning

ammunition (30/120 ft.)


Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.


Sling Bullet

Ammunition, 0.2 cp, 1.2 oz.



Silvered Mace

Weapon (mace), simple weapon, melee weapon, major tier, 105 gp, 4 lb.

1d6 bludgeoning



Acid (vial)

Adventuring gear, 25 gp, 1 lb.


As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.


Potent Alchemical Acid

Weapon, concoction, uncommon, simple weapon, ranged weapon, 140 gp

6d4 acid

thrown (20/60 ft.)


A small flask of burbling acid, a strange hissing green viscous liquid. It deals 6d4 acid damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 6d4 acid damage on hit. You do not add your modifier to the damage roll.

Item Descriptions

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.


Basic Poison (vial)

Adventuring gear, poison, 100 gp


You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.


Phase Spider Venom

Compound: creature toxin (injury), 165 gp


A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.


Spider Venom

Compound: creature toxin (injury), 95 gp


A creature subjected to this poison must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.


Signet Ring

Adventuring gear, 5 gp



Crossbow Bolt Case

Adventuring gear, 1 gp, 1 lb.


This wooden case can hold up to twenty crossbow bolts.


Crossbow Bolt

Ammunition, 5 cp, 1.2 oz.



Crossbow Bolts (20)

Ammunition, 1 gp, 1½ lb.



Sling Bullets (20)

Ammunition, 4 cp, 1½ lb.


Thieves' Tools

Tool, 25 gp, 1 lb.


This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

Thieves' Tools
Activity DC
Pick a lock Varies
Disable a trap Varies

See the Tool Proficiencies entry for more information.


Map or Scroll Case

Adventuring gear, 1 gp, 1 lb.


This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.


Dice Set

Gaming set, 1 sp


If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.


See the Tool Proficiencies entry for more information.

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Item Descriptions

Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

Gaming Set
Activity DC
Catch a player cheating 15
Gain insight into an opponent's personality 15

Pouch

Adventuring gear, 5 sp, 1 lb.


A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.


Component Pouch

Adventuring gear, 25 gp, 2 lb.


A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).


Playing Card Set

Gaming set, 5 sp


If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.


See the Tool Proficiencies entry for more information.

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

Gaming Set
Activity DC
Catch a player cheating 15
Gain insight into an opponent's personality 15

Spyglass

Adventuring gear, 1,000 gp, 1 lb.


Objects viewed through a spyglass are magnified to twice their size.


Tinderbox

Adventuring gear, 5 sp, 1 lb.


This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.


Bell

Adventuring gear, 1 gp



Caltrop

Adventuring gear, 5 cp, 1.6 oz.


As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.


Caltrops (bag of 20)

Adventuring gear, 1 gp, 2 lb.


As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.


Chalk (1 piece)

Adventuring gear, 1 cp



Signal Whistle

Adventuring gear, 5 cp



Whetstone

Adventuring gear, 1 cp, 1 lb.


Flask

Adventuring gear, 2 cp, 1 lb.


A flask holds 1 pint of liquid.


Backpack

Adventuring gear, 2 gp, 5 lb.


A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.


Item Descriptions

Jeweler's Tools

Artisan's tools, 25 gp, 2 lb.


These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.

Components. Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers.

Arcana. Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.

Investigation. When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold.

Identify Gems. You can identify gems and determine their value at a glance.

Jeweler's Tools
Activity DC
Modify a gem's appearance 15
Determine a gem's history 20

See the Tool Proficiencies entry for more information.


Leatherworker's Tools

Artisan's tools, 5 gp, 5 lb.


These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

Components. Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Arcana. Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.

Investigation. You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides. When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.

Leatherworker's Tools
Activity DC
Modify a leather item's appearance 10
Determine a leather item's history 20

See the Tool Proficiencies entry for more information.


Candle

Adventuring gear, 1 cp


For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.


Healer's Kit

Adventuring gear, 5 gp, 3 lb.


This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.


Silvered Crossbow Bolt

Ammunition (crossbow bolt), minor tier, 1.2 oz.



Waterskin

Adventuring gear, 2 sp, 5 lb. (full)


A waterskin can hold up to 4 pints of liquid.


Grappling Hook

Adventuring gear, 2 gp, 4 lb.



Torch

Adventuring gear, 1 cp, 1 lb.


A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.


Hempen Rope (50 feet)

Adventuring gear, 1 gp, 10 lb.


Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.


Hammer

Adventuring gear, 1 gp, 3 lb.



Crowbar

Adventuring gear, 2 gp, 5 lb.


Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.


Piton

Adventuring gear, 5 cp, ¼ lb.



Rations (1 day)

Adventuring gear, 5 sp, 2 lb.


Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.


Item Descriptions

Block and Tackle

Adventuring gear, 1 gp, 5 lb.


A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.


Iron Spike

Adventuring gear, 1 sp, ½ lb.



Iron Spikes (10)

Adventuring gear, 1 gp, 5 lb.



Merchant's Scale

Adventuring gear, 5 gp, 3 lb.


A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.


Climber's Kit

Adventuring gear, 25 gp, 12 lb.


A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.


Ball Bearing

Adventuring gear, 0.1 cp, 0.032 oz.


Most commonly found inside a bag of ball bearings.


Ball Bearings (bag of 1,000)

Adventuring gear, 1 gp, 2 lb.


As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.


Handaxe

Weapon, simple weapon, melee weapon, 5 gp, 2 lb.

1d6 slashing

light, thrown (20/60 ft.)


Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.


Shovel

Adventuring gear, 2 gp, 5 lb.



Mess Kit

Adventuring gear, 2 sp, 1 lb.


This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.


Tankard

Adventuring gear, 2 cp, 1 lb.


A tankard holds 1 pint of liquid.


Book

Adventuring gear, 25 gp, 5 lb.


A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.


Spellbook

Adventuring gear, 50 gp, 3 lb.


Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.


Ink Pen

Adventuring gear, 2 cp



Ink (1-ounce bottle)

Adventuring gear, 10 gp



Manacles

Adventuring gear, 2 gp, 6 lb.


These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.


Lock

Adventuring gear, 10 gp, 1 lb.


A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.


Item Descriptions

Spear

Weapon, simple weapon, melee weapon, 1 gp, 3 lb.

1d6 piercing

thrown (20/60 ft.), versatile (1d8)


Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.


Shield

Armor (shield), 10 gp, 6 lb.

AC +2


A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.


Glass Bottle

Adventuring gear, 2 gp, 2 lb.


A bottle holds 1½ pints of liquid.


Fine Wine (bottle)

Food and drink, 10 gp




Silk Rope (50 feet)

Adventuring gear, 10 gp, 5 lb.


Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Item Descriptions

Scrolls

Spell Scroll

1st Level


Spell Scroll (1st Level)

Scroll, common, minor tier


A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Unseen Servant

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of string and a bit of wood)
  • Duration: 1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Classes: Bard, Warlock, Wizard


Shield

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Classes: Sorcerer, Wizard

Scrolls | 1st Level

2nd Level


Spell Scroll (2nd Level)

Scroll, uncommon, minor tier


A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Gust of Wind

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Classes: Druid, Sorcerer, Wizard


Protection from Poison

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Classes: Artificer, Cleric, Druid, Paladin, Ranger


Scrolls | 2nd Level

4th Level


Spell Scroll (4th Level)

Scroll, rare, minor tier


A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Ice Storm

4th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Classes: Druid, Sorcerer, Wizard


Scrolls | 4th Level

Elf (Pallid)

  • Ability Scores. Dexterity +2; Wisdom +1
  • Size. Medium
  • Speed. 30 ft.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Incisive Sense. You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.

Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.


You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.

Random Height and Weight
Base Height Base Weight Height Modifier Weight Modifier
4'6" 90 lb. +2d10 × 1d4 lb.

Rogue

Hit Points


  • Hit Dice: 1d8 per class_name level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Proficiencies



  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a item1 or (b) item2
Starting Equipment

You start with the following items, plus anything provided by your background.

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.


Source: PHB, page 94. Available in the SRD 5.1 and the Basic Rules (2014).

Race & Class Description
Rogue
Level Experience Points Proficiency Bonus Features Sneak Attack Cantrips Known Spells Known 1st 2nd 3rd 4th
1st 0 2 Expertise , Sneak Attack , Thieves' Cant 1d6
2nd 300 2 Cunning Action 1d6
3rd 900 2 Roguish Archetype , Steady Aim 2d6 3 3 2
4th 2,700 2 Ability Score Improvement 2d6 3 4 3
5th 6,500 3 Uncanny Dodge 3d6 3 4 3
6th 14,000 3 Expertise 3d6 3 4 3
7th 23,000 3 Evasion 4d6 3 5 4 2
8th 34,000 3 Ability Score Improvement 4d6 3 6 4 2
9th 48,000 4 Roguish Archetype feature 5d6 3 6 4 2
10th 64,000 4 Ability Score Improvement 5d6 4 7 4 3
11th 85,000 4 Reliable Talent 6d6 4 8 4 3
12th 100,000 4 Ability Score Improvement 6d6 4 8 4 3
13th 120,000 5 Roguish Archetype feature 7d6 4 9 4 3 2
14th 140,000 5 Blindsense 7d6 4 10 4 3 2
15th 165,000 5 Slippery Mind 8d6 4 10 4 3 2
16th 195,000 5 Ability Score Improvement 8d6 4 11 4 3 3
17th 225,000 6 Roguish Archetype feature 9d6 4 11 4 3 3
18th 265,000 6 Elusive 9d6 4 11 4 3 3
19th 305,000 6 Ability Score Improvement 10d6 4 12 4 3 3 1
20th 355,000 6 Stroke of Luck 10d6 4 13 4 3 3 1

Spell Choices

Cantrips

  • Level 3: Mage Hand (L), Booming Blade, Minor Illusion
  • Level 10: Green-Flame Blade
  • Level 13: Fire Bolt, Sword Burst

1st Level

  • Level 3: Find Familiar, Disguise Self, Charm Person
  • Level 4: Silent Image

2nd Level

  • Level 7: Mirror Image
  • Level 8: Misty Step
  • Level 10: Blur
  • Level 11: Phantasmal Force

3rd Level

  • Level 13: Hypnotic Pattern
  • Level 14: Counterspell
  • Level 16: Major Image

4th Level

  • Level 19: Greater Invisibility
  • Level 20: Polymorph

Race & Class Description

Rogue

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Creating a Rogue

As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

Quick Build

You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.


The following information is from Xanathar’s Guide to Everything, page 44.

People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes hidden away there. Fighting is for fools. Dead men can't spend their fortunes.

— Barnabas Bladecutter

When brute force won't get the job done, or when magic isn't available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.

Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way.

On adventures, a rogue is likely to mix an outwardly cautious approach—few rogues enjoy combat—with a ravenous hunger for loot. Most of the time, in a rogue's mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure.

The following sections explore certain facets of what it means to be a rogue, which you can use to add depth to your character.

Thieves are the worst. I hate anyone that handles my stuff when I'm not looking, especially if they don't put it back where they found it.

— Xanathar

Class Description

Guilty Pleasures

Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking—an irresistible need that must be satisfied, even if doing so is risky.

A rogue's guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can't go through a day in the city without lifting a purse or two, just to keep in practice.

What's the one form of temptation that your rogue character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?

Guilty Pleasures

Gems & Magical Items

Adversaries

Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn't featured on at least one wanted poster. Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be harder to deal with than the average member of the city watch.

If your character's backstory doesn't already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.

Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?

Benefactor

Few rogues make it far in life before needing someone's help, which means thereafter owing that benefactor a significant debt.

If your character's backstory doesn't already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realizing who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense?

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Steady Aim TCE p62

3rd-level rogue optional feature

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Class Description

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Expertise

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype feature

At 9th level, you gain a feature granted by your Roguish Archetype.

Ability Score Improvement

When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. (or a feat)

Roguish Archetype feature

At 13th level, you gain a feature granted by your Roguish Archetype.

### Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

### Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

### Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

### Roguish Archetype feature

At 17th level, you gain a feature granted by your Roguish Archetype.

### Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

### Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

### Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Class Description

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


Spell save DC = 8 + Intelligence modifier + Proficiency Bonus

Spell attack modifier = Intelligence modifier + Proficiency Bonus

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Class Description

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

#### Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

Background

Criminal

  • Skill Proficiencies: Deception, Stealth
  • Tool Proficiencies: One type of gaming set, thieves' tools
  • Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Specialty

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

d8 Specialty
7 Pickpocket

Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

Background Description

Plans

Leveling Plans

Spell Changes:

  • Level 8: Find Familiar > Tasha's Mindwhip
  • Level 12: Empower > Spray of Cards
  • Level 19: Charm Person > Charm Monster
  • Level 20: Rope Trick > Mordenkainen's Private Sanctum

Spell Choices:

  • Level 13: Spell: Hypnotic Pattern?
  • Level 14: Spell: Counterspell?
  • Level 16: Constitution +2?
  • Level 16: Spell: Major Image?
  • Level 19: Intelligence +2?
  • Level 19: Spell: Greater Invisibility
  • Level 19: Change Charm Monster for Charm Person
  • Level 20: Spell: Polymorph
  • Level 20: Change Mordenkainen's Private Sanctum for Rope Trick

Magic Gear Wants

Item lb. a INFO Rarity Desired
Bracer of Flying Daggers a combat rare 1*
Ring of Spell Storing a charge single rare 1*
Illusionists Bracers combat Very Rare 1*
Manual of Bodily Health 5 lb. Single Use Very Rare 1*
Manual of Quickness of Action 5 lb. Single Use Very Rare 1*
Tome of Clear Thought 5 lb. Single Use Very Rare 1*
Walloping Ammunition, Crossbow 1.2 oz ammunition common 1
Belt of Storm Giant Strength - a continuous legendary 1
Cloak of Invisibility a charges legendary 1
Ioun stone of mastery a continuous legendary 1
Glamoured Studded Leather 13 lb. continuous rare 1
Heward's Handy Haversack continuous rare 1
Portable Hole continuous rare 1
Item lb. a INFO Rarity Desired
Ring of Evasion a charges rare 1
DAGGER of WARNING 1 lb. a combat uncommon 1
Gloves of Swimming and Climbing a situational uncommon 1
Gloves of Thievery situational uncommon 1
Headband of Intellect a continuous uncommon 1
MANY Bags of Holding continuous uncommon 1
MANY Immovable Rods 2 lb. continuous uncommon 1
Stone of Good Luck a continuous uncommon 1
Potions & Scrolls & Other Consumables varies varies 1
Ghost Step Tattoo a charges Very Rare 1
Manual of Gainful Exercise 5 lb. Single Use Very Rare 1
Scimitar of Sharpness a combat Very Rare 1
Scimitar of Speed 3 lb. a combat Very Rare 1
Tome of Leadership and Influence
5 lb. Single Use Very Rare 1
Tome of Understanding 5 lb. Single Use Very Rare 1
Danoth's Visor a VESTIGE VESTIGE 1
clockwork amulet charge single common 2
Cuddly Strixhaven Mascot charge single common 2
Cape of the Mountebank charge single rare 2
Dagger of Venom 1 lb. combat rare 2
Dimensional Shackles situational rare 2
Gem of Seeing a charges rare 2
Ring of Animal Influence charges rare 2
Stone of Controlling Earth Elementals charge single rare 2
Eyes of Minute Seeing situational uncommon 2
Ring of Swimming situational uncommon 2
Ring of Water Walking situational uncommon 2
Item lb. a INFO Rarity Desired
Wand of Magic Missiles 1 lb. charges uncommon 2
Blade of Broken Mirrors 1 lb. a VESTIGE VESTIGE 2
Masquerade Tattoo a charge single common 3
Blood Fury Tattoo a charges legendary 3
Boots of Speed a charges rare 3
Rope of Entanglement situational rare 3
Alchemy jug situational uncommon 3
Driftglobe situational uncommon 3
Eyes of the Eagle a situational uncommon 3
Pearl of Power a charges uncommon 3
Rope of Climbing situational uncommon 3
Rod of Security situational very rare 3
Mind Crystal (Subtle) consumable common 4
Boots of Elvenkind problematic uncommon 4
Eversmoking Bottle 1 lb. consumable uncommon 4
Psi Crystal a social uncommon 4
Robe of Useful Items situational uncommon 4
Ring of Feather Falling
Crossbow Bolts +3
Potions of Vitality
Amulet of the Planes
Ring of Mind Shielding
Decantur of Endless Water
Helm of Telepathy
Ring of X-Ray Vision
Potions of Speed
Rod of Absorption
Ring of 3 Wishes
Necklaces of Fireballs
Animated Shield
Wand of Polymorph
Dancing Sword
Instant Fortress
Scarab of Protection?
Ring of Telekinesis
Vorpal Sword?
Luck Blade
Deck of Many Things
Slippers of Spider Climbing
Cloak of the Bat
Cloak of Displacement
Oathbow
Sun Blade
Hat of Disguise
Figurines of Wondrous Power
Goggles of Night

i really want to get ARCANA so i can make scrolls/items...

scimitar proficiency for those wepons?

Bastion Map

If we use bastion rules, granted this is for my private domicile and we will have a tavern seperately:

Granted, I would also want to have other things like a bathroom, a stables, and such -- but using RAW...

AS Arcane Study (Roomy)
B Bedroom, roomy
DR Dining Room (Cramped)
K Kitchen (Cramped)
S Storage (room, 1000)
TC Teleportation Circle (roomy)
TA Training Area, Vast...
W Workshop (Vast, 2…)

Basic Facilities

  • Bedroom (Roomy)
  • Kitchen (Cramped, 500gp)
  • Storage (Roomy, 1000gp)
  • Dining Room (Cramped)

Special Facilities

Arcane Study

  • Craft
  • 1 Hireling
  • Roomy

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves. Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Arcane Focus. You commission the facility's hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.

Craft: Book. You commission the facility's hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.,

Workshop

  • Craft
  • 5 Hirelings
  • Vast

leatherworker, jeweler, carpenter, woodcarver, weaver

This Workshop is a creative space where useful items can be crafted. Artisan's Tools. The Workshop comes equipped with six different kinds of Artisan's Tools, chosen from the following list:

Carpenter's Tools Cobbler's Tools Glassblower's Tools Jeweler's Tools Leatherworker's Tools Mason's Tools Painter's Tools Potter's Tools Tinker's Tools Weaver's Tools Woodcarver's Tools

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.

Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan's Tools (chosen from the list above).


Source: DMG'24, page 349


Teleportation Circle

  • Recruit
  • 1 Hireling
  • Roomy

Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell. Recruit: Spellcaster. Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die. If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle.

While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell's maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast.

The spellcaster stays for 14 days or until they cast a spell for you. The spellcaster won't defend your Bastion and departs immediately if the Bastion is attacked (see "Bastion Events" at the end of the chapter).

Training Area

  • Empower
  • 4 Hirelings
  • Vast

Tools Expert

A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility's hirelings is an expert trainer; the others serve as training partners. When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table. Expert Trainers Trainer Type Empower Effect Battle Expert When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by 1d4. Skills Expert You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth. Tools Expert You gain proficiency with one tool of your choice. Unarmed Combat Expert When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage. Weapon Expert Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren't proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property. Empower: Training. When you issue the Empower order to this facility, the facility's hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.


Source: DMG'24, page 348

 

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