Showing posts with label Fortuna Tyke. Show all posts
Showing posts with label Fortuna Tyke. Show all posts

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.


Saturday, February 4, 2023

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