Monday, September 28, 2020

Battle of the Black Dragon

 


The session this week was a 150 minute battle with an adult Black Dragon (https://5e.tools/bestiary/adult-black-dragon-mm.html).  This black dragon had 215 HP.

Hannahlore dealt the final blow and a ton of damage.  Big assists from the other spell casters, but everyone got at least a couple of hits!

After investigating the hoard and the the secret cavern you left the battle with:

and 245,000 gold coins and 133,000 platinum coins - that's 1.535M in gold.  That's 7560 pounds of treasure so we will need to deal with that.

Also - with the mine now "move in ready" the dwarves are now part of your force for good.  They also said they'd bolster your weaponry.  Pick one piece of (preferably) non-magic weaponry and it will become a straight roll - no modifier, but will deal double damage (quadruple on natural 20).

Next time - Marmag the Gith - last seen near Myth Drannor...


Sunday, September 13, 2020

The Deck of Many Many (Maybe too many) Things

 


After defeating the red dragon atop the ancient dragon council tower, Krirve steadies himself and says, "Things are far worse than I thought.  Only the most dire of circumstances would compel the Metallic Dragons to meet openly and allow a Red to follow them or discover their whereabouts.  Please come back to my house, I have something that may prove useful."

After returning, Krirve produces a small deck of cards.  "This is the Deck of Many Many Things.  It contains cards that are wondrous and disastrous.  There are rules.  If one member of your party draws, you must all draw. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card one after the other. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.  This deck is unusual as drawn cards are replaced, making it possible to pull a card repeatedly.

"I want to draw 4", Volok declared, committing the party to drawing.  On his first draw he pulled "The Void":

This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

His eyes dim and his body falls to the ground.  

I'm not going to go through all the draws but there are a few points I want to make sure I have right:

    • Isabrix and Elric pulled cards that advanced them to level 7
    • Zofia pulled a card that advanced her to level 10 (I incorrectly communicated level 9 earlier)
    • At least a couple of you are rich
    • Shardon and Kali pulled Talons and lost all of their magical items (Kali retained her wand, as it is an arcane focus and not itself, magic)
    • Hannahlore pulled the Idiot but, at present, its effect is nullified by the crown of intellect.
    • Hannahlore also pulled the Moon, granting her 4 wishes
*please point out anything major missing from the list.
**someone has a dragon wing - its not magic so is retained - I don't know who has it

You then teleport to the next guardian, Keishara, she tells you that she can aid your negotiations with the dwarves, but lets you know that something has been around town boastful of being important to the "end of the world", no one has given him much credit due to him being so loud about it, cambions are, after all, known to be very self important.  The devil caught Keishara's eye when he disappeared into a keep just outside of town.


The party went to the keep and did some smart stuff to avoid some fights.  They ended up defeating a very large Beholder. 

After the battle they heard a pounding through a wall and discovered a hidden room containing the previously mentioned Cambion.  He was very rude but ultimately game up his mission, protecting an Infernal Contract.  On threat of his life or imprisonment, he produces the contract.  It is between Elric's grandfather and the Dragon Queen Tiamat.  It trades the souls of Elric's ancestors and progeny for the ability to be a powerful enough spellcaster to open a portal to Hell.  

Grim news indeed...

Embarrassed and fearing punishment, Harvey (the Cambion) agrees to join the party.  



Wednesday, September 9, 2020

Wish

 Wish

9 conjuration 
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard

Aladdin Genie

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Wednesday, September 2, 2020

Kobold Kamp Out

 Just the high points this week!

Isabrix trekked north the visit Frostbeard and after 6 days she made it, along with a dire wolf she picked up along the way and Travis the pseudodragon.  After a short exchange about expecting more folks and reiterating the facts about the goings on in the north, he gave her 3 magical weapons:

Doomhammer

Weapon (warhammer), legendary (requires attunement by a Must be trained with over 2 short rests or 1 long rest. May only be attuned to a Goliath)

When you roll an 18 or 19 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.  

When you roll a 20 on your attack with this magic weapon, it magically target the head of the target, and crushes the skull of any large or smaller monster, killing it instantly.  

Creatures bigger than large are dealt 4d12+8 damage  on the roll of a 20.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Spellward Shield

Armor (shield), very rare (requires attunement by a Paladin .Can be worn as a normal shield for a day to attune, then the magical effects manifest.)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

When you succeed a saving throw while the shield is equipped, you take no damage and half on failures.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Dagger of Truth

Weapon (dagger), rare

When you roll a 18-20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

Dagger can be thrown.  When thrown it does 1.5x normal damage and returns to the throwers hand.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

**I cannot access these in DndBeyond because they are still working on that functionality.**

After giving Izzy the weaponry, he gave Travis a potion of extended strength so he could fly her, and due to her creativity, the wolf on to Seacomer to meet up with the party.  She distributed the weapons.

The party then went to the Barking Pegasus, where Elric gambled (unsuccessfully) and then talked to some folks, all seemingly aware and alarmed that the wood elves and high elves were forming an alliance.  

They met Faoraar Tumenril, a high/wood elf that has helped broker an alliance between the two groups that have noticed evil pervading the land and more locally a scouting party of Kobolds in the nearby woods.  he was waiting in the tavern at the request of Jesica, a halfling wizard/seer.

Wood Elf Archer Stat Block [D&D 5E] - LickyGiraffe's D&D Store - OpenBazaar  

He takes you to Jesica, and she thinks the party, identified by the Seven to play a larger role in saving the realm from this unknown evil, should approach the elves to join the fight against evil.  

When you approach the elves they offer to help if the Kolbolds are dealt with.  Kali inquires about a temple and they are transported to the high elf temple where Kali attunes to her Moonblade.

The rest of the party receives blessings:

Elric - Blessing of Past Sight - can remember a memory that is repressed, magically erased, or simply to distant to recall

Shardon - Blessing of Fortitude - if you are reduced to 0 HP, you bump back up to 1, once per battle

Isabrix - Blessing of Sustaining Force - once per battle, player can stabilize a player within 100 feet by force of will

Hannahlore - Blessing of Merciful Death - undead killed by player cannot be raised

Zofia - Blessing of Restful Slumber - her link with The Fiend is severed, but her powers remain intact

Volok - Blessing of Shifting Might - player may gift HP to another player - the gift is temporary.  no limit to HP given in this manner

Kobold Dragonshield

Faoraar then takes the party to the Kobold encampment.  A battle takes place and ultimately the the final three kobolds run.  One is captured and lets the party know upon questioning:

  • They were scouting for the dark lord.
  • the dark lord is Elric's grandfather
  • The dark lord is being directed by a demon.
  • The force is gathering in Anttrouch and numbers thousands or orcs, undead, and demons.
The party decides to take the Kobold to the elves.