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

Blacksmith - Village - Level 1 Community (Weapons, Armor, Adventuring Gear)

Oreworker's Tools & Blacksmith
Jobgen Oreworker: Blacksmith, Human
Catty Oreworker: Blacksmith's wife, Dwarf
Khan Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf
Ahbal Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf
Rockaell Oreworker: Child and daughter of Jobgen, Half-Dwarf

"I sell coal too. Gotta pal in Burnmark that passes on Triboar with a caravan. Drops a cart here on his way to the Nevers."

"I like making pointy or flat things. Nothing complicated."

"Khan and Ahbal made the iron candle holders for Strongbeam's chandelier for the Shine of Luck.  They like twist'n and bend'n things, tak'n Strongbeam's ideas, mess'n around in the nightlight. I guess it's the dwarf in'em."

Simple Melee Weapons
Brass Knuckles...1 gp...1d4 Bludgeoning...1 lb.
Light
Dagger..............2 gp...1d4 piercing..............1 lb. Finesse, light, thrown (range 20/60)
Handaxe...........5 gp...1d6 slashing..............2 lb. Light, thrown (range 20/60)
Light hammer...2 gp...1d4 bludgeoning.......2 lb. Light, thrown (range 20/60)
Mace..............5 gp...1d6 bludgeoning.........4 lb.
Spear..............1 gp...1d6 piercing................3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons
Dart.................5 cp...1d4 piercing............1/4 lb. Finesse, thrown (range 20/60)
Shuriken..........1 sp...1d6 piercing............1/4 lb. Finesse, thrown (range 20/60), versatile (three 1d3, req. 3 Shuriken)

Martial Melee Weapons
Battleaxe........10 gp...1d8 slashing.............4 lb. Versatile (1d10)
Greataxe.........30 gp...1d12 slashing...........7 lb. Heavy, two-handed
Longsword.....15 gp...1d8 slashing.............3 lb. Versatile (1d10)
Maul...............10 gp...2d6 bludgeoning....10 lb. Heavy, two-handed
Pike..................5 gp...1d10 piercing..........18 lb. Heavy, reach, two-handed
Shortsword.....10 gp...1d6, piercing............2 lb. Finesse, light
Trident..............5 gp...1d6 piercing.............4 lb. Thrown (range 20/60), versatile (1d8)
Warhammer....15 gp...1d8 bludgeoning......2 lb. Versatile (1d10)

Weapon Special Enhancements
Silver plating....90 gp, 100 sp....per Weapon or 10 piece Ammunition
Gilding plating....200 gp....per Weapon, +1 CHA ability point

Weapon Ammunition 
Blowgun needles...(50)...1 gp...1 lb.
Sling bullets (20)....4 cp... 1 1/2 lb.

Armor
Chain Shirt.......60 gp...13 + Dex (Max 2) AC
Breastplate ...550 gp...15 + Dex (Max 2) AC
Ring Mail..........30 gp...14 (dis on Stealth) AC
Shield...............15 gp...+2 AC

Adventuring Gear
Ball bearings (bag of 1,000) 1 gp 2 lb.
Bell 1 gp 1 lb
Block and tackle 1 gp 5 lb
Caltrops (bag of 20) 1gp 2 lb
Chain (10 feet) 5 gp 10 lb.
Collar, Spiked medium 2 gp 6 lb
Collar, Spiked large 4 gp 12 lbs
Cooking Utensils 5 sp 3 lbs.
Crowbar 2 gp 5 lb.
File 1gp 1 lb.
Grappling hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Hunting Trap 5 gp 25 lb.
Knife, Butcher 3 gp 2 lb.
Knife, Cooking 1 gp 1 lb.
Knife, Hunting 2 gp 1 lb.
Lock 10 gp 1 lb.
Pick, miner's 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Pot, iron 2 gp 10 lb.
Scissors 2 gp 1 lb.
Shovel 2 gp 5 lb.
Whetstone 1sp 1 lb.

Tool Kits
Carpenter Tools 10 gp 6 lb
Lockpicking Tools 25 gp 1 lb
Masonry Tools 15 gp 10 lb

Wednesday, February 1, 2023

Session 6 - Prologue - Part 3 - Survivors of Moondive Ablaze

----------Raised Buildings----------

Edermath Orchard

Linene's Home

Lionshield Coster

Townmaster's Hall

Raggs' Home (house N of Lionshield Coster)

Narth's Home (house Sw of Lionshield Coster)

Stonehill's Home (house N of Townmaster's Hall)

Sandy Johndaughter's Home (house SE of Townmaster's Hall)

----------Survivors----------

Halia Thornton: Miner Exchange, Human

Qelline Alderleaf: Farmer, Halfling

Carp Alderleaf: Child, Halfling

Sister Garaele: Cleric of the Luck Shrine, Elf

Lanar Moonstone: a miner, Human

Freda Goodcloth: a weaver, Tiefling

Mirna Dendrar: Farmer, Human (Saved from Tresendar Manor slave pins)

Nars Dendar: Teenager, Human (Saved from Tresendar Manor slave pins)

Nilsa Dendar: Teenager, Human (Saved from Tresendar Manor slave pins)

Elsa Isle: a gossipy barmaid at Stonehill Inn, Tiefling

Jobgen Oreworker: Blacksmith, Human

Catty Oreworker: Blacksmith's wife, Dwarf

Khan Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf

Ahbal Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf

Rockaell Oreworker: Child and daughter of Jobgen, Half-Dwarf

Edwon Barthen: Barthen's teenage son, shop clerk and stable hand, Human

Edbert Barthen: Barthen's son, child, stable hand, Human

Tresenda Barthen: Barthen's teenage daughter, shop clerk, Human

Tressetta Barthen: Barthen's daughter, baby, Human

Delma Freeworker: Miner Exchange Clerk, Human

Mother Llema:  Shrine Mother of the Luck Shrine, Elf

Sister Jane: Shine maiden of the Luck Shrine, Half-Elf

Stephen Alps: Miner, Half-Dwarf

Frederick Strongbeam: Woodworker, Human

Slaine Gemfinder: Miner, Dwarf

Sandy Johndaughter: Miner, Human

Tanya Stonebrooks: Miner, Dwarf

Vernon Quillslate: Miner, Half-Dwarf

Olga Ilse: Barmaid's daughter, child, Half-Tiefling

Jillian Ilse: Barmaid's mother, Farmer, Tiefling

Allie Graywind: Liene's Wife, Lion Sheild Coster, Dwarf

Rinehart Raggs: Clerk Stockman, Lion Shield Coster, Halfling

Rickon Raggs: Rinehart's Teenage son, Stockman, Lion Shield Coster, Halfling

Brandon Wester: Yomen Scribe, Harbin's son, Office of Townmaster of Phandalin, Human

Wanda Wester: Sergeant of Law, Harbin's wife, Office of Townmaster of Phandalin, Human

Garth Erden: Farmer, Narth's son, Halfling

Marth Erden: Garth's Teenage son, Quartering

Oarth Erden: Garth's Teenage son, Quartering

Farth Erden: Garth's Teenage son, Quartering

Hellen Erden: Garth's Teenage daughter, Quartering

Mellen Erden: Garth's Teenage daughter, Quartering

Sellen Erden: Garth's child daughter, Quartering

Tellen Erden: Garth's baby daughter, Quartering

Moondive Population 43

----------Six Feet Under----------

Elmar Barthen: Barthen's Trading Post, Human

Toblen Stonehill: Innkeeper, Human

Trilena Stonehill: Innkeeper’s wife, Elf

Pip Stonehill: Toblen’s young son, Half-Elf

Daran Edermath: Edermath Orchard, Elf

Linene Graywind: Lion Sheild Coster, Human

Harbin Wester: Townmaster of Phandalin, Human

Sildar Hallwinter: Member of the Nortica Lords’ Alliance, Human (Killed in fireball with Grista, Gundren, and Wolfenstein)

Gundren Rockseeker: Expedition Leader from Hillrocker Family Combine, Dwarf (Killed in fireball with Sildar, Grista, and Wolfenstein)

Grista Bugman: Owner of sleeping giant, Dwarf (Killed in fireball with Sildar, Gundren, and Wolfenstein)

Wolfenstein: Adventure, Wolf (Killed in fireball with Sildar, Gundren, and Grista)

Narth Erden: an old farmer, Halfling

Thel Dendar: Farmer, Human (found dead in Tresendar Manor)

Tress Barthen: Barthen's wife, Human

Sister Rebecca: Shrine Maiden of the Luck Shrine, Human

Sister Delvia: Cleric of the Luck Shrine, Human

Sister Ceilien: Acolyte of the Luck Shrine, Half-Elf 

Sister Sulfa : Acolyte of the Luck Shrine, Tiefling

Oleyna Erden, Narth's wife, Halfling

Ellen Erden: Garth's Wife, Human

Harth Erden: Garth's Son, Quartering

Gellen Erden: Garth's Daughter, Quarterling

Trista Khador: Burningstaff, Human

Deceased 22