DL 31 – Introducing Portal Wand/Runes

Lemme Oakstorm, Linkon Australia, Falor Trivaxith, Ted,

2024-02-13


Tales Trees Tell: Investigation. With Laedronna Stratholme

Just another day in the Guildhouse. Many members are hanging out in Maeiou’s revitalized Tea Shoppe. Some are training, or attending to other duties around the property. At one point as you are all discussing whatever it is you discuss – maybe the pirates you recently fought, or the rogueish Halfling Mouse who occasionally shows up – perhaps the great artworks of the increasingly renowned Leon Ardo, or the weird metals you have found on some of your adventures, the bug creatures you fought whose body parts are rumoured to be craftable into high quality weapons, or how magic has been getting increasingly….odd/and unstable …

Fizzle Wand Demo

  • Oh so good to see you all! I have been putting the data you got to good use. I’ve managed to isolate some of the portal magic behaviours and have learned quite a bit. Busy, busy!
  • I’ve managed to recreate conditions, and using a bit of magical science, or (scientific magic haha) have come up with… THIS
  • Holds up ornate wand, and a handful of gems set in metal discs, eac h with runic carvings on them.
  • Oh yes of course, you don’t know what they are! Come, come, I will show you. Turns to head back into the meeting room
  • As you follow he continues right through the room without a pause as he nods to Timmy, C’mon Timmy, time to demonstrate!
  • Continues winding path to come out to the back training area/grenspace
    I haven’t come up with exact use case for this yet, adnter are som kinks to work out, but knowing you you all come and go and are all over the place all the time, I think you’ll find this useful.
  • Sends Elias to far end of field with on of the gems
  • Uses wandt to create a portal
  • Well TImmy? Go, go – shoos him in
  • Timmy enters portal and immediately appears in the sky above Elias at the other end of the field, plummeting to the earth for 1d6 damage

  • It does need some fine tuning and I don’t think you would want to sleep with the gem in your pocket, but what promises??? Huh? Huh?
    Explains he is working on more precision, etc

Elias thinks its a great way to supply reinforcements, etc. He has acquired a set of Sending Stones from GooTheema the Wise and will hopefully get more, but the party will always have one.:
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. 1/dawn

Elias Explains Mission

  • Something came in that he didn’t want to put on the board
  • Someone has gone missing and there might be something a little worse – the village lives on the edge of a forest that is fey territory
  • Kabel’s hill is primarily a waystation for travelers and loading point for grains and goods  head to Skar Wyk by river. It also acts as a forward outpost and send riders south when necessary to warn of impending danger.
  • The mayor mentioned that there might be something other than grain coming up and down the river but with the problems in the city he can’t spare any guards
  • Two birds with one stone

Heading Out

  • Shortly after you set out the skies darken as clouds roll in and before long you are making your way in the rain. Occasional lightning flashes and  thunder booms short after, letting you know you are close, but not too close to the strikes.
  • You trudge along following the track along  the river, the trees sometimes very sparse allowing you to see across rolling fields, and sometimes thicker, coming close to you.

Encounter and fight some roving The Ollthoy

Lemme (Elf Ranger):

14

STRENGTH SAVE (2)
Lemme Oakstorm

Linkon Australia, Warforged Bard:

rolling 1d20
(

1

)

=

1

Lemme (Elf Ranger):

19

INITIATIVE (2)
Lemme Oakstorm

Felor Trivaxith:

5

INITIATIVE (1)
Falor Trivaxith

Linkon Australia, Warforged Bard:

14

INITIATIVE (3)
Linkon Australia

Ted:

11

INITIATIVE (-1)

3

INITIATIVE (-1)

Linkon Australia, Warforged Bard:

Mirror Image
illusion 2

Casting Time: 1 Action
Range: Self
Components:

V,
S

Duration: 1 Minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

SPELL SAVE DC: 13

For Description Only
Heroism
enchantment 1

Casting Time: 1 action
Range: touch
Components:

V,
S

Duration: Concentration up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

SPELL SAVE DC: 13

Lemme (Elf Ranger):

For Description Only
Ensnaring strike
conjuration 1

Components:

V,
S,
M
1st-level conjuration

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

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

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

SPELL SAVE DC: 11

22

Lemme Oakstorm


Martial Ranged Weapon, uncommon
Damage: 1d6 piercing damage plus 1d10 fire damage
Properties: light, magical, range
Range: 30/120
Weight: 3
Dungeon Viewer:This diabolical magical weapon fires a ball of
burning brimstone. It magically generates its own
ammunition and does not require reloading.

2
piercing
7
fire

Felor Trivaxith:

6 + 1

CONSTITUTION SAVE (3)
Falor Trivaxith

Ted:

21 + 3

CONSTITUTION SAVE (2)

Lemme (Elf Ranger):

17

CONSTITUTION SAVE (2)
Lemme Oakstorm

20

CONSTITUTION SAVE (2)
Lemme Oakstorm

Felor Trivaxith:

For Description Only
Searing Smite (bonus action)
evocation 1

Casting Time: 1 bonus action
Range: Self
Components:

V

Duration: Concentration up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
SPELL SAVE DC: 14

23

Falor Trivaxith


“Twin Relics of Thoren”. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

7
slashing

Lemme (Elf Ranger):

7

Lemme Oakstorm


Martial Ranged Weapon, uncommon
Damage: 1d6 piercing damage plus 1d10 fire damage
Properties: light, magical, range
Range: 30/120
Weight: 3
Dungeon Viewer:This diabolical magical weapon fires a ball of
burning brimstone. It magically generates its own
ammunition and does not require reloading.

24

Lemme Oakstorm


Martial Ranged Weapon, uncommon
Damage: 1d6 piercing damage plus 1d10 fire damage
Properties: light, magical, range
Range: 30/120
Weight: 3
Dungeon Viewer:This diabolical magical weapon fires a ball of
burning brimstone. It magically generates its own
ammunition and does not require reloading.

rolling 1d100
(

57

)

=

57

Linkon Australia, Warforged Bard:

rolling 1d4
(

3

)

=

3

Felor Trivaxith:

9

CONSTITUTION SAVE (3)
Falor Trivaxith

Ted:

For Description Only
Sleep (twilight)
enchantment 1

Casting Time: 1 action
Range: 90 feet
Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures)
Components:

V,
S,
M
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
SPELL SAVE DC: 17

rolling {7D8}
{

(

3

+

4

+

7

+

5

+

2

+

5

+

5

)

}

=

31
rolling 1d4
(

2

)

=

2

Felor Trivaxith:

9

Falor Trivaxith


“Twin Relics of Thoren”. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

Lemme (Elf Ranger):

14

Lemme Oakstorm


Martial Ranged Weapon, uncommon
Damage: 1d6 piercing damage plus 1d10 fire damage
Properties: light, magical, range
Range: 30/120
Weight: 3
Dungeon Viewer:This diabolical magical weapon fires a ball of
burning brimstone. It magically generates its own
ammunition and does not require reloading.

Linkon Australia, Warforged Bard:

14

Linkon Australia

Ted:

17 + 4

CONSTITUTION SAVE (2)

Silvery Barbs (Fey Touched), 1/day
enchantment 1

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

V

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

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

SPELL SAVE DC: 17

21 + 3

120 feet

11
Radiant

For Description Only
Healing Word
evocation 1

Range: 60ft
Components:

V

Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
SPELL SAVE DC: 17

rolling 1d4
(

3

)

=

3

Felor Trivaxith:

26

20/60
Falor Trivaxith


Range, Thrown, Versatile. Mastery – when you hit, creature prone on failed con save DC 8 + proficiency bonus + ability modifier of attack roll.

Lemme (Elf Ranger):Murder the bug children!

22

NATURE (2)
Lemme Oakstorm

13

NATURE (2)
Lemme Oakstorm

Ted:

For Description Only
Guidance
divination cantrip

Components:

V,
S,
M
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.
SPELL SAVE DC: 17

15

NATURE (0)

rolling 1d4
(

2

)

=

2
13

NATURE (0)

Felor Trivaxith:

16

NATURE (0)
Falor Trivaxith

4

NATURE (0)
Falor Trivaxith

Ted:

rolling 1d4
(

1

)

=

1

Linkon Australia, Warforged Bard:

17

NATURE (2)
Linkon Australia

14

NATURE (2)
Linkon Australia

Felor Trivaxith:

14

PERSUASION (6)
Falor Trivaxith

For Description Only
Protection from good and evil
abjuration 1

Casting Time: 1 action
Range: touch
Target: One willing creature you touch
Components:

V,
S,
M (Holy water or powdered silver and iron, which the spell consumes)
Duration: Up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
SPELL SAVE DC: 14

Linkon Australia, Warforged Bard:THANKS


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