Thursday, August 24, 2023

Moonblade named 'Moontale' - Dungeons Masters Guide - Legendary Weapon


Moontale is a moonblade forged for priestesses of the Church of Eilistraee by the Dark Maiden Eilistraee herself.  This longsword has brought salvation to those oppressed by the evil of Lolth the Queen of Spiders within the Underdark. Using sharp vengeance and vibrant song, Moontale has been a trusted instrument in leading drow and the enslaved from the Underdark to regain a peaceful place on the surface of Faerun.  

All moonblades have seen first hand epic deeds and harrowing victories by their wielders.  Sorrowful, Moontale had felt the slack grip of a dying priestesses to offend.  On each priestess death, a rune of power marks the blade that best embodies the their spirit.  Moontale has six of these runes etched on the blade since it's forging nearly 700 years ago.

The first wielder was one of Qilué Veladorn's drow friends that helped vanquish the Pit of Ghaunadaur around 750 DR.  The sixth was Draene Lunadale of Silverymoon. She was know as 'Silverbane' to slavers and foes she allowed to escape.  Draena was the longest living wielder of the moonblade at over 300 years.  Eilistraee asked Draena upon her Last Dance to let her spirit reside as an elfshadow within Moontale.  Draena was honored and happy to provide aid to those that follow the ways of the Dark Maiden Eilistraee through Moontale.

Moontale now rests in the hands of Hannibal Enlade, adopted son of Draena Lunadale, in the port town of Ironmaster.  She charged her son before her death to never wield the sword in anger and to return the moonblade to the Promenade of the Dark Maiden which lies beneath Waterdeep in the Undermountain.  Hannibal was hesitant. He wanted to stay within the cottage, carve skrimshaw, and make a simple content living in the cold darkness at the edge of Icewind Dale.  Reminders of his birth mother, Namashisa, and adopted mother sat around the cottage.  Hannibal figured he owed the his mothers for all they did and forgave him for.  Specially his deepest darkest regret.

Fate changed Hannibal's simple plan to sail from Draena's cottage in Ironmaster to the Waterdeep. A series of storms have left ships frozen fast in harbors and the Sea of Moving Ice as solid as stone since Hannibal had taken charge of Moontale.  Lucky after Hannibal completed arrangements for Draena's body and the cottage, the weather calmed.  Hannibal choose to head south taking passage as an armed escort with a dog sled caravan going to Luskan.  Hannibal felt at home being one of the fighters protecting and standing watch over the caravan.  He could find no issue in being at Waterdeep within a fortnight.

Tragically, the caravan was caught in an otherworldly blizzard. Hannibal was the only survivor.  He was found by Dravid, a hermit dragonborn paladin, and Chili Con Carne, an outlander goliath barbarian.  While the dragonborn and goliath helped Hannibal recover, he soon realized the moonblade was not in its scabbard.  

After Hannibal's recovery and some further misadventures, the strange group of 'The Leftovers' have found themselves in Bryn Shander. Leaving Hannibal Enlade, a haunted one dark elf fighter, further from his goal of giving Moontale to it's next rightful priestess.

----------Legendary Weapon----------
Moontale (6 runes)
Longsword +2 , 1d8 slashing, Versatile, Thrown (20/60), Elfshadow, Song craft, Delver, 3lbs

[ ] = additions by player.

(Moonblade, Source: Dungeon Master's Guide)
Weapon (longsword), legendary (requires attunement by an elf or half-elf of neutral [chaotic] good alignment)

[Curse: In order to attune to Moontale, user must fully embrace the dance and song of Eilistraee at night with moonblade in hand.  If either a word or move is out of place, great harm can fall upon a novice.  If the Moon is near full or full, Eilistraee can speak and move through the users body making attunement more likely.

Player must succeed a DC 15 Intelligence (Religion) check and a DC 15 Dexterity (Acrobatics) check in order to attune, check can only be taken once a day at night and attunement last until next night. On a failure of one check, take d4 slashing damage that cannot be healed till next night. On a failure of two checks, take 2d4 slashing damage that cannot be healed till next night.  Player gains Advantage on checks if conducted on a near full or full Moon night or DMs discretion.]

1st Rune: +1 attack and damage rolls
2nd Rune: Song craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
3rd Rune: +1 attack and damage rolls
4th Rune: Elfshadow. You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
5th Rune: Thrown property (range 20/60 feet)
6th Rune: Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
-----------
ELFSHADOW (Shadow)
Medium Undead, Chaotic Evil [Good]

Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.

STR 6 (-2)
DEX 14 (+2)
CON 13 (+1)
INT 6 (-2)
WIS 10 (+0)
CHA 8 (-1)

Skills. Stealth +4
Damage Vulnerabilities. Radiant
Damage Resistances. Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses. Darkvision 60 ft., Passive Perception 10
Languages. --
Challenge. 1/2 (100 XP)
Proficiency Bonus. +2

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

-----------Moonblade 5e Rules-----------
Description from Dungeon Master Guide
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.

A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.

A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. [(Delete text within [ ] then use Curse earlier in post) If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die] or the weapon is destroyed.

A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or determines it randomly on the Moonblade Properties table.

Moonblade Properties
d100 Property
01-40.  Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.

41-80.  The moonblade gains a randomly determined minor property (see "Special Features" in the Dungeon Master's Guide).

81-82.  The moonblade gains the finesse property.

83-84. The moonblade gains the thrown property (range 20/60 feet).

85-86. The moonblade functions as a defender.

87-90.  The moonblade scores a critical hit on a roll of 19 or 20.

91-92.  When you hit with an attack using the moonblade, the attack an extra 1d6 slashing damage.

93-94.  When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.

95-96. You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.

97-98. The moonblade functions as a ring of spell storing.

99.  You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.

00.  The moonblade functions as a vorpal sword.

Sentience. A moonblade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

Personality. Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.

The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.

If a moonblade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.

Tuesday, July 18, 2023

Hannibal Enlade - Drow Eldritch Knight - Notes

Outline
-----------
Nealy half of Waethe Hlammachar has collapsed into a giant volcano named Hethmoller.  Council of Six Mothers, the city leadership, is taking slaves to sacrifice in order to stop Hellmother from devouring the city.  At the moment, Hellmother is satisfied.

Namahisa Enlade and Jalynfein arranged encounter for Thebba Pouvoire Heir Plot.

Namahisa plagued by dreams from Lolth; Lolth trying to take Namashisa and baby resulting in behavior that looks like Namahisa is trying to leave Castle Pouvoire.

Thebba visited by Council of Six Mothers, ordered to provide a great number of slaves for the next sacrifice.

Namahisa held captive by Thebba.  Namahisa dreams of snow and moon, things she does not know the name of.  Dreams sent from Eilistraee to counter the nightmares of Lolth.

Draena Lunadale and others disguised as slaves and slavers enter Caste Pouvoire.  Thebba sents Draena to Namashisa to be Namashisa's slave.  They become friends.

A section of Waethe Hlammachar collapses along with one of the Six Mothers and her forces, sents the Council Six of Mothers into frenzy. Council soldier are ordered to take all slaves from lower houses and any that resist this order.  House Pouvoire is marked as one.

Thebba is warned and sends messagess to other small and allied Houses.  Thebba prepared for to revolt begins burning parts of Waethe Hlammachar.  Council Guards fill the streets of the Pouvoire district and begin taking people of House Pouvoire.  A major force heads to Castle Pouvoire ready to siege.

Draena sensing the impending battle summons her sword, Darksong.  Draena and Namashisa work their way through the dungeon of Castle Pouvoire.  Draena is told by another dark maiden, some slave are bound by magic and to be weary.

Council Guards notice no response or resistance from Castle Pouvoire.  They break into the castle and find it empty except for slaves.  They begin carting of slaves and the people of the Pouvoire district.

Thebba and a band of elite warriors infiltrate one of the Council of Six Mothers castles and kill her. They take her head and summon signal beam to indicate success.  Thebba counts three other beams leaving only one of the Six Mothers alive, Madona Wallis Hune.

At Castle Pouvoire, council guards began loading carts of slaves.  One guard noticed, there were many cells left empty in haste. They quickly suspended that slaves were escaping under their noses.  As units poured in the depth of the castle, the units left behind were ambushed by Draena and her Dark Maidens.  They don the armor of the slain guards and begin to free more slaves from unsuspecting guards.  Some slaves seem posed to stay then leave, some much more vocal to stay in bondage.

More of Waethe Hlammachar begins to fall into the widening mouth of Hellmother and the Helldaughters begin to vomit lava and bellow ash laden smoke.

Thebba and a the remaining raiders fall upon the House Hune at the rock column fortress Merenpher.  Each side near exhaustion, the final battle is fought between Thebba and Wallis.  Thebba puts up a great fight yet magic wins the day.  Thebba is casted from high from the fortress at the heart of Waethe Hlammachar.

Draena, Namahisa and many hundreds slaves move from the sinking city.  Namahisa and other Dark Maidens open a portal to surface of Faerun.  Some slaves begin to manifest weapons that emit darkness.

A broken Thebba and reanimated rebel raiders rises from red portals around the escaping slaves.  Draena tells Namashisa to hide till see finds a moment to run for the portal.  Draena and the remaining Dark Maiden lung forward into the melee.

The battle calms near Namashisa, she runs.  Near the portal entrance Thebba appears in front of her. 

"Even dead, I will come for my daughter in you womb," said Thebba as red ichor pours from her broken mouth. 

Namahisa taps into the power of her unborn child.  Her wild magic builds within, pours through her eyes as living lightning.

Namahisa with a voice that echoes into infinity said, "You nor Lolth will get a daughter, from spite I will receive a son."

The last sight of the ill intented among those that wish to breathe free air was Namahisa floating above the fray and the streams of lighting bolts flowing from around her.

The survivors pushed through drow shaped ash clouds as they ran toward the portal.  Draena picked up Namashisa as the last of Waethe Hlammachar fell into the gapping maw of Hellmother.  Lava rushed from a vengeful Helldaughter toward the portal. A great mound of molten rock lays smoldering on the green grass of Silverymoon.  The Dark Maidens notice Draena and Namashisa are not among their numbers.



-----------
Short Background
----------
Hannibal Enlade was born to Namashisa Enlade and Jalynfein (absent) in the forgotten city of Waethe Hlammachar.  This city was a hub of trade in life sustaining mushrooms that feed much of the drow kingdom.  Warmth from the volcanic activity of Mount Hellmother and the volcanic foothills know as the Hethdaughers fuels the growth of the mushroom along with moisture cooling from the Northdark Sea.  Waethe Hlammachar is know for regular earthquakes yet if felt frequently enough the drow of this area believe it is Lolth vengeance needing to quenched with sacrifice of slaves and undesirable drow.

Hannibal is a male drow fighter.  His skin is a deep midnight blue which contrasts with his stark white mustache and hair.

Hannibal, before he was born, was promised to be a female drow powerful wizard named Channah.  Channah would have been adopted by the Duchess of House Pouvoire, Thebba.  Thebba, a skilled Battle Master, was unable to produce offspring and needed a heir. Always coveting the power of spellcasters, she wished her daughter to be the most powerful spellcaster in the Underdark.

Unfortunately, the Goddess of Spiders and Drow--Lolth--wanted the unborn Channah and to torcher Namashisa.  Lolth ever pulling on Namashisa's mind and body, the expecting mother would be found in suspicious places within and without the Castle Pouvoire.  The stranger behavior of Namashisa triggered Thebba's possessiveness and paranoia.  Soon Namashisa was jailed in the inter dungeons of Castle Pouvoire.

Namahisa now imprisoned experience worst nightmare and used superior dream potions to easy the grasp of Lolth.  In the potion fulled Dreams, she dreamt of a land she had no words for.  She dreamt of a land of snow and a great full moon.  In the silence of this land, each step was loud yet carried a pleasant ring.  She danced freely in the invigorating cold making music with her movements till awoken by reality.  

In her time awake, she found more pleasure in silvery droplets of water that would ring striking stone or pooling puddles.  In the increasingly common earthquake of Waethe Hlammachar, droplets would rain from the ceiling causing Namashisa to see a silhouette of a feminine dancer.  The silvery dancer moved within the pouring water and accompanied by the ring of falling droplets.

Thebba sensing Namashisa restlessness and fearing losing her promised daughter gave Namashisa a slave to keep her company.  The slave named Draena Lunadale, a silver haired drow Eilistraee Priestess, was fulfilling her vows to help drow return to the surface and promote prosperity in the Underdark. Draena knowing the dreadful conditions of Waethe Hlammachar's fungi farms wished to help free and spare those in hardship.  She was helped by sympathetic drow guising themselves as slaves and slavers for House Pouvoire. 

----------
Long Back Ground
----------
Hannibal Enlade was born in the drow city of Waethe Hlammachar under the roof of House Pouvoire.  Namahisa Enlade, his mother, was a middling sorceress with a unique power. She was able to influence the gender and enhance or limit traits of unborn children.  Namahisa's guild had assigned her to House Pouvoire to help cultivate strong influential women to enter various power centers in Waethe Hlammachar.  Along side that goal was to create beautifully elegant men to wed to or be consorts for matriarches in other drow city states.

In time, Namashisa became part of a major gambit to bring direct power and greater prestige to the Pouvoire. Duchess Anethebba 'Thebba' Pouvoire, matriarch of House Pouvoire, cunningly convinced Jalynfein, one of the most powerful drow wizards in the underdark to bed a Namahisa.  Thebba's goal is to create powerful sorceress she could adopt as her own then groom and train to further her ambition and influence among the great houses of Waethe Hlammachar and the greater realm.

A part of Thebba was bitter that she could never bear a daughter.  The physical wounds she suffered in her early years of defending House Pouvoire cut that piece from Thebba's life.  She filled the mental wounds with plots and posturing till she gained the title of Matriarch and became the ruler of House Pouvoire.  Yet other matriarches look down on her from not bearing her own heir.

In the weeks after, Namahisa was plagued with dreams of Lolth trying to persuade her make a pilgrimage to a secret portal allowing entry to Demonweb Pits, the domain of Lolth the Spider Queen. Lolth promising favor and place in her court within her great walking iron fortress.  The dreams soon, turned to nightmare of Lolth teleporting Namahisa to Demonweb Pits and tearing the baby from her womb them casting her from the ramparts into putrid webs to be eaten by giant spiders.  The nightmare grew worst and began to blend into the hours Namahisa was wake.  During her time overseeing her maturity ward of pregnant mothers, she would recoil as mother's burst into thousands of spiders, great and small.  Lucky after a short moment of terror, the world would reset and a confused black-blue drow mother-to-be would be staring at Namashisa. The next day, she was cataloging the potions in her ward's storage then found herself on the ground just of side the castle home of House Pouvoire with white ichor and crushed spiders in her midnight blue hands.  

Thebba believing Namashisa was trying to escape had her brought to House Pouvoire's Great Hall.  The hall was empty of people except for Thebba, a short slender middle-age light blue drow woman. She lays across her thrown looking bored.  The doors close as two guards pull the entry way tightly shut behind Namashisa.  Namahisa never understood how such a pale drow could be the face of House Pouvoire.  

Thebba perks up hearing the creaks and knocks as the great door is bolted. She jumps to her feet landing crouching down poised to jump from her thrown. She plays no games and quickly asks, "Na-ma-shi-sa, has Lolth taken favor or wrath with you?"

Still walking toward Thebba's dias, showing mother replies. "Both, Duchess."

Thebba jumbs from the seat of the throne, land gracefully in stride and curls up to Namahisa. Thebba exudes a expression of excitement and ecstacy as she caresses the pregnant woman's belly.

Thebba bewitched says, "This one has the eye of our holy mother of spiders.  She is Channah.  She is a favor from Lolth! She is powerful! She is everything"

Thebba then turns her full attention to Namashisa's eyes. She drapes her arm around Namashisa's neck pulling her down to her level.

"Na-ma-shi-sa, you we will kept safe," Quickly Thebba says, "The best potions platinum can buy will be at your side to help you quit those dreams and nightmares." 

Suddenly, Thebba yells for the guards to take Namashisa to new quarters with in the deepest part of House Pouvoire's dungeons.  The Namishina's dungeon cell was out of place compared to the empty bare damp cold slave cells surrounding it.  The cell was charming to drow standards and warm.  Namahisa preferred her quarters and found this cell adequate.  She found the promised amazing large stash of green vicious superior dream potions.  Namahisa poured two, one immediately after another, down her throat. The world flys up to her from the ground and darkness takes her consciousness.

From the blankness, she dreamed of dancing in a field of white, a cold touched her skin and a great luminous pitted ball that hung in a infinity black dome with thousands of shining diamonds spread along the surface facing her.  White cold sand held her foot steps as she frolicked and she traced her steps in a game to disturb the pristine field of soft rolling mounds.  Her steps made a pleasant crushing sound and the faster she danced her steps began to sound like soothing rings of bells.  When she awoke, she began to fine relief in the sound of dripping water. The drips would ring like bells in the stone corridors of the prison and at times she could almost make our a song.  

In the weeks to come a deep depression found Namashisa, she could see the drops drip outside spiked wrought iron bars of her cell.  The drops looked silvery through her dark vision.  She found the most comfort when the drops fell in such a fury it seems to make an outline of a vaguely feminine silhouette dancing in the corridor.  It helped her believe she would pass through this horrid place like the drips though cracks in the rocks.

Namashina sitting on her bed is trying to remember if she had dream or nightmare.  She knows nothing has changed for weeks until a drow is pushed into her plush prison cell. 

A guard barked, "Another of Thebba's gifts, a slave." 

Namahisa noticed her hair was long and silvery, not the normal white of all drow.  Namahisa resisted making eye or physical contact with this woman, thinking the silver haired drow to be mentally feeble and a type of joke from Thebba.  The silver haired drow quickly picked herself up, straightened her hair and quickly walked toward Namashisa and sat down on her bed.

"I'm Draena Lunadale of Silverymoon," the silver haired drow bubbley said.

Namahisa tried to ignore her by focusing the memories of pleasant dreams in the rolling white land and orb of soft silver light.  Yet Draena's introduction feed her need of to be recognized as other than a treasure that needs to locked away for safe keeping. Without lying to herself, Namashisa knows she a prisoner and pawn of Thebba, and a thing to torcher and torment for Lolth.

Namashisa tried to speak, her intent was to yell and beat this disrespectful slave into submission. Images flashed of in Namashisa's mind ofkicking her, bloodying her, break her spirit and body as Thebba and Lolth made Namashisa fell right now.  All of that was to difficult, to much energy. Overwhelming sadness took Namashisa, she began to cry.

Draena moved to the crying pregnant sorceress's bed.  She stroked Namashisa's hair saying, "I am here for you."

~~~~~~~~~~~~

Near midterm from Hannibal's birth, Namahisa and Draena became friends.   

Midterm from Hannibal's birth, Namashisa is awaken from a deep sleep by Draena. Draena eye's were silver and faintly glowed as she jumped on top of the awakening drow. Hannibal's mother was pinned and mouth covered as an eerie musical voice came from Draena.

"We are running out of time. You carry Jalynfein's son in your womb."

Dreena moves her face within a inch of Hannibal's mother face and the sound of a single piercing bell rings in the air.  The world around them is darkening.  Only Draena's eyes bring light.  Draena's words feel as if forming in frozen drow's minds.

"Used the power child's abundant magical energy and think of the cold white field of your dreams. Imagine us being there."

A flash of white then a void of black wash over the two.


The last week one nightmares were drove Namashisa to the brink of sanity and death.  She was found near the 


Namahisa believed her fear of Thebba kept her from the clutches of the godness she had only known from stories.





Namahisa never spoke of Hannibal's father. Hannibal was lead to believe his father was just another Drow slave that Namahisa called to her bed. In truth, Hannibal's father was , Archmage of Menzoberranzan.

House Enlade was one of the twelve house that ruled Waethe Hlammachar.

Anethebba 'Thebba' Anokora Pouvoire, Matriarch of House Pouvoire
 - Drow, Fighter, Battle Master, Lvl 10
 - 456 years
 - light blue or Glaucous skin
 - White hair, long cut mullet
 - short and slender
 - middle-age short white hair
 - vivid blue noble wear, the color of House Pouvoire

Namahisa Ematana Enlade, Sorceress of Sanguine Guild, Mid-wife (Accoucheuse) Superior to House Pouvoire
 - Drow, Sorcerer, Divine Soul, Lvl 7
 - 333 years
 - Midnight blue skin
 - White hair, kept in high bun
 - Red noble wear of the Sanguine Guild, vivid blue trim on cuffs and collars to denote the House Pouvoire.

Draena Lunadale, Priestess of Eilistraee
 - Drow, Fight, Eldritch Knight, Lvl 10
 - 447 years
 - Cobalt Blue skin
 - Silver hair, shaggy long wavy
 - Vivid blue simple bodice with black sleeves and silhouette, white trim (with vivid blue line) on cuffs and collars to denote as slave to the House Pouvoire 



Average lifespan 750
Years old 323
Current year 1489
Birth year 1166

Born in the independent drow city of Waethe Hlammachar in the Middledark of the Underdark.

From the surface through the Upperdark to gain entry. There are 13 famous ways down and 13 secret.

Vreadna, Drow Sorcerer, Lady's Lament circa 1310
Drizzt Do'Urden, Drow Ranger, Born 1297
Drizzt's favorite weapon was the scimitar, and he carried two, nicknamed Twinkle and Icingdeath. He had a pair of Bracers of the Blinding Strike.

Sisters of the Blood Moon, S'feria Ranul cia 1310

Eilistraee - Goddess of song, beauty, dance, swordwork, hunting, and moonlight. Church or Temple of the Dark Maiden.  Allied with Mystra (goodness of magic) , Selune (goodness of the moon), and the Seldarine (Good and Neutral gods of Elvin pantheon)

In the month of Tarsakh in the 1369 DR, a merchant calling himself Boswell Peddywinkle recruited adventurers in Luskan for an expedition to Targos and performance of tasks there; the journey took 21 days. They stayed at the Wolf's Pelt Inn. They soon set off again, but would learn their employer had ulterior motives. 

Abandoned the worship of Lolth and fled to surface.

Luskar, City of Sails
15,000 in 1360
16,000 in 1370 Large City
14,173 in 1372
1385 to 1395 Spellplague
4,000 in 1480 Large Town


Saturday, March 18, 2023

Exposition - Eye of Praise - Calendar and Time

Calendar of Eye of Praise

Seasons - Forwinter Winter Halwinter Halspring Spring Forsummer Summer Forautumn Autumn Halfall

Months - Henalish Dilish Trilish Unlish Tetradane Hexadane Septadane Leviathane Octover Novemver Decemver

Days - Monday Tuesday Wednesday Loknesday Thursday Friday Balsday Valsday Sunday

32 Hour Day, 36 Days/Month, 11 Month/Season(Earth year), 10 Seasons/Year(Earth Decade)

Charge to 32 Hour Day, 4 long rests, Powers Reset at Dawn or Dusk (16 hrs)
Morning 
(0400 - 0759, 0800 - 1159) Sunrise 1000
(Early Morning, Late Morning)
Afternoon
(1200 - 1559, 1600 - 1959)
(Early Afternoon, Late Afternoon)
Evening 
(2000 - 2359, 2400 - 2759) Sunset 2600
(Early Evening, Late Evening)
Night
(2800 - 3159, 0000 - 0359)
(Early Night, Late Night

Sunday, March 5, 2023

Session 7 - Epilogue - Ending Plot Hooks and Group Names


Plot Hooks for Epilogue 
(* = a vote)

- Find Prince Lecham's buried gift for the group, deeper into Blood Coast to the Green Ilse (Southeast Cross)

** Captain Gozo's Ship in Neverwane, mystery of salted boltian trade and travel to Tarte in the Plaingraves (Central Cross)

- Austri's return to the Hillrocker Family Combine (Northwest Cross, Crater Lands)

*** Bosque's quest for revenge and join the Urraedi Arimavor (Southwest Cross, the Oncet)

**** Gawyn's search for Archomet, Nightmare Dragon and Mignola's favor (New Continent)

** Loxly's reclaiming of his kingdom from Ivanham of Nottinghoe in the Lincolnwood Forest in his land of Shergreengrave (Northeast Cross, Moon Coast)

* Noname's walking of the world till he reaches the Purple Coast and the Gray Tower. (New Continent, the Narrow Lands, Bosque homeland)

----------Plot Hook Summary----------
1. Gawyn's Search
2. Bosque's Quest
3. (Tie) Loxly's Kingdom and Gozo's Ship
4. Noname's Walk

3/5 Players Reporting + GM

----------Group Names----------
Death Fist Mongers
Klag Face Mongers
Headshot Hooligans
The Fist
The Five Fingers
Klag Assassins
Riff Raff
Bridge Burners
Wrecking Crew
Biscuit's Revenge
Biscuit's Bastards
Freebooters
The Primeval Collective
Klag's Bane

4/5 Player's Reporting

Friday, March 3, 2023

Session 7 - Prologue - Tome from Burning Cloak's Hideout - Exposition - Urmon's Excerpt


Gawyn is quickly bored with the hyguier of his party.  They are talking with the woodworker of Moondive.  Loxly and Bosque with Frederick pull their fascination and knowledge of fire together with interruptions of light negotiation.  It seems that the weight of coin in the matter is surprising not an issue. Gawyn notes this unusual behavior from his party members.  

Shrugging his shoulder, Gawyn reaches in to his pack for the tome found in the Burning Cloaks hideout.  Gawyn remembers the angular lettering and simple symbols on the sturdy iron binding stood out among the books in the laboratory of the Burning Staff.  The cover had an imposing suit of armor standing on an alter. The back a tower that resembles a sword immerging from a forest.

The tome was written by a dwarf named Urmon in Dwarvish of his adventures.  The first page of the tome plainly states a summary:

My journey through the Cross, Parapado, and Tetromin Continents. The second adventure and only search for the Indigo Eye, an elixir giving the power of foresight or deathsight and possibly both.  A failure in goal and a success in other treasures.

Gawyn begins to read, a fresh red ribbon marks an entry. The page describes a great stone longhouse of Lunascent, surrounding stone housed of the Fiveship lords and surrounding work-halls and farms supporting the large township. Urmon's adventuring company named the Blackhill's Bearhorns struck a contract with Lord Tresendar the Third-Lord, the Lord of Arms, to defend Lunascent from a coming evil.

Urmon describes their arrival in late Halwinter and wanting to leave mid-Halspring, a spand of 18 months. The Bearhorns fought a handful of skirmishs with Boltian marauder in that time period.  Urmon beinging to doubt the prophet, Lord Hexham the First-lord, and wants to leave the service of Lord Tresendar the Third-Lord.  Lord Tresendar entices Urmon with access to Echo Wave Cave and seeing the splendor of the Forge of Spells.

A number of pages of the tote are damaged by water.  

The next full story remarks Urmon drinking with Fortuna Tyke, the living goddess and savior of Mida, in the Wizard's Mess in Echo Wave Cave.  Fortuna talked of her magic warhammers named Lucky Strike and Windfall. She says the mages working with the gnomes and dwarves of the Lunascent Pact labored for 777 hours to make the hammers . 

As payment, Fortuna promised she and her line would sware to protect the Lunascent mine when called upon.  The Fivelords asked her to give 13 drips of her spirit upon 13 acorns.  The acorns would transport her in a blink to the summoner holding the acorn and the acorn disintegrates thereafter.  Ten acorns were split between the Fivelords. 

She tells the dwarf three acorns were given to her to disperse at her choosing. Urmon feeling lucky asks Fortuna for a acorn.  As for his request, he won a kiss on his forehead instead.  He felt that was a greater gift.

Urmon continues with Lord Tresendar through the long corridor leading from Wizard's Mess to the Forge of Spells.  Tresendar speaks of more than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Lunascent Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge, where magic items could be crafted. 

Tresendar stops Urmon near the end of the corridor.  Explains to give great respect to the spirit that guides the Forge of Spells power.  The spirit was a great explorer in her right much like Urmon and she gave her life to focus energy of Echo Wave Cave into what is known as the Forge of Spells.  Tresendar tells the dwarf to address the spirit as Lady Isadora.

Urmon tries to explain expansiveness of the chamber containing the Forge.  The brightest of the Forge. The hundreds of step-like ledges making up the boundary walls of the Forge.  The thousands bulky armored suits standing at attention on each ledge.  The armored suits bigger than any human or elf could wear, some larger that a war-ogre could bear.

Tresendar notices the awe of Urmon. Tresendar place a finger against his lips, jokingly and whispers, "They are sleeping." 

Unfortunately, tome after this point has been great water damage for scores of pages. Another ribbon marks the beginning of more legible entries.

At midmorning, the battle was won.

Urmon describes the horde of boltian and corrupted human and elf sorcerer they had slain just outside the township of Lunascent.  His Bearhorns had famously lived up to there reputation. Urmon brags of killing three sorcerers himself. The other companies called to protect Lunascent and the Echo Wave Cave had done their jobs to a minimum. Overall, Lord Tresendar was relieved in their victory.

He mentions power and gracefulness of Fortuna Tyke on the battlefield through the night.  Seemingly being on multiple fronts at the same time.

Then the landslide fell, Urmon describes how the entire Moonspire Range crumbled in front of him and all the victors.  Urmon feels doom as the rocks, dust, and mud cascade toward himself and the Bearhorns.  Urmon is frozen and accepting death.

A flash of hope in the form of Fortuna saves Urmon.  Fortuna calls forth all the lightning and wind to part the sea of rocks and debris.  Dust over takes everything and Urmon can no longer see anything.

When Urmon woke, it was early evening.  Sun still shining at the late hour and the dwarf buried to his chest in dust and mud.  Many of the human and elves were helping the surviving shortfolk from the aftermath.  

Urmon found Tresendar in a small village of tents and tarpaulin not far from were he awoke.  Tresendar, now known as the Lonely Lord, oversees the disaster.  Urmon asks if he has seen any other Bearhorns. Tresendar informs him that he is the last of his company.  Few were spared even at the brave sacrifice of Fortuna at the end.  Tresendar calls himself and Urmon the lucky few to be saved from the landslide by her actions.

Over the next season, Tresendar rebuilds a new settlement over the remains of Lunascent.  He sents for all fortune hunters and prospector to dive into the deep into the rock to search any ruins created by the Moonspires.  In time, Fortuna's body was recovered along with her hammers.  Tresendar killed the men that found the godness and hammers after they did not take his reward.  Tresendar held onto the hammers, feeling that someone worthy was seeking them. 

Over the day, resting places were made for the dead in the hill next to the encampment.  Urmon is deeply saddened to find less than a quarter of his fellow Bearhorns in the aftermath.  Depression set in once he was sure to be sole survivor of his company.

Over the nights, Urmon listen to Tresendar lamented the power trapped in mountains, trapped in the Echo Wave Cave, trapped in the Forge of Spells. The laments turned to curses as the nights pasted. He speculated that a forces of boltian and evil sorcerers had entered into Wave Echo Cave to seize its riches and magic treasures.  The other lords, mages, dwarves and gnomes must had abandon the fight to defend the forge. They decided to save the forge and bring down the mountains to keep the power to themselves.  Uncaring of their victory outside.  Anger set in repeatedly and Urmon could not help Tresendar see pass his pain and fear

Urmon concludes Wave Echo Cave is lost and so are his friends including Lord Tresendar.  Urmon was still deeply connected to the cave and Lady Isadora, spirit that runs the forge.  The spirit's voice echoed in his minds and he describes his on going obsession with the elixir she asked him to seek; the Indigo Eye.

When Urmon slept, his mind's eye was obsessed,  dreaming of Tresendar ruling over an army of living armor suits armed with glowing blade halberds and magic that bores holes in men from many feet away.  The armor flowing like lava down the  peaks of Moonspire, south into the Greengrave and north to the independent city states of humankind.  All was Tresendar's kingdom and every person his subject.  Death was a release and punishment. A red sun kills Lady Dorra and Tresendar madness ends.  

Gawyn notices Noname leading Biscuit to pick up a barrel. Bosque looking similar to an alchemist, seals pots fill with an incendiary mixture.  Loxly shaking hands with Frederick.  Austri inspect instruments and tools of the woodworker.

The book is safe and soon they are on their way to the Green Spinster.  The orb begins to call, burn in Gawyn's mind and tugging on his soul.


Friday, February 24, 2023

Session 6 - Echo Wave Cave - Recount, Map, Summary, Questions

Recount of Session 6
Night 1 - Moondive - Early Night (2800 - 3159, 4 hrs)

Bosque and Worra did NOT see any military forces along the Waning Road and Triboar Trail on way to Moondive.

While walking to Moondive at night, Bosque and Worra discover an area were a large group of 30+ people and dragon camped. Burnt arrows and a broken bow a left among the smoldering braziers.

Worra sees Trad, the sorceress' onceti assistant, hung in a tree missing his limbs, acid burning his limbs to stumps.  Worra guesses Trad was ambushed and map he was carrying to the Rat King stolen.

Gawyn spots Worra and Bosque.

Gawyn, Bosque, Noname, Loxly and Austri meet in Sister Garaele's House with Worra.  

Worra and Bosque say their is group named the Jack Terriers meeting the Rat King to kill him at the stone fort house, The Green Spinster.  Jack Terriers armed with dreaded boomstocks.

Gawyn, Noname, Loxly and Austri explain the night before. Eldermath's execution by the last of the Burning Cloaks and a rain of fire arrows killing half the town followed by 20+ men dressed with black dragon masks attacking Moondive.

Lastly, Trista Khador called the Burningstaff after Noname left to help the group fight an acid dragon. She then killed Gundren, Sildar, Wolfenstein, and the barkeeper when she fireballed the Moondive Dive.

Sister Garaele's helped the group kill the acid dragon trying to fly away with Trista.  The dragon was killed lightning summoned by Sister Garaele.  Loxly puts an arrow through Trista's head as she tries to burn the arrow in mid flight.  The Burningstaff disintegrates while doing so.

Sister Garaele gives an iron acorn to Loxly in order to summon her if needed.

The surviving Luck Shrine shrine maiden and mother give group 10 improved healing potions.

Night 1 to Day 2 - Moondive - Late Night and Mid-late Morning (0000 - 0959, 10 hrs)

Group Rests

Day 2 - Moondive - Mid-late Morning, Early Afternoon (1000 - 1559, 6 hrs)

Bosque builds hand bombs with the help of a woodworker, Frederick Strongbeam.  Four fire hand bombs with caltrops, four fire hand bombs with ball bearings.

Loxly builds a keg bomb with woodworker.

Day 2 - Moondive to Green Spinster, At Green Spinster, Late Afternoon (1600 - 1959, 4 hrs)

Group including Worra go to Green Spinster.

Gawyn and group purposefully trip a Fountain of Rats guarding the lower level, rats run off in direction of Echo Wave Cave. Gawyn, Noname and Bosque discover only a dead man wearing a Jack Terrier's Cuirass and jacket.  Looks to be bitten to death by a 1000 tiny bites. 

Group sets Green Spinster on fire.

Group heads into mountains and find a cravasse leading deep within rocks.  They see cart, large feet, boots and tiny mice tracks.

Day 2 - Echo Wave Cave Entrance - Early Evening (2000 - 2399, 4 hrs)

Group hears distressed animal sounds.  Biscuit seems interested. Loxly through telepathy with Biscuit that an draft ogre was injured in rock fall.  Group lets injured draft ogre limp home.

Once in entrance cave, group discovers ferroquin (destroyed) and knight (dead) crushed under many giant boulders. Unfortunately, Tharden was caught in the collapse.  Tharden is has been dead only hours, dust has nearly settled.

Austri can hear faint breathing behind another rock fail.  He discovers his cousin, Nundro, alive and shaken from ambush of the Jack Terriers, Tharden's death, and sealing himself with rock fall in a cove to protect himself.

Austri tells the group he is staying with Nundro and wants to start the rock fall to seal Echo Wave Cave.  The group and Austri negotiate, Austri give them 11 hours to explore cave. If anyone other than group members comes out the cave, Austri will initiate the rock fall.

Day 2 - Count Down - Entrance Cave - Hour 11 (2400)

Left Biscuit's cart at edge of sink hole exposing two entrances to mine.

Bosque, Gawyn, Loxly and Noname help Biscuit get down in sink hole with keg bomb.  Worra follows.

North mine entrance had lots of boot prints and one set trailing off to east entrance.

Group goes into east mine entrance, lots of rat tracks and one set of boot prints. Familiar mouse waves, Loxly kills it, dissipates into blue luminous smoke.

Group marches into east entrance into mining tunnel for 30 mins till seeing next opening and room.

Day 2 - Count Down - Mushroom'd Hallway to Assayer's office to Ancient Latrine Fight - Hour 11 (2500)

Fight 1 (Red Spikey Balloon marked F1)
Group sees glowing mushroom, phosphorescent spores, mushroom zombies. Group sets up trap with Loxly Grabbing Thorn spell.

5 zombies die.  Ignites poison mushroom cloud explosion.  Bosque and Gawyn poisoned. Noname was exposed yet not poisoned.  

Did not go deeper into area with overgrowth of glowing mushroom (green area). 

Cloud lines represent Area Characters did not explore or can see.

Worra disappears.

Find barred door to immediate north, Biscuit could not open in.

Find door to west, easily opens. Discovered Assayer's Office and 500 gp on tables and chest.  Secret door found, rat familiar helps discover group discover it.

Biscuit and keg bomb could not fit into secret passages way (Would take 1 hour to clear); Biscuit and keg bomb left in Assayer's office.

Crates are filled with solid blocks of decayed food, glass bottles, clay containers, porcelain chamber pots.

Rat familiar climbs on crates, play acts fighting and someone in danger.  Points at secret door.

Group goes through secret door. Familiar disappears into blue luminous smoke.

Fight 2 (Red Spikey Balloon marked F2)
Group looks down a hallway lined with latrine benches. As they continue to burst into the latrine, they see a man armed with an extremely heavy looking pike and an other dressed in half plate, a large ornate shield a luminous white-blue sword yelling at an unseen person around the corner.

The Half-plate man notices the group and yells at them to identify themselves. Loxly tries to convince the man they are reinforcements.  The man replies, "You are not soldiers and definitely not of the seven I brought!"

In the confusion, the Half-plate man is struck with magic missiles and steps back injured.  The man with pike, aims his pike like a bow and a mighty flash erupts from the end of the pike quickly followed by flash and noice like lighting and thunder.

An Onceti man in red robe runs towards the group and fires magic missiles again at the Half-plate man.

Noname charges the Half-plate man and dents his armor with three blows.  Killing the Half-plate man.

The group realizes the man with pike is armed with a boomstock and is probably the units sergeant.  The Sargeant fires a round into Noname at point blank.  Noname thinks about catching the projectile, yet does not attempt it. Noname now fears the boomstocks power (Noname loses HP).  Sargeant runs thru the western door behind him.

Gawyn makes the Sargeant fear him with a damage spell (Sargeant loses HP).  Loxly throws a grabbing thorne spell. Bosque throws two handbombs resulting in making the western door impassable and obscured.

The red robed wizard thanks the group for intervening and takes cover behind the group.

Six blasts from three separate boomstocks erupts through the smoke and fire from the western door.  Lucky, no one from the group is hurt. It seems through the blasts were aimed most at Noname and the red robed wizard.

Gawyn clears the flames and debris from Bosque's bombs so the group see or pass through the western door.  The group notices there is no one on the otherside of the doorway. Their is some thorned vines ripped up as if someone struggled to get free (one Jack Terrier loses HP).

The red robed wizard runs east, through the secret door into secret passage way as everyone expects a threat threw the western door of the latrine.  Noname notices and chases the wizard north through the secret passage way.  The wizard pushes open a secret door at the north end of the secret passage way.

Day 2 - Count Down - Meet the Rat King and Golum Guardian - Hour 10 (2600), Magic Resets.

Fight 3 (Red Spikey Balloon marked F3)
Noname tackles the wizard.  The rest of the group chases after Noname.  The group tied up the wizard. The group notices they are in a large kitchen. Nothing of value is in this room.

They persuade the wizard to give them information.  The wizard gives them the following:

- He is the Rat King.
- He tells you he was trying to get to the Forge of Spells.
- There is clay golum guarding the entrance and it's will not let anyone pass; it does seem to be like it could be reasoned with. 
- Clay Golum controls the mushroom zombies.
- The Jack Terriers captured him after his failed attempt to reason with the Golum.
- Jack Terriers were interrogating him about the forge and what it does. He said, "He does not know." The Sargeant and Officer (Half-plate) were close to executing him when the group charged in.
- He sent the familiar to lead them to him.

The Golum (Circle marked G)
The group have the Rat King show them the way to the Golum. They exit the kitchen through the western door, they see a large room with 40 feet ceiling carved out of the cave.  The floors, walls and ceilings look like flagstones.  Many unlight dry oil walls sconces are mounted to the walls and pillars. Many large unlight wagon wheel-like chandelier hang from the ceiling.  The group notice skeletons of many different bipedal creatures in various states of completeness and positions on the floor.  Looks as if a large fight occurred here.  

The group go up the stairs immediately north of them and slowly approach the green glowing Golum. As they pass a large pillar, the Golum stares at the group silently and near motionlessly.

Jack Terriers retreat (Blue Arrow with Jack Terrier Symbol)
They notice the haphazard fortification of tables and benches with motionless mushroom zombies laying against them. They also notice the two other doors south. One loosely barricaded closed and one leading to the Latrine.

The groups sees some tables and benches pushed outward from the fortification as if the Jack Terriers broke up the barrier to escape from the group during the fight.  The group knows the room extends further to the south west, they just can not see what is exactly there. (The cloud looking marks are unexplored areas).

Fight 4 (Red Spikey Balloon marked F4)
The Group stops when the Golum in a booming voice ask them to halt and state their business.

Gawyn talks to the Golum and gains it's trust. The Golum warns he does not trust the Rat King and the Forge has been active as of recent (you do not know what recent means to a Golum that been there for a 1000 years).  The Golum asks if he can be released from his service and seem to recognize Gawyn.  The Golum asks for Gawyn to place his head into his large out stretch hand in order verify his identity.  Golum says Gawyn bloodline is allowed to release the Golum from service the yells "Release me!". Gawyn says it is released and Golum melts into the floor and disappears.

Soon after, two shots from a boomstock strike behind them near the 30 feet wide and 15 feet tall entrance tunnel of the Forge of Spells.  The tunnel leading to the forge is straight and speck of yellow-orange light is viewable at the other end (approx 1000+ ft long tunnel to Forge).  The group kneels down after hearing the ricochet.

The next two rounds, hear the near invisible shots whizz and crack near them. They see the flash and smoke come from the south west. They also hear the something running in armor and panting heavily coming the group's way!
'
End of Session 6

----------Questions----------
1. Do you fight the Jack Terriers, run into forge or something else?
2. Biscuit?
3. What do you do with the Rat King?
4. What other options do you think you have?
5. Does your group have a name?

-----------Session 7 Knowns-----------
- You have all your spell slots back.
- Austri helping depends on player attendance.
- You have 10 hours left no matter if Austri helps or not.  Nundro wants revenge!!!
- Fighting is fast (6 second a player's turn) and talk eats up time, any negotiation or dialogue is a minimum of 15 mins.  We'll be rolling a D4 to see how many quarters of an hour a complex conversation in game takes.
- Jack Terriers want to see the Forge of Spells and kill the Rat King (and probably any witnesses) then to report to their commander, Captain Bulter.
- There are 4 to 5 Jack Terriers alive currently and they are as well equipt as the group.
- Must be in line of sight for telepathy and within 30 ft.
- You have the iron acorn!
- Worra knows the location of all the promisary notes for payment and leads.  Bosque, Austri and Loxly, want her alive. Gawyn and Noname, may not care if she lives and maybe have an idea she grants wishes if she makes it out of Echo Wave Cave alive.

----------Session 7 Ending----------
Pick three Plot Hooks, rank them 1 to 3:

- Find Prince Lecham's buried gift for the group, deeper into Blood Coast to the Green Ilse (Southeast Cross)

- Captain Gozo's Ship in Neverwane, mystery of salted boltian trade and travel to Tarte in the Plaingraves (Central Cross)

- Austri's return to the Hillrocker Family Combine (Northwest Cross, Crater Lands)

- Bosque's quest for revenge and join the Urraedi Arimavor (Southwest Cross, the Oncet)

- Gawyn's search for Archomet, Nightmare Dragon and Mignola's favor (New Continent)

- Loxly's reclaiming of his kingdom from Ivanham of Nottinghoe in the Lincolnwood Forest in his land of Shergreengrave (Northeast Cross, Moon Coast)

- Noname's walking of the world till he reaches the Purple Coast and the Gray Tower. (New Continent, the Narrow Lands, Bosque homeland)

- Submit your own!!!

----------Notes----------
Charge to 32 Hour Day, 4 long rests, Powers Reset at Dawn or Dusk (16 hrs)
Morning 
(0400 - 0759, 0800 - 1159) Sunrise 1000
(Early Morning, Late Morning)
Afternoon
(1200 - 1559, 1600 - 1959)
(Early Afternoon, Late Afternoon)
Evening 
(2000 - 2359, 2400 - 2759) Sunset 2600
(Early Evening, Late Evening)
Night
(2800 - 3159, 0000 - 0359)
(Early Night, Late Night)

Monday, February 13, 2023

Fountain of Rats - Spell - 3rd Level


3rd-Level
Fountain of Rats 
1 minute, Touch Components V, S, M (dead rats with tails tied together numbering no less than a brace and a hat-trick and no more than a score placed into a container or room.) Duration until triggered, Conjuration, Save/Attack -, Damage/Effect Summon

Throw your rats with woven tails into room or among different containers, coffins or sarcophagui. Then say the words "laratas vienen ye dignostros desende abajoparo llevarrey" while making the symbol of the horned rat in one hand and the other touching the center of the empty space.

You call forth all rats, rodents, mice and shrew. These vermin gather in an unoccupied area that you can touch.  The rats form a living cocoon around you as they fill the empty space. 

At this point you many tell the swarm to stay in a room or break up between two to six containers being no less than the size of a chest.  You summon four Swarms of Rats per level your are.  You can place any number of Swarms into a single room or container. A magical seal is placed to keep the Swarm of Rats in place and are released once seal in broken by opening chest or door to room.  You can make runes at a distance of 15 feet from room or chest the Swarms of rats are occuping.  Swarms of Rats burst violencely out of opening with a steady unnatural stream of rats for 1 to 2 minutes and can be placed within 30 ft of opened seal.  Creature(s) triggering Fountain of Rats must succeed on. Dex DC 18 or be Surprised.

Swarm Of Rats
Medium swarm of tiny beasts, unaligned (CR 1/4)
Armor Class 10
Hit Points 24 (7d8-7)
Speed 30 ft.

STR....9 (-1) 
DEX....11 (+0) 
CON...9 (-1)
INT.....2 (-4) 
WIS....10 (+0) 
CHA....3 (-4)

Damage Resistance: Bludgeoning, Piercing, Slashing
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: Darkvision 30 Ft., passive Perception 10

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Attack.
Bites (swarm has more than half HP). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d6) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: (1d6) piercing damage.

Saturday, February 4, 2023

Jack Terrier - Crossian Mastiff - Creature


Mastiff
Mastiffs are impressive hounds prized by Humanoids for their loyalty and keen Senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small Humanoids ride them as Mounts.

Crossian War Mastiff, armored
Medium beast, unaligned (CR 1)
Armor Class 16 (Barding Armor)
Hit Points 30 (5d8)
Speed 40 ft.

STR....13 (+1)
DEX....14 (+2) 
CON...12 (+1)
INT.....3 (-4)
WIS....12 (+1)
CHA....7 (-2)

Skills: Perception +3
Senses: passive Perception 13, Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Attacks. Multi Attack, 2. Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

No

Possession:
Crossian Mastiff Cart
-4 powder kegs
-4 Two person Tents, 1 Bed roll
-8 Waterskins, 18 Rations; 3 Pot, Iron; Cooking --Utensil Kit
-5 Chair, Folding Stool
-4 nets; Rope, 50 ft hemp
-Block and Tackle; Ram, Portable
Chest, locked
(600 gp; 5 commoner clothes; 3 bottles, Shergrengrave port)

Jack Terrier - Human Mercenary of Cross Kingdom - Creature


Jack Terrier, Human Mercenary
Medium (5'6") Human, Lawful Evil (CR 6)
Armor Class 16 (Cuirass), 18 (Shield)
Hit Points  40 (6d8)
Speed 30 ft.

STR....16 (+3)
DEX....16 (+3)
CON...12 (+1)
INT.....12 (+1)
WIS....14 (+2)
CHA...12 (+1)

Skills: Medicine +6, Survival +6
Senses: Passive Perception 14
Languages: Common
Attacks: Melee +8, Ranged +10 Grapple +5. Multi attack, 2. Expert fire drill, bonus action; unloaded, load and fire boomstock.

Officer does not carry any boomstock equipment.

Officer. Volley Fire. All Jack Terrier within 30 ft radius can fire one shot at one selected target during Officer's turn.  Officer, occupies all other Jack Terrier turns in Initiative Order. This does not effect Loader.

Sergeant. Pikes On. All Jack Terrier within 30 ft get reaction melee attack against one target when one Jack Terrier is attacked in melee.  This does not effect Loader.

Loader. One Jack Terrier is nominated as loader after 4 vollies have been fired. Loader can load or give 1 breachcasing per creature turn.

Possession
Breastplate (Cuirass) AC 14 + Dex (max 2)
Shield, Boomstock +2 AC
Longsword 1d8 slashing
Boomstock* 1d20 piercing, loading
Pike, Boomstock* 1d10 reach
Sling, Boomstock
8 breachcasings (loaded, lead)
2 breachcasings (unloaded)
24 bullets, lead
8 bullets, silver
32 Powder loads
1 Sealing Wax
1 spellhammer
Bandolier, breachcasing (8 max)
Belt Pouch, breachcasing (2 max)
2 Belt Pouch, Powder loads (16 max)
Belt Pouch, Bullet (32 max)
Belt Pouch, Utility
Boomstock cleaning kit w/ Pouch
Healer's Kit
2 Healing Potion, Greater (4d4 + 4)
100 gp
Jack Terrier Challenge Coin
Orders
Letter to lover or family member

Cuirassary Pack
-6 torches, Flint and Steel, Whetstone 
-1 mess kit, 2 waterskin, 5 day rations, Bed roll
-4 oil flasks, 1 bullseye lantern
-10 pitons, hammer, shovel, 50 ft rope
-Book (Cuirassary Tactics) 200 gp
-Book (Notes), Pen and Ink Kit


Boomstock - Firearm Range Weapon - Lever Action Cast Iron Rifle


Boomstock
There are few firearms outside the Cross Kingdom and the Cross Kingdom holds dominion over these weapons, makers, spell casters and alchemy with great fury.

Boomstocks are made of cast iron and wood made of two major parts: barrelaction and breachcasing. The barrelaction is comprised of rifled barrel, iron sights, stock, breachlock action and spellhammer; imbued with 40 strikes.  The breach is separate from the barrelaction and called a breachcasing. The breachcasing is cast iron with an area bored out to load black powder, bullet, and wax seal to keep everything in place and protected.  Each breachcasing is imbued with eight spellprimers to ignite the powder; one used per firing. The breachcasing is ejected when the boomstock's lever is actioned down.  To load a breachcasing, pull the level up. If correctly loaded, you will hear the spellhammer lock away from the breachcasing and see both the spellprimer and spellhammer glow soft red.  Pulling the trigger, makes the spellhammer fall and striking the spellprimer that ignites the power propelling the bullet.  Both sections of the boomstock need to reimbued by a sanctioned artificer.  

Boomstocks are normally equiped with removable pike blades, making the boomstock even deadlier when loaded.

Most that carry boomstocks are experts in function and fighting with these specialized weapons.  Normally experts can fire two chasings is succession at range or in melee use the boomstock as a pike then fire once.  Also, experts carry an extra spellhammer and a bandolier of eight breachcasings ready to be fired.

Lastly, expect an armored mastiff to help carry powder kegs, various bullets, grease, and field supplies.

Boomstock...5000 gp...1d20...15 lb Special Ammunition* (range 150/300), loading, two-handed, Reach, Versatile (1d10)

Special Ammunition*
Breachcasting...100 gp...5 lb
Black Powder Keg...250 gp...20 lb
Bullet, Lead (10)...30 gp...10 lb
Bullet, Silver (10)...130 gp...10 lb
Sealing Wax...5 sp...1/4 lb
Spellprimer... must see sanctioned artificer
Spellhammer...must see sanctioned artificer

NPC Sister Astramarie Garaele, Avatar of Luck Goddess, Fortuna Tyke

Sister Astramarie Garaele
Female Elf Cleric Level 15 

Description
This onceti elf woman has the majority of her body covered in plate. She has a penchant for wearing a ring with an oversized on the Luck Goddess, Fortuna Tyke, on her right hand. She sports brown long hair. She has violet eyes and a white hood with rimmed lightning bolt-like spikes.

Personality
She likes to brag about her accomplishments and constantly tries to beat others to the punch. She lacks restraint and is impulsive. She jumps in and acts without thinking all too often.

History
She is the oldest daughter of a large religious family originating from Tarte on the continent of the Blood Coast.  She is no stranger to responsibility. She made a point of taking work in frontier villages and getting most of it. She became unsatisfied with her lot in life and during an adventure was given a vision of the Luck Shrine of Moondive.  She is now the wielder of Hammers of Fortuna Tyke; named Lucky Strike and Double Strike. Obligated to come to aid to anyone in possession of a cast iron acorns of blessed by Fortuna Tyke and her successors.

Motivation
She has passion for adventuring and risk; and she is reprimanded by Mother Llema for being too helpful.

Ideals: Passionate. 
Flaws: Impulsive, Helping. 
Bonds: Adventurer, Religious, Helping. Occupation: Cleric
Voice: Raspy
  
Sister Astramarie Garaele
Female Elf Cleric 15
Medium (5'4") Elf, Lawful Neutral (CR 15)
Armor Class 18 (Full Plate)
Hit Points 70 (15d8)
Speed 30 ft.

STR....17 (+3)
DEX....20 (+5)
CON...10 (+0)
INT.....11 (+0)
WIS....13 (+1)
CHA...16 (+3)

Skills: Medicine +6, Survival +6
Senses: Passive Perception 11
Languages: Common, Elven
Attacks Melee +8, Ranged +10 Grapple +5

Spell Save DC 14
Cantrips 6
1st level 5
2nd level 5
3rd level 5

Weapons
Lighting Strike
Magic Warhammer 3d10 Bludgeoning
While wielding this hammer the user gains the ability to summon lightning. As an action, the user holds the hammer to the sky, casting lightning bolt without material components or expending a spell slot, using Strength as their spellcasting modifier.

If you do not attack with Luck Strike and cross the two hammers using the as a sight to aim your attack. Cast lightning bolt, twice per day, causes double damage.

In addition, as a bonus action, you may summon a bolt of lightning to don or doff your armor instantly and change the appearance of the hammer. The hammer may look like a cane, an umbrella, or other item that one might carry with them.

Lucky Strike
Magic Warhammer 3d10 Bludgeoning Thrown (60/120)
When thrown, on a hit, it stuns all enemies around it in 50 feet. 

As a bonus action, the hammer can be returned to its thrower as long as they have an open hand. 

As an action, the user may also use the hammer to gain a fly speed of 30 feet, so long as they hold the hammer. While doing so, they cannot use the hand holding the hammer.

If you do not attack with Lightning Strike and cross the two hammers and looking up with eyes closed. Cast teleport (on target), once per day, to an blessed cast iron acorn (associated object, acorn disintegrates after teleport is complete) or teleport as normal to any location.

Armor
Full Plate

Possessions
Fortuna Tyke Ring (Arcane Focus)
Climber’s kit
Bullseye lantern
Holy water
Herbalist's tools

Hammer Spells
Teleport see link

Lighting Bolt 3rd Level
1 Action, Self 100 ft, Component V S M*, Duration Instantaneous, Evocation, Attack/Save DEX save, Damage/Effect Lightning

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

* - a bit of fur and a rod of amber, crystal, or glass

Cantrips
Sacred Fire
1 Action, 60 ft, Component V S, Duration Instantaneous, Evocation, Attack/Save DEX sabe, Damage/Effect Radiant

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

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

Guidance
1 Action, Touch, Component V S, Duration 1 minute, Divination, Attack/Save -, Damage/Effect Buff

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Resistance
1 Action, Touch, Component V S M*, Duration 1 minute, Abjuration, Attack/Save -, Damage/Effect Buff

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

* - a miniature cloak

Spare the Dying
1 Action, Touch, Component V S , Duration 1 minute, Necromancy, Attack/Save -, Damage/Effect Healing 

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Mending
1 Minute, Touch, Component V S M*, Duration Instantaneous, Transmution, Attack/Save -, Damage/Effect Utility

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

* - two lodestones

Thaumaturgy
1 Action, 30 ft, Component V , Duration 1 minute, Transmution, Attack/Save -, Damage/Effect Control

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

1st Level
Guiding Bolt
1 Action, 120 ft, Component V S , Duration 1 Round, Evocation, Attack/Save Range, Damage/Effect Radiant

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Detect Evil and Good
1 Action, Self 30 ft, Component V S , Duration 10 minutes, Divination, Attack/Save -, Damage/Effect Detection

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

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.

2nd Level
Lesser Restoration
1 Action, Touch, Component V S , Duration Instantaneous, Abjuration, Attack/Save -, Damage/Effect Healing

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Prayer of Healing
10 minutes, 30 ft, Component V , Duration Instantaneous, Evocation, Attack/Save -, Damage/Effect Healing

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

3rd Level
Dispel Magic
1 Action, 120 ft, Component V S , Duration Instantaneous, Abjuration, Attack/Save -, Damage/Effect Control

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Beacon of Hope
1 Action, 30 ft, Component V S , Duration 1 minute, Abjuration, Attack/Save -, Damage/Effect Buff

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.


Guidance, Resistance, Goddess, Luck, Fortuna Tyke, NPC, shine, Spare the Dying, mending, thaumaturgy, Guiding Bolt, Detect Evil and Good, magic warhammer, lightning bolt, teleport, acorn

Friday, February 3, 2023

Woodworkers - Village - Level 1 Community (Weapons, Adventuring Gear)

Strongbeam Woodworks
Frederick Strongbeam: Woodworker, Human

"Built'a Ballista fer Sandy Johndaughter after Lanar's mining company was reduced ta'jus him. Cost about 2000 gp and 5 gp a'bolt. Mounted it on 'er wagon fer another 25 gp. I would not mind build'n another."

"Jobgen and I got a good thing go'in, trade each other's work. He does the iron and I do the wood. We get confused when iron wood comes along, hehe."

"Spend most my time making sluice boxes, help'n with mine'n beam work, and water wheels."

Simple Melee Weapons
Club...............1 sp...1d4 bludgeoning.....2 lb. Light
Quarterstaff...2 sp 1d6 bludgeoning.......4 lb. Versatile (1d8)

Martial Melee Weapons
Greatclub.......2 sp...1d8 bludgeoning...10 lb. Two-handed
Javelin............5 sp...1d6 pierce...............2 lb. Thrown (range 30/120)

Simple Range Weapons
Crossbow, light...25 gp...1d8 piercing.....5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow............25 gp....1d6 piercing.....2 lb. Ammunition (range 80/320), two-handed
Blowgun.............10 gp....1 piercing..........1 lb. Ammunition (range 25/100), loading

Martial Range Weapons
Crossbow, hand...75 gp...1d6 piercing........3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy...50 gp...1d10 piercing...18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow................50 gp...1d8 piercing.......2 lb. Ammunition (range 150/600), heavy, two-handed

Ammunition
Arrows (20) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1 1/2 lb.

Arcane Focus
Staff, wooden 5 gp 4 lb.
Totem 1gp 1/4 lb.

Adventuring Gear
Abacus 2 gp 2 lb.
Barrel 2 gp 70 lb.
Basket 4 sp 2 lb.
Block and tackle 1 gp 5 lb.
Book (Ballistic Designs) 500 gp
Book (Engineering) 650 gp
Book (Shipwright) 900 gp
Book (Woodworking) 50 gp
Bowl, large 3 sp 5 lb
Bowl, medium 2 sp 2 lb
Bowl, small 9 cp 1/4 lb
Bucket 5 cp 2 lb.
Chair, Folding Stool 7 sp
Chalk (1 piece) 1 cp -
Chest 5 gp 25 lb.
Grease, Axel 3 sp 2 lb.
Jug or pitcher 2 cp 4 lb.
Ladder (10 foot) 1 sp 25 lb.
Oil (flask) 1 sp 1 lb.
Parchment (one sheet) 1 sp -
Pole (10-foot) 5 cp 7 lb.
Plow 9 sp 
Ram, portable 4 gp 35 lb.
Ring, Wood 8sp -
Signal whistle 5 cp -
Table, Folding 2 gp.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Whetstone 1 cp 1 lb.

Tool Kits
Carpenter Tools 10 gp 6 lbs
Cobbler's tools 5 gp 5 lb.
Cook's utensils 1 gp 8 lb.
Woodcarver's tools 1 gp 5 lb.

Game Sets
Dice set 1 sp -
Dragonchess set 1 gp 1/2 lb.

Musical Instruments
Flute 2 gp 1 lbs.
Pan Flute 12 gp 2 lbs.

Drawn Vehicles
Cart 15 gp 200 lbs
Wagon 35 gp 400 lbs

Special or Mining Equipement Request
Ask for Quote