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Smith’s Tools

  • RAW Cost: 20gp
  • RAW Weight: 8lbs
  • Example Items: Hammer, tongs, bellows, punches, and chisel
  • Crafting Restrictions: Requires a forge.
  • Mundane Item Crafting: Most medium armors, all heavy armors, most weapons, many pieces of adventuring gear
  • Magic Item Crafting: An enormous list of metal items
  • Artwork Creation: Can create a variety of metal artwork objects.
  • QA Artwork Bonus: None
  • Structure Building: Can participate in but not lead the creation of a structure.
  • Adventuring Utility: Able to modify metal forged items and use their knowledge of forged items in the field.

A hammer striking anvil, the roar of a heated forge, and the hiss of cooling metal. These are the sounds of a blacksmith’s shop, the masters, and crafters of metal. While the job of a blacksmith is usually simplified to a “metalworker,” the role encompasses so much more. Blacksmith’s craft and fix all manners of equipment ranging from farming equipment to weapons, to suits of armor. Not only that, but while blacksmiths normally deal strictly with metal, many creature shells, bones, and scales require metal reinforcement and/or attachments before they can be used as weapons and armor. As such, even though they are organic materials, it is still primarily a blacksmith’s responsibility to craft with them.

Blacksmith skills can vary wildly. The local blacksmith may only have a small forge from where they repair the hammers and scythes of their neighbors, while the master smiths of dwarven kingdoms smelt Adamantite in rivers of magma at the heart of volcanoes. Any character that is proficient in the smith’s tools may be considered a blacksmith for crafting purposes.

Blacksmithing is a popular professional interest of two sorts of adventurers: those that want to hit things with heavy metal objects, and those that want a heavy metal object between them and the thing hitting them. While often relying on the town blacksmith to do their work for them is a fine option, rolling up your sleeves and doing the work yourself can allow you to express your creativity… and may save you a few coins in the process.

Blacksmithing is slow hard work, but has a higher tolerance for failure than most, and is more dependent on knowing your material, as the templates you work from tend to be common across many of them.

Default Designs

All blacksmiths are assumed to be able to make all the following tools as a basic part of their skill set:

  • Light armors
  • Shields
  • Medium Armors (minus Breastplate and Half-Plate)
  • Heavy armors (minus Plate Mail)
  • Simple weapons
  • Most Martial weapons
  • Simple tools

Smiths also start with a single common effect design of their choice:

  • Aerodynamic
  • Balanced
  • Bashing
  • Burnished
  • Camouflage, Basic
  • Climbing Spikes
  • Pommel Strike
  • Skewering

Skill Usage

  • Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.
  • Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or another metalwork.
  • Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

Smith’s Tools Basic Use Difficulty Table

Sharpen a dull blade10
Repair a suit of armor15
Sunder a nonmagical metal object15

Applicable Tools

Blacksmithing works using blacksmith’s tools. Attempting to craft an item without a blacksmith’s tools will often be impossible, though a DM may let you use makeshift tools to make a check with disadvantage. Proficiency in blacksmith’s tools allows you to add your proficiency bonus to any blacksmithing check. While Blacksmiths can benefit from their skills in small ways such as sharpening their weapons and retrofitting their gear on the go, many of their crafting options require a fully equipped Forge, a fully equipped Forge entails forge, anvil, and blacksmith’s tools.

Salvaging Materials

You can obtain materials by salvaging them from their natural occurring nodes, from creatures, or by breaking down existing items. The DM can decide how many units of material are on the target by standard. A low roll yields half of the possible unit less as it wastes a portion (or a poorer quality than expected), a much higher roll yields one unit more (or increases the quality due to its purity).

Breaking down existing items removes all Smithing effects from them (unless you are trying to re-use portions of it), and risks losing one or more Magical effects.

Salvaging Material Difficulty Table

Very Rare26

Crafting Armor and Weapons

The standard Mundane Crafting Table is used for most objects.  The difference between Blacksmithing and most of the other crafters, is that Blacksmiths can add in additional bonuses because of their crafting process.  There is a specific amount of material and time needed for each type of object created.  The ingot is just a unit of measure of material that is required for that creation.  There are many different materials that armor, and weapons can be crafted out of.  Many of these offer special abilities, and a greater difficulty in that crafting. Refer to the Material Difficulty Crafting Table for more information.

Armor Base Template Table

Armor TypeIngot AmountTimeDC Difficulty Increase
Light Armors, Shields2Three Work Periods+0
Studded Leather4Five Work Periods+2
Medium Armors4Seven Work Periods+0
Breastplate, Half-Plate6Ten Work Periods+2
Heavy Armors615 Work Periods+0
Plate Armor830 Work Periods+2

Weapon Base Template Cost Table

Weapon Damage DiceIngot AmountTime
D4, ammo x 101Two Work Periods
d62Four Work Periods
D8, d103Five Work Periods
d124Seven Work Periods

Material Difficulty Modifier Table

MetalDifficulty ModifierWeapon EffectArmor EffectCost per Ingot
Adamantine+5All Adamantium items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.When hitting a non-indestructible object, deal damage equal to max critical damage.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.Armor and Shields: Cancels any critical hit, making it anormal hit. (If an adamantine weapon was used against adamantium armor, it becomes possible to land critical hits.)2,000gp
Bronze-3Is fragile and breaks on a roll of a natural one or two as well as any natural 20.Is fragile and breaks when any natural 20 hit is done against the wearer and it is rendered useless, but the weight remains until removed.8sp
Cold Iron (Meteoric Iron)-2When you hit a fey creature with a Cold iron weapon, you can reroll the damage and use either result.All items made of Iron have the DC of strength checks made to break them reduced by 1. (As compared to steel items of the same make.)Weapons, traps, and other metallic creations: Gain -1 to their damage rolls (to a minimum of 1 damage)Grants a +1 bonus to any saving throws made against attacks or spells made by fey creatures. Additionally, while a creature is donned with an item of Cold Iron, they have advantage against being charmed or magically put to sleep.Armor and Shields: Gain -1 to their AC value.250gp
Dark Steel+4You have advantage on attack rolls while in darkness wielding Darksteel weapons.Perception checks relying on sight have disadvantage against you when you are in dim light or darkness while wearing the armor1,500gp
Fire Steel+4A weapon forged from firesteel deals an extra 1d6 fire damage on hit.Wearing armor forged from firesteel grants resistance to Cold damage.1,500gp
Ice Steel+4A weapon forged from icesteel deals an extra 1d6 cold damage on hit.Wearing armor forged from icesteel grants resistance to Fire damage.1,500gp
Mithril+3All Mithril items weigh half their normal weight.Weapons: A weapon with the Light property weighs nothing if crafted with Mithril and gains Finesse. All weapons with neither the Light nor the Heavy property gains the Light Property if crafted with Mithril A weapon with the Heavy Property loses the Heavy property if crafted with Mithril.Other: Mithril ammunition can be fired out to the long range of the weapon it is fired from without suffering disadvantage.Armor: Requires no Strength requirement. Heavy Armor Made from Mithril counts as Medium Armor for armor proficiencies, and Medium Armor counts as Light Armor for armor proficiencies. Additionally, medium armor made of Mithril allows the user to add a max of +3 from their Dexterity Modifier to their AC, instead of +2. While wearing Mithril armor, you don’t suffer disadvantage on Dexterity(stealth) checks, even if the armor would normally impose disadvantage.Shields: made from Mithril gain the light property (and therefore may be used in two-weapon fighting.) In addition, so long as the wearer is conscious and can see/hear/sense a threat, the wearer adds the AC bonus of their shield to their Dexterity saving throws.500gp

Breastplate, Half-Plate, and Plate Mail

Unlike all the other armors, learning to make any one of the fully metal more coverage armors requires additional training or research.  Once completed then they can add any one of these armors to their design list, but each one must be researched separately.

Breastplate, Half-Plate, and Plate Mail Research Requirements Table

ArmorResearch Point Cost
Plate Mail50


Anything made has a magical effect or capability and is of rarity Uncommon or higher, that item will requiring the owner to attune to use it.

Armor and Weapon Creation Failure

When failing to craft something normal, the material just goes to waste and the blacksmith needs to start over, but when there is a failure when making something that is magical in nature?  The situation is not as pleasant.  The following table outlines the impact of failure only if the smith rolled a natural one when attempting to craft an object with magical capabilities.

Smithing Creation Failure Table

Roll (d100)EffectCommonUncommonRareVery RareLegendary
01-05Oh, my loving god: Roll on the wild magic tableOne rollTwo rollsThree rollsFour rollsFive rolls
06-25Oh, this is going to hurt: Your attempt at crafting blows up in your face. Damage is random (1d12): Acid (1), Bludgeoning (2), Cold (3), Fire (4), Force (5), Lightning (6), Necrotic (7), Piercing (8), Poison (9), Psychic (10), Radiant (11), Slashing (12)2d63d84d105d126d20
26-50This is very bad: You find that you have temporarily lost the ability to understand materials. You will mistake one material for another when attempting to craft during this period of confusion.One DayThree DaysFive DaysTen DaysOne Month
51-90This is not good: You find that you have temporarily lost the ability to blacksmith in any way.One DayOne WeekOne MonthThree MonthsOne Year
91-99This is confusing: The object you created does the opposite you were expecting, but it looks correct to you, and you think you succeeded. The item you created is cursed and will have other DM chosen effects when someone attunes to that object.
100How did I do that: Success!  You somehow pulled a diamond from the mess you made, and it still was created.  But it is of a lesser condition than what you planned on.

Armor and Weapon Slots

All armor and weapons have a certain number of slots available for different effects.  All the common and uncommon effects are simple and just modification of the objects, but as the rarity gets to rare and higher, those effects start looking like magical options and powers.

The number of slots that any armor or weapon has is dependent on the type, quality, and material of what it is made from. There is only one type of slot, but the different rarity of the effects will determine how many slots are consumed by that effect.  It is better illustrated in the following tables:

Crafted Rarity Slots Table

Very Rare+3

Armor and Weapon Slots Table

Heavy Armor+3
Light Armor+1
Martial Weapons+2
Medium Armor+2
Plate Armor+4
Simple Weapons+1

Material Slots Table

Cold Iron (Meteoric Iron)-1
Dark Steel+2
Fire Steel+2
Ice Steel+2


If a Blacksmith made a rare long sword out of Mithril it would have five slots which was determined by a rare (+2) martial weapon (+2) made from Mithril (+1) which adds up to five slots.

The difficulty in forging such a long sword would be a rare (DC20) long sword made from Mithril (+3 DC) for a total DC of 23 to successfully forge that sword and it would take five days and take up three units of Mithril.

Research Requirements

Since making most of the objects are just a normal part of blacksmithing, where the research comes in is in those effects.  It does not matter what the effect is, nor what it is to be slotted into, it can be researched, and must be before it can be used in a forging project.  The following table shows the research costs of each rarity of effect.

Research Requirements Table

Effect RarityResearch Point CostMinimum Required Level
Very Rare15013

Once the appropriate amount of research points is collected, a validation process must be attempted by the smith to see if their design works.  They must make a straight Smithing Tools skill check without any other additional modifiers.  If the effect is magical in nature, then a Magical Essence of some type of the same rarity is also required to be expended during the research process.

Smith Design Difficulty Table

Design RarityDC
Very Rare26

Armor and Weapon Effects

Each listed effect will have specifically it adds to the armor or weapon, what requirements it might have if any, the increase of cost and time that the forging would take when adding in that effect.  If there are sufficient slots in the armor or weapon, then as many effects can be added in as long as they do not contradict each other in effects. If the effect has a magical effect, then a Magical Essence of some type of the same rarity must be expended for that effect. The table lists which type of Essence is required for the forging.

Effect Slot Cost Table

Effect RaritySlot CostMinimum Level Required
Very Rare413

Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AerodynamicCommon3 Days100gp Any Non-Thrown Weapon
Arrow CatcherRare4 Days500gpArcaneShield
AttractingVery Rare3 Days500gpArcaneAny Armor or Shield
BalancedCommon1 Day50gp Any Throwing Weapon
BashingCommon1 Day100gp Shield
Beast SingingRare7 Days1,500gpPrimalAny Weapon
BlazingRare4 Days1,000gpArcaneAny Bow or Crossbow
BlessedVery Rare30 Days2,500gpDivineAny Weapon
BloodiedVery Rare30 Days2,500gpPrimalAny Weapon
Bracing, AdvancedLegendary25 Days2,000gpPrimalShield
Bracing, IntermediateVery Rare4 Days900gpPrimalShield
Brutal, AdvancedRare15 Days1,200gp Any Weapon
Brutal, IntermediateUncommon5 Days400gp Any Weapon
BurnishedCommon1 Day30gp Metal armor or shield
Camouflage, BasicCommon2 Days150gp Any Armor
Camouflage, IntermediateRare5 Days400gpPrimalAny Armor
Climbing SpikesCommon1 Day10gp Any Armor
ComfortableUncommon3 Days250gp Any Armor
CompositeUncommon3 Days250gp Any Bow
CostumedRare1 Day1,000gp Any Armor
DancingVery Rare40 Days3,000gpArcaneAny Melee Weapon
DefiantRare3 Days500gpPrimalShield
Detecting, AdvancedVery rare15 Days3,000gpDivineAny Weapon
Detecting, IntermediateRare10 Days1,500gpDivineAny Weapon
DisguisedRare3 Days500gpArcaneAny Armor
DuplicityLegendary75 Days10,000gpArcaneAny Armor
Elemental Affinity, AdvancedVery Rare25 Days2,000gpArcaneAny Armor or Shield
Elemental Affinity, LegendaryLegendary100 Days15,000gpArcaneAny Armor or Shield
Elemental Edge, AdvancedVery Rare40 Days3,000gpArcaneAny Weapon
Elemental Edge, IntermediateRare15 Days1,000gpArcaneAny Weapon
Elemental Edge, LegendaryLegendary60 Days15,000gpArcaneAny Weapon
EtherealnessLegendary100 Days35,000gpArcaneAny Armor
Finger BladesUncommon1 Day50gp Any Armor
FinnedRare1 Day250gp Any Armor
FrighteningUncommon1 Day100gp Any Armor
GlamouredVery Rare35 Days3,000gpArcaneAny Armor
HaltingUncommon3 Days50gp Any Sword
HardenedUncommon3 Days250gp Any Armor
HealthyRare3 Days500gpDivineAny Armor
HeavyUncommon3 Days200gp Any Armor
HolyLegendary55 Days5,000gpDivineAny Weapon
IlluminatingUncommon1 Day100gpDivineAny Weapon
InsulatedUncommon3 Days50gp Any Armor
InvulnerableLegendary150 Days50,000gpPrimalAny Armor
JarringVery Rare3 Days1,000gpPrimalAny Armor
Nimble, AdvancedVery Rare13 Days2,000gpPrimalAny Armor
Nimble, BasicUncommon1 Day50gp Any Armor
Nimble, IntermediateRare4 Days1,000gpPrimalAny Armor
ParryingUncommon2 Days100gp Any one-handed Weapon
Pocket of HoldingVery Rare7 Days2,000gpArcaneAny Armor or Shield
Pommel StrikeCommon5 Days100gp Any versatile or two-handed weapon
Precise, AdvancedVery Rare50 Days10,000gpArcaneAny Weapon
Precise, IntermediateRare14 Days1,000gpArcaneAny Weapon
Precise, LegendaryLegendary70 Days25,000gpArcaneAny Weapon
ProtectedLegendary100 Days15,000gpDivineAny Armor
Quick ReleaseUncommon5 Days250gp Any Armor
ResistantRare13 Days1,500gpDivineAny Armor
ScaldingRare8 Days1,000gpArcaneAny Armor
Shadow WreathedVery Rare15 Days2,000gpArcaneAny Armor
Shielded, AdvancedVery Rare30 Days5,000gpArcaneAny Armor or Shield
Shielded, IntermediateRare16 Days1,500gpArcaneAny Armor or Shield
Shielded, LegendaryLegendary100 Days30,000gpArcaneAny Armor or Shield
SkeweringCommon1 Day50gp Any Armor
SlickRare7 Days600gpArcaneAny Armor
SlimCommon5 Days50gp Dagger, Dart, Sickle
SmoothUncommon10 Days250gp Any Metal Armor
Spark BracersRare7 Days750gpArcaneAny Armor
SpeedyRare20 Days1,500gpPrimalAny Armor
SplinteringUncommon3 Days100gp Any Axe
StrappedCommon3 Days25gp Any one-handed weapon
ThunderingRare10 Days1,000gpArcaneAny Melee Weapon
TripperUncommon1 Day100gp Any melee weapon with a reach of 10 feet
UnbreakableVery Rare1 Day1,000gpArcaneAny Armor, Shield, or Weapon
VaultingUncommon1 Day50gp Quarterstaff, spear, glaive, or halberd
Vengeful, AdvancedVery Rare15 Days3,000gpPrimalAny Weapon
Vengeful, BasicUncommon3 Days500gpPrimalAny Weapon
Vengeful, IntermediateRare10 Days1,500gpPrimalAny Weapon
Vengeful, LegendaryLegendary40 Days25,000gpPrimalAny Weapon
VenomousUncommon 3 Days500gp Any melee weapon that deals piercing or slashing damage
Wound ClosingRare7 Days750gpDivineAny Armor

Common Effects

Aerodynamic: Hidden weights and hollow chambers within this weapon makes the weapon easier to throw. As a result, both range increments of the weapon are increased by 15 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any throwing weapon

Balanced: Hidden weights and hollow chambers within this weapon makes the weapon easier to throw. As a result, both range increments of the weapon are increased by 15 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any throwing weapon

Bashing: This shield was made to be a weapon and can be used as one. It counts as a martial melee weapon and has the light property. The shield deals 1d6 bludgeoning damage.

  • Crafting Time: 1 day 
  • Magical: No
  • Price: 100gp
  • Prerequisites: Shield

Burnished: The metal on this shield or suit of armor has been polished until it becomes as shiny as a mirror.  The first time a creature attacks you and you are in bright light, the creature must make a Wisdom saving throw (DC = 10 + your proficiency bonus) or be blinded until the beginning of its next turn. You also have disadvantage on Stealth checks that rely on sight while you are in bright light.

  • Crafting Time: 1 day 
  • Magical: No
  • Price: 30gp
  • Prerequisites: Set of metal armor or metal shield

Camouflage, Basic: Colors corresponding to a natural environment are drawn onto this piece of armor. Pick from arctic, coast, desert, forest, grassland, hill, mountain, swamp, Underdark, and underwater. You have advantage on Dexterity (Stealth) checks while in the appropriate terrain. You choose one terrain when you craft the item. This choice cannot be undone.

  • Crafting Time: 2 days 
  • Magical: Yes 
  • Price: 150gp 
  • Prerequisites: Any set of armor

Climbing Spikes: Iron spikes are fastened onto the boots and greaves of this armor, making climbing much easier. You have advantage on climbing checks. While wearing these, your movement is halved.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 10gp
  • Prerequisites: Any set of armor

Pommel Strike: With a two-handed weapon, or a versatile weapon being wielded two-handed, as a bonus action you can strike your opponent with the pommel for 1d4 bludgeoning damage.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any two-handed or versatile weapon

Skewering: Hard spikes and points are attached to this piece of armor. When you are grappled, you deal 1d4 piercing damage to the creature grappling you. This damage is repeated once every round on the grappling creature’s turn if it is grappling you.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Slim: Gain advantage on skill checks to conceal this weapon.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Dagger, Dart, or Sickle

Strapped: Weapon can be strapped or removed as a quick action allowing another weapon to be drawn in the same action.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 25gp
  • Prerequisites: Any one-handed weapon

Uncommon Effects

Brutal, Intermediate: This weapon hits harder than others of its kind. When you roll a 1 on any damage dice for this weapon, you may reroll the dice and must keep the second result.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 400gp
  • Prerequisites: Any weapon

Comfortable: Soft padding makes this armor comfortable to wear, even when sleeping. According to the optional rules in Xanathar’s Guide to Everything, taking a long rest in medium or heavy armor means you only regain a quarter of your Hit Dice. If the armor has this modification, you don’t suffer this penalty and recover half of your Hit Dice as normal.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of armor

Composite: The draw on this bow is much heavier than on a normal bow, meaning only the strongest archers can properly control the weapon. You have disadvantage on attacks made with this weapon if your Strength score is 12 or lower. Because of its powerful draw, you can do additional damage with this bow. Once per turn, you can deal additional damage with this weapon equal to your Strength modifier.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp

Prerequisites: Any bow

Finger Blades: small blades are sown into the fingertips of the gloves on this armor. You have advantage on Dexterity (Sleight of Hand) checks to pick people’s pockets. You also deal 1 additional slashing damage when hitting someone with an unarmed strike.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Frightening: Decorations of teeth, claws, and bones are attached to this piece of armor or set of robes. You have advantage on Intimidation checks.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any set of armor

Halting: The edge of this blade has been hardened. Whenever you must make a Strength saving throw against being moved against your will, you can use your reaction to dig your blade into the ground, giving yourself advantage on the roll.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any sword

Hardened: Plating of hard material, such as iron or steel, makes this armor or shield hard to break. Any critical hit you suffer becomes a regular hit. You can’t use this property again until you finish a long rest. Weight of the armor increases by 50%.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of armor

Heavy: This armor is heavy, weighing you down while you move. Your movement speed is reduced by half, and you have advantage on checks and saving throws against being knocked prone or moved against your will.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 200gp
  • Prerequisites: Any set of armor

Illuminating: A minor enchantment on this weapon makes it glow with arcane light. Upon speaking the command word, the weapon sheds light, as if casting the light spell.

  • Crafting Time: 1 day
  • Magical: Yes
  • Price: 100gp
  • Prerequisites: Any weapon

Insulated: Reduces fatigue from Cold environments, increases fatigue in hot environments

  • Crafting Time: 3 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Level: A rebalancing of the weight of the weapon now allows it to be a thrown weapon with a range of 10/30.  Note that it does half its normal damage when thrown.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any non-throwing weapon

Nimble, Basic: This is easy to move in, making it easier for you to step into the fray. You gain a +1 bonus to initiative. You are at a disadvantage on any attempt to use Persuasion or Intimidation.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Parrying: When the enemy rolls a natural one on attacking you in melee range, as a Reaction you may perform an Attack of Opportunity.

  • Crafting Time: 2 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any one-handed weapon

Quick Release: Half normal time to remove armor.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any heavy armor

Smooth: Any slashing attack damage is reduced by two points.

  • Crafting Time: 10 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any metal armor

Splintering: On a critical hit destroy the target’s shield if it is not magic, if they do not have a shield, reduce their AC by one.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any axe

Tripper: The lower end of this polearm’s handle has been strengthened with metal plating. As an attack action, you may target a large or smaller creature within reach of you and attempt to trip them. The creature must succeed on a Strength saving throw (DC = 10 + your proficiency bonus) or fall prone.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any melee weapon with a reach of 10 feet

Vaulting: The core of this weapon has been strengthened to ensure it doesn’t break under your weight. When you make a long jump assisted by this weapon, the distance you can jump is doubled.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Quarterstaff, spear, glaive, or halberd

Vengeful, Basic: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 1d6 damage.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any weapon

Venomous: A tube runs along the interior of this weapon, funneling poison into a cut wound. When you successfully hit a creature with a melee attack, you can use your reaction to press a button on the side of the weapon’s hilt to let poison flow into the wound. The creature must make a constitution saving throw (DC = 10 + your proficiency bonus). The creature takes 2d6 poison damage on a failed save and half as much damage on a successful one.

Once you’ve dealt poison damage with this weapon, you can’t do so again until

  • Crafting Time: 3 days
  • Magical: No
  • Price: 500gp
  • Prerequisites: Any melee weapon that deals piercing or slashing damage

Rare Effects

Arrow Catcher: This shield has an arcane enchantment on it, guiding ammunition towards it. Your AC against non-magical ranged weapon attacks increases by two.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Shield

Beast Singer: While you have this weapon drawn, any hostile beast within 15 feet of you must succeed on a Wisdom saving throw (DC = 10 + your proficiency bonus). On a failed save, the beast is unable to attack you. The effect lasts for one hour or until you attack the creature. On a successful save, or when the effect ends, the beast is immune to the effects of this modification for 24 hours.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any weapon

Blazing: When speaking a command word, the string on this weapon flares with bright flame. This fire does not damage the wielder of the weapon, and it does not damage the weapon. This modification has 3 charges. By speaking the command word, you can expend 1 charge to have one of your attacks deal 1d6 additional fire damage. You regain all expended charges each day at dawn.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any bow or crossbow

Brutal, Advanced: This weapon hits harder than its counterparts. When you roll a 1 or 2 on the damage dice for this weapon, you may reroll the dice and must keep the second result.

  • Crafting Time: 17 days
  • Magical: No
  • Price: 1200gp
  • Prerequisites: Any weapon

Camouflage, intermediate: Colors corresponding to a natural environment are drawn onto this piece of armor. Pick from arctic, coast, desert, forest, grassland, hill, mountain, swamp, Underdark, and underwater. You have advantage on Dexterity (Stealth) checks while in the appropriate terrain. The terrain type can be changed to fit a new terrain after finishing a long rest.

  • Crafting Time: 5 days
  • Magical: Yes
  • Price: 400gp
  • Prerequisites: Any set of armor

Costumed: The style of this armor has been modified to look like that of monstrous humanoids. It includes a helmet made to cover your facial features. Choose one of the following humanoid creature types: gnoll, goblinoid, kobold, orc. Once made, this choice is permanent. You have advantage on any check you make to pass as a member of the chosen race that requires visual deception. In addition, these creatures won’t attack you if they spot you at a distance, believing you to be one of their own.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 1,000gp
  • Prerequisites: Any set of armor

Defiant: A magical enchantment has imbued this shield with additional power. When you are hit with a critical hit, you can use your reaction to turn the hit into a normal attack. You can’t use this property again until you finish a short or long rest.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Shield
  • Prerequisites: Any set of armor or shield

Detecting, Intermediate: Arcane runes have been drawn onto this weapon. Choose one of the following humanoid types: gnoll, goblinoid, kobold, lizardfolk, lycanthrope, orc. When the weapon is drawn and within 100 feet of a creature of the chosen type, the weapon flares with arcane light. The weapon sheds dim light in a 5-foot radius while this effect is active.

  • Crafting Time: 10 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any weapon

Disguised: This set of armor has 3 charges. You can expend 1 charge as an action to cast the spell disguise self. All expended charges recharge each day at dawn.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor

Elemental Edge, Intermediate: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 1d6 extra damage of the chosen type.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any weapon

Finned: Fins and flippers have been sewn into the design of this armor, making it easier to move in water. You have a swimming speed of 30 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of medium or light armor

Healthy: While you’re wearing this set of armor, you are immune to contracting any disease. If you are already infected with a disease, the effects of the disease are suppressed while you’re wearing the armor.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor

Nimble, intermediate: This armor or robe is easy to move in, making it easier to step into the fray. You have a +2 bonus to initiative. The armor loses one point of AC because of the change of form.

  • Crafting Time: 4 days
  • Magical: No
  • Price: 1000gp
  • Prerequisites: Any set of armor

Precise, Intermediate: Magical energy is fused into this weapon. You gain a +1 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 14 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any weapon

Resistant: This armor piece or set of robes has been treated to be effective against certain damage types. Choose one damage type from among acid, cold, fire, force, lightning, necrotic, poison, and radiant. You become resistant to the chosen damage type.

  • Crafting Time: 13 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor

Scalding: Elemental fires have been intertwined with the material of this set of armor, activating when you use an action to speak the command word. Any creatures that touch, such as those attacking with an unarmed strike, take 1d4 fire damage while this effect is active. In addition, you no longer suffer the effects of extreme cold. By repeating the command word, you deactivate this effect.

  • Crafting Time: 8 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any set of armor

Shielded, Intermediate: Arcane protective energy is intertwined with this piece of armor. You gain a +1 bonus to Armor Class.

  • Crafting Time: 16 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor or shield

Slick: This set of armor exudes a slightly greasy oil when squeezed. You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to escape a grapple.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 600gp
  • Prerequisites: Any set of armor

Spark Bracers: Crackling lightning shoots up your arms, wrapping around your hands and fingers. When you hit a creature with a thrown weapon, you deal an additional 1d4 lightning damage. You also deal an additional 1d4 lightning damage on an unarmed strike.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 750gp
  • Prerequisites: Any set of armor

Speedy: Arcane magic accelerates your movement while wearing this set of armor or robes. Your movement speed is increased by 10 feet.

  • Crafting Time: 20 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor

Thundering: When you make a critical hit against a creature, a boom rings out from the point of impact. This boom can be heard up to 300 feet away, and the hit deals an additional 1d8 thunder damage.

  • Crafting Time: 2 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any melee weapon

Vengeful, Intermediate: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 2d6 damage.

  • Crafting Time: 10 days
  • Magical: Yes
  • Price: 1,500gp
  • Prerequisites: Any weapon

Wound Closing: While wearing this armor, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

  • Crafting Time: 5 days
  • Magical: Yes
  • Price: 750gp
  • Prerequisites: Any set of armor

Very Rare Effects

Attracting: Your armor has been tempered with arcane energy to attract certain enemies. Choose one of the following creature types: beast, dragon, fey, monstrosity, plant, undead. Once made, this choice is permanent.

When in combat with a creature of the chosen type, the creature must make a Wisdom saving throw (DC = 10 + your proficiency bonus) at the start of each of its turns. On a failed save, the creature focuses its ire on you until the end of its turn. Its attacks and any detrimental effects or spell it might want to use must be directed at you if its focus is on you.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor or shield

Blessed: When you hit a fiend or undead with this weapon, you deal an extra 2d10 radiant damage.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 2500gp
  • Prerequisites: Any weapon

Bloodied: Whenever you bring a creature to 0 hit points, you regain 2d6 hit points.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 2500gp
  • Prerequisites: Any weapon

Bracing: Arcane trails of magical energy dance over the surface of this shield. As a reaction, you can raise your shield against an incoming damaging effect. If the incoming damage is acid, cold, fire, or lightning, you gain resistance to the incoming damage until the end of that turn.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 900gp
  • Prerequisites: Shield

Dancing: As a bonus action, you can toss this weapon into the air and speak its command word. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it.

After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 3,000gp
  • Prerequisites: Any melee weapon

Detecting, Advanced: Arcane runes have been drawn onto this weapon. Choose one of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, giant, undead. When the weapon is drawn and within 100 feet of a creature of the chosen type, the weapon flares with arcane light. The weapon sheds dim light in a 5-foot radius while this effect is active.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any weapon

Elemental Affinity, Advanced: Arcane runes flare in colors of blue, red, orange, or green shimmering across this piece of armor. Choose one damage type from cold, fire, lightning, and acid. While wearing this piece of armor, you have resistance to the chosen damage type.

  • Crafting Time: 25 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor, shield

Elemental Edge, Advanced: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 2d6 extra damage of the chosen type.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any weapon

Glamoured: This set of armor acts like a regular set of armor until you speak its command word. Upon speaking the command word as an action, the armor changes in look to assume the appearance of a set of clothing, the appearance of which is determined by you. The armor retains all its properties when glamoured, including AC and weight. Only a true seeing spell or similar magic can see through the illusion.

  • Crafting Time: 35 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any set of armor

Jarring: Powerful steel or other hard material has been added to this armor, making it so opponents who hit it often regret it as the strike sends a shock through their body.

When a creature targets you with a melee attack and misses with 5 or more, the creature must succeed on a constitution saving throw (DC = 10 + your proficiency bonus) or drop the weapon they struck you with if they are able. If the creature misses by 10 or more and fails the saving throw, the creature is stunned until the beginning of your next turn.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 1000gp
  • Prerequisites: Any set of armor

Nimble, Advanced: This armor or robe is easy to move in. You gain a +3 bonus to your initiative. The AC of the armor decreases by one.

  • Crafting Time: 13 days
  • Magical: No
  • Price: 2000gp
  • Prerequisites: Any set of armor or robes

Pocket of Holding: There is a pocket in this armor that acts as a small interplanar space, capable of holding up to 250 pounds of material, but never weighing more than 15 pounds.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor or shield

Precise, Advanced: Magical energy is fused into this weapon. You gain a +2 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 50 days
  • Magical: Yes
  • Price: 10,000gp
  • Prerequisites: Any weapon

Shadow Wreathed: Darkness clings to this set of armor, blending with surrounding shadows. You have advantage on Dexterity (Stealth) checks while in dim light or darkness.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor

Shielded, Advanced: Arcane protective energy is intertwined within this piece of equipment. You gain a +2 bonus to Armor Class.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 5000gp
  • Prerequisites: Any set of armor or shield

Unbreakable: Runes and arcane symbols protect this weapon. This set of armor or shield cannot be damaged or broken by any natural means. Some powerful magical effects, such as the disintegrate spell, can successfully damage the item.

  • Crafting Time: 1 day
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any set of armor, shield, or weapon

Vengeful, Advanced: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 3d6 damage.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 3,000gp
  • Prerequisites: Any weapon

Legendary Effects

Bracing, Advanced: Arcane trails of magical energy dance over the surface of this shield. As a reaction, you can raise your shield against an incoming damaging effect. If the incoming damage is acid, cold, fire, or lightning, you gain immunity to the incoming damage until the end of that turn.

  • Crafting Time: 25 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Shield

Duplicity: As an action, you create an illusion of yourself that lasts for one minute or until you lose concentration (as if concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against the creature, since the illusion is distracting the target.

  • Crafting Time: 75 days
  • Magical: Yes
  • Price: 10,000gp
  • Prerequisites: Any set of armor or robes

Elemental Affinity, Legendary: Arcane runes flare in colors of blue, red, orange, or green shimmering across this piece of armor. Choose one damage type from cold, fire, lightning, and acid. While wearing this piece of armor, you have immunity to the chosen damage type.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 15,000gp
  • Prerequisites: Any set of armor, shield

Elemental Edge, Legendary: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 3d6 extra damage of the chosen type.

  • Crafting Time: 60 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Etherealness: The edges of this armor shimmer faintly. While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell. The spell lasts 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 35,000gp
  • Prerequisites: Any set of armor

Holy: While you hold the drawn weapon, it creates a 15-foot aura around you. You and all other creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects.

  • Crafting Time: 55 days
  • Magical: Yes
  • Price: 5000gp
  • Prerequisites: Any weapon

Invulnerable: You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

  • Crafting Time: 150 days
  • Magical: Yes
  • Price: 50,000gp
  • Prerequisites: Any set of armor

Precise, Legendary: Magical energy is fused into this weapon. You gain a +3 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 70 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Protected: While wearing this armor, you are always under the effects of the protection from good and evil spell.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 15,000gp
  • Prerequisites: Any set of armor

Shielded, Legendary: Arcane protective energy is intertwined within this piece of equipment. You gain a +3 bonus to Armor Class.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 30,000gp
  • Prerequisites: Any set of armor or shield

Vengeful, Legendary: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 4d6 damage.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Common Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AerodynamicCommon3 Days100gp Any Non-Thrown Weapon
BalancedCommon1 Day50gp Any Throwing Weapon
BashingCommon1 Day100gp Shield
BurnishedCommon1 Day30gp Metal armor or shield
Camouflage, BasicCommon2 Days150gp Any Armor
Climbing SpikesCommon1 Day10gp Any Armor
Pommel StrikeCommon5 Days100gp Any versatile or two-handed weapon
SkeweringCommon1 Day50gp Any Armor

Uncommon Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Brutal, IntermediateUncommon5 Days400gp Any Weapon
ComfortableUncommon3 Days250gp Any Armor
CompositeUncommon3 Days250gp Any Bow
Finger BladesUncommon1 Day50gp Any Armor
FrighteningUncommon1 Day100gp Any Armor
HaltingUncommon3 Days50gp Any Sword
HardenedUncommon3 Days250gp Any Armor
HeavyUncommon3 Days200gp Any Armor
IlluminatingUncommon1 Day100gpDivineAny Weapon
InsulatedUncommon3 Days50gp Any Armor
Nimble, BasicUncommon1 Day50gp Any Armor
ParryingUncommon2 Days100gp Any one-handed Weapon
Quick ReleaseUncommon5 Days250gp Any Armor
SmoothUncommon10 Days250gp Any Metal Armor
SplinteringUncommon3 Days100gp Any Axe
TripperUncommon1 Day100gp Any melee weapon with a reach of 10 feet
VaultingUncommon1 Day50gp Quarterstaff, spear, glaive, or halberd
Vengeful, BasicUncommon3 Days500gpPrimalAny Weapon
VenomousUncommon 3 Days500gp Any melee weapon that deals piercing or slashing damage

Rare Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Arrow CatcherRare4 Days500gpArcaneShield
Beast SingingRare7 Days1,500gpPrimalAny Weapon
BlazingRare4 Days1,000gpArcaneAny Bow or Crossbow
Brutal, AdvancedRare15 Days1,200gp Any Weapon
Camouflage, IntermediateRare5 Days400gpPrimalAny Armor
CostumedRare1 Day1,000gp Any Armor
DefiantRare3 Days500gpPrimalShield
Detecting, IntermediateRare10 Days1,500gpDivineAny Weapon
DisguisedRare3 Days500gpArcaneAny Armor
Elemental Edge, IntermediateRare15 Days1,000gpArcaneAny Weapon
FinnedRare1 Day250gp Any Armor
HealthyRare3 Days500gpDivineAny Armor
Nimble, IntermediateRare4 Days1,000gpPrimalAny Armor
Precise, IntermediateRare14 Days1,000gpArcaneAny Weapon
ResistantRare13 Days1,500gpDivineAny Armor
ScaldingRare8 Days1,000gpArcaneAny Armor
Shielded, IntermediateRare16 Days1,500gpArcaneAny Armor or Shield
SlickRare7 Days600gpArcaneAny Armor
Spark BracersRare7 Days750gpArcaneAny Armor
SpeedyRare20 Days1,500gpPrimalAny Armor
ThunderingRare10 Days1,000gpArcaneAny Melee Weapon
Vengeful, IntermediateRare10 Days1,500gpPrimalAny Weapon
Wound ClosingRare7 Days750gpDivineAny Armor

Very Rare Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AttractingVery Rare3 Days500gpArcaneAny Armor or Shield
BlessedVery Rare30 Days2,500gpDivineAny Weapon
BloodiedVery Rare30 Days2,500gpPrimalAny Weapon
DancingVery Rare40 Days3,000gpArcaneAny Melee Weapon
Detecting, AdvancedVery rare15 Days3,000gpDivineAny Weapon
Elemental Affinity, AdvancedVery Rare25 Days2,000gpArcaneAny Armor or Shield
GlamouredVery Rare35 Days3,000gpArcaneAny Armor
JarringVery Rare3 Days1,000gpPrimalAny Armor
Pocket of HoldingVery Rare7 Days2,000gpArcaneAny Armor or Shield
Precise, AdvancedVery Rare50 Days10,000gpArcaneAny Weapon
Shadow WreathedVery Rare15 Days2,000gpArcaneAny Armor
Shielded, AdvancedVery Rare30 Days5,000gpArcaneAny Armor or Shield
UnbreakableVery Rare1 Day1,000gpArcaneAny Armor, Shield, or Weapon
Vengeful, AdvancedVery Rare15 Days3,000gpPrimalAny Weapon

Legendary Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Bracing, AdvancedLegendary25 Days2,000gpPrimalShield
DuplicityLegendary75 Days10,000gpArcaneAny Armor
Elemental Affinity, LegendaryLegendary100 Days15,000gpArcaneAny Armor or Shield
Elemental Edge, LegendaryLegendary60 Days15,000gpArcaneAny Weapon
EtherealnessLegendary100 Days35,000gpArcaneAny Armor
InvulnerableLegendary150 Days50,000gpPrimalAny Armor
Precise, LegendaryLegendary70 Days25,000gpArcaneAny Weapon
ProtectedLegendary100 Days15,000gpDivineAny Armor
Shielded, LegendaryLegendary100 Days30,000gpArcaneAny Armor or Shield
Vengeful, LegendaryLegendary40 Days25,000gpPrimalAny Weapon

Personality and Backgrounds

Personality and Backgrounds

Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.

Character Details

What is contained within the Player’s Handbook related to names, gender, height, and weight are sufficient to cover most situations for newly developed characters.  There is not any reason to expand upon those.


This detail for each character can be viewed as more of a guideline of expected behavior but will not be strictly enforced unless there is some class requirement for a specific expected behavior.


There are not any changes to the base language sets.  It is expected that all the characters will minimally speak common unless there is a specific background or story about not being able to speak common.  It is also assumed that all characters are literate, again unless there is a story reason to change that.

Personality Characteristics

The Player’s Handbook offers many different suggestions on a character should consider for different traits, both good and bad.  There are also the more specific ones offered under each of the Backgrounds.  Again, these are all considered guidelines and only to be used if the player feels they need that assistance to understand their character and their background better.


Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration

Your DM can choose to give you inspiration for a variety of reasons. Typicality, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.

It is also frequently rewarded for some brave action, superb role-playing, or the completion of a difficult objective.

You either have inspiration or you don’t-you can’t stockpile multi pie “inspirations” for later use.

Awarding Inspiration

Think of inspiration as a spice that can be used to enhance the campaign.

Roleplaying. Using inspiration to reward roleplaying is a good place to start for most groups. Rewarding a player with inspiration when that player causes his or her character to do something that is consistent with the character’s personality trait, flaw, or bond. The character’s action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make everyone at the table laugh. In essence, you reward the player for roleplaying in a way that makes the game more enjoyable for everyone else.

Consider each player’s roleplaying style and try not to favor one style over another.

For example:

Allison might be comfortable speaking in an accent and adopting her character’s mannerisms, but Paul feels self-conscious when trying to act and prefers to describe his character’s attitude and actions. Neither style is better than the other. Inspiration encourages players to take part and make a good effort, and awarding it fairly makes the game better for everyone.

Heroism. inspiration can be used encourage player characters to take risks. A fighter might not normally hurl himself over a balcony to land during a pack of hungry ghouls, but they could be rewarded for the character’s daring maneuver with inspiration.

Genre Emulation. Inspiration is a handy tool for reinforcing the conventions of a particular genre. Under this approach, think of the motifs of a genre as personality traits, flaws, and bonds that can apply to any of the adventurers.

For example:

 In a campaign inspired by film noir, characters could have an additional flaw: “I can’t resist helping a person I find alluring despite warnings that he or she is nothing but trouble.” If the characters agree to help a suspicious but seductive noble and thereby become entangled in a web of intrigue and betrayal, reward them with inspiration.

Similarly, characters in a horror story typically can’t help but spend a night in a haunted house to learn its secrets. They probably also go off alone when they shouldn’t. If the party splits up, consider giving each character inspiration.

A sensible person would avoid the noble’s intrigues and the haunted house, but in film noir or horror, we’re not dealing with sensible people; we’re dealing with protagonists in a particular type of story. For this approach to work, create a list of your genre’s main conventions and share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing those conventions.

Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

Additionality, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration character inspiration.

Reset of Inspiration

All inspiration that is gained during a session, if not used, expires at the end of that session such that all the characters will start with no inspiration at the next session and must earn it again.

Homebrew Proficiencies

When new tools or kits are added to the game this also will need to be reflected in the affected proficiencies as well as where that proficiency might be acquired.

Harvesting Kit

This guide adds in the new tool: the harvesting kit. Players may have proficiency in this like any other tool, and it is highly advised for them to have it as it provides a valuable bonus when making the checks outlined in this book. To accommodate this additional tool, the following classes and backgrounds have been slightly altered to give them the option to gain proficiency in the Harvesting Kit.

  • Rangers may have proficiency with the harvesting kit upon character creation (this skill is not gained in multiclassing)
  • Druids may have the option to choose between proficiency in the herbalism kit or the harvesting kit upon character creation (this skill is not gained in multiclassing)
  • The Hermit background may choose between the herbalism kit and the harvesting kit as its starting tool proficiency and gains the appropriate kit as part of its starting equipment.
  • The Outlander background may choose between a musical instrument or the harvesting kit as its initial tool proficiency. They may also choose between a hunting trap, and the harvesting kit in its initial starting equipment.


Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your tighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?


Background serves not only to help give your character life, but it also provides the DM hooks to apply to the Campaign to give your character more than just a two-dimensional feel to it.  You can include a happy childhood, horror, or anything in between that feels that it helps create the personality and history for you character.

Obviously, you cannot create an unbalanced background such that it would not fit into the Campaign.  All backgrounds must be approved and most likely will be modified buy the DM to help it fit into the story everyone is about to participate in.

All backgrounds will need to be able to answers several fundamental questions:

  • Why are you adventuring?  What is motivating you to live this dangerous lifestyle?
  • Do you have any other motivations?
  • Where did you come from?  Where did you live?  What was your life there?
  • Do you have any family alive?  Where are they?
  • Do you have any important friends or contacts that would be useful to your new life?
  • Why would you be joining a group of strangers to do anything?  Why would you trust them?  Would you trust them?  At some point you will need to integrate with the group and if you create an onerous personality and background that will prevent that, it will be difficult for your character to participate with the group.

Homebrew Backgrounds

While the multitude of reference, modules, and other books include many different backgrounds that are available to the players, sometimes there is the need for something more than just the standard ones.  Here are the available homebrew backgrounds for this Campaign.

The following Homebrew backgrounds are available to the characters if their background would warrant the use of one of them.

Built in a Lab

Some master of both magic and machinery assembled you with a mixture of arcane prowess and tinkering proficiency. Your creator may be a mad mage who meant to use you for nefarious ends, a wise sage creating a steadfast soldier, or a lonely soul seeking friendship or family through unusual avenues. Perhaps you don’t even know for sure, having awakened decades or centuries after you were initially built. Gradually, you are discovering your innate abilities, your arcane code compiling and iterating. Perhaps you are discovering arcane gifts that your master shared with you or learning newer and better ways to pulverize your enemies with your unbreakable fists. The world is strange and new, and you will absorb as much of it as is mechanically possible.

  • Skill Proficiencies: Choose two from the following: Arcana, Investigation, Medicine, Perception, Performance, Stealth.
  • Languages: Choose two
  • Equipment:  A broken sword, a set of common clothes, and a belt pouch containing 10gp.

Feature: Quick Study

You were designed to adapt and grow, iterating on your experiences and developing a wider skill set as a result. Your arcane code rewards you for seeking out new encounters, particularly if you can challenge yourself to reproduce them. If you spend an extended period observing an expert at their craft, you gain advantage on your next attempt to mimic that skill.

For example:

If you spend an extended period observing a pickpocket plying their trade, you may gain advantage on your next sleight of hand check. You may only use this feature once per day, and the period of observation time required will be determined by your Dungeon Master.

Suggested Characteristics

Your praerogativa arcana determines how you prioritize your actions, interactions, and reactions to the world around you. Your attitudes may be determined by your master, or you may be developing new models of behavior as a rebellion against your creator.

Personality Trait Table

d6Personality Trait
1Retribution: I do not tolerate threats to my person and do not process nuance when it comes to myself preservation.
2Iteration: My sarcasm module is in constant need of exercise and improvement.
3Deception: I can’t be bothered to explain the truth, so I often pretend to be a human in a very complicated suit of armor.
4Fascination: People are endlessly complicated, conflicted, and confusing. I can’t get enough of them!
5Exploration: I love to wander around new areas, taking in all the sights and sounds.
6Remediation: When there is a misunderstanding or falsehood, I am compelled to clarify. This program has occasionally been exploited by trolls (literal and metaphorical).

Ideal Table

1Priority: Curiosity. I must observe the world around me and gather all available data. (Any)
2Priority: Replication. My code can only improve through the process of trial and error. It is my only means of achieving “growth.” (Neutral)
3Priority: Adapt. The world is constantly shifting and changing, and I must be able to do the same. (Chaotic)
4Directive: Protect life. I was built to preserve the lives of sentient beings and protect the innocent. (Good)
5Directive: Consume. I will grow in power and complexity with each battle, and the battles will never end. (Evil)
6Directive: Obey. I must follow my code and the laws to which I am bound. I am a bringer of order. (Lawful)

Bond Table

1My creator’s genius has no equal; I must protect them, no matter the cost.
2I have discovered that there are others of my kind. I must seek them out and protect (or destroy) them.
3There are strict, specific laws governing my interactions with living creatures; I am incapable of breaking them.
4I’ve made a tiny found family for myself – people that accept me despite my oddities. I would do anything to protect them.
5Someone has discovered a means of manipulating the arcane spells that animate me. I must obey this interloper until I can find a way to free myself.
6The secret to my creation is ancient, dangerous, and better off forgotten. Fortunately, I already don’t want people to tear me apart and see what makes me tick.

Flaw Table

1There is a loneliness inside me that I cannot explain and don’t fully comprehend. Sometimes it drives me to behave in erratic ways.
2I am either disgusted or envious of my companions’ need to eat, sleep, and breathe. I sometimes goad them into overeating, intoxication, or other dangerous behavior just to see what happens.
3I don’t yet understand social interactions well. I try to avoid speaking for as long as I can; when I finally do speak, it’s often exactly the wrong thing.
4There are certain specific situations in which I am programmed to respond with violence. It is extremely difficult for me to overcome these directives.
5I’m compelled to prove my superiority whenever a biological creature challenges me.
6I don’t understand how imposing my presence is. I intimidate when I mean to comfort or console.

Far East Traveler

Almost all the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

You aren’t one of those folks.

You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you the new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.

  • Skill Proficiencies: Intimidation, Stealth, and Athletics or History
  • Tool Proficiencies: Gain tool proficiency in Alchemist and Herbalist
  • Languages: Each Far Eastern Traveler gains a non-standard foreign language that will have to be added manually.
  • Equipment: One set of traveler’s clothes, Herbalism Kit and an Alchemist’s Supplies, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10gp in the style of your homeland’s craftsmanship, and a pouch containing 5gp

Why Are You Here?

A far traveler might have set out on a journey for one of several reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.

Why Are You Here Table

d6Why Are You Here?

Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Suggested Characteristics

These are the suggested characteristics for Far Traveler.

Personality Trait Table

d6Personality Trait
1I have different assumptions from those around me concerning personal space, blithely invading others’ space in innocence, or reacting to ignorant invasion of my own.
2I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3I have a strong code of honor or sense of propriety that others don’t comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I begin or end my day with small traditional rituals that are unfamiliar to those around me.
6Sarcasm and insults are my weapons of choice.

Ideal Table

1Open. I have much to learn from the kindly folk I meet along my way. (Good)
2Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)
4Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
5Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)

Bond Table

1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I’ll never let anyone take it from me again.
5I’m fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.

Flaw Table

1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.


Prior to becoming an adventurer, you were a farmer, gardener, or orchard-keeper of some kind. You made your pay by tending to fruits and vegetables to produce food for your family and to sell at local markets. While most farmers grow common, edible crops, such as wheat and corn, others can grow rare fruits and magical flowers, depending on the climate and their expertise.

Many farmers live comfortably or in poor conditions, making you used to conditions that would make a nobleman turn up his nose. Caring for animals and digging in dirt is a messy and often thankless job, but it does have to be done by someone.

Farming tends to be a tradition within families, carried on for generations without much thought. Perhaps you were bored of a life of farming, or a disaster of some sort spurred you on to a life of adventure.

  • Skill Proficiencies: Choose two from among Animal Handling, Athletics, Medicine, or Nature.
  • Tool Proficiencies: Choose one from among Brewers’
  • Supplies, Cook’s Utensils, Leatherworker’s Tools, Weaver’s Tools, or Woodcarver’s Tools. You also have proficiency with Vehicles (Land).
  • Equipment: A set of common clothes, a walking stick, and a belt pouch containing 10gp.

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them.

Suggested Characteristics

These are the suggested characteristics for Far Traveler.

Personality Trait Table

d8Personality Trait
1I am unmoved by the wrath of nature.
2My family is my bedrock, we will survive
3I need long stretches of quiet to clear my head.
4Rich folk don’t know the satisfaction of hard work.
5I laugh heartily, feel deeply, and fear nothing.
6I work hard; nature offers no handouts.
7I dislike bargaining; state your price and mean it.
8Luck is for losers; I make my own fortune for success

Ideal Table

1Camaraderie. Good people make even time pass more easily when working long days (Good)
2Luck. With proper planning and the right weather, you can make your own luck (Lawful)
3Daring. That crop might be the money maker this year. (Chaotic)
4Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
5Balance. Pay attention to the needs of your field, and the field will watch over you. (Neutral)
6Hard Work. No setback can move a soul hard at work. (Any)

Bond Table

1The dirt is in my blood and always will be.
2Someone else’s greed destroyed my livelihood, and I will be compensated.
3I will grow the most fantastic of plants.
4The gods saved me during a terrible season, and I will honor their gift.
5My destiny awaits me in the wilderness finding that plant that will make me feel the earth again.
6I must repay my village’s debt.

Flaw Table

1I am judgmental, especially of those I deem homebodies or otherwise lazy.
2I become depressed and anxious if I’m away from the land too long.
3I have lived a hard life and find it difficult to empathize with others.
4I am inclined to tell long-winded stories at inopportune times.
5I work hard, but I play harder.
6I am obsessed with finding that one fantastic plant, often to the detriment of other pursuits.


Like a miner in their cave or a farmer in their field, you too make your living through reaping the riches of the natural world. Your resources, however, are the monsters and creatures that populate the multiverse. Although there are some who would scoff and call you a mere butcher, you understand the subtle complexities in the fantastical anatomies you find in your adventures, and only you are qualified enough to harvest them.

  • Skill Proficiencies: Nature, Survival
  • Tool Proficiencies: Harvesting Kit, Languages: One of your choice.
  • Equipment: A set of traveler’s clothes, a hunting trap, harvesting kit, a cloak made from a creature you harvested, and a belt pouch containing 5gp.

Feature: Connected

You have been harvesting creatures for a long time and as part of that, you have become deeply acquainted with the large industry of crafters and merchants that rely on the wares you bring. Whenever you enter a place of civilization, you have no trouble finding merchants willing to buy your materials or crafters that can work with your wares. You are also savvy in the bargaining techniques used when haggling over prices and are not easily tricked during negotiations. You often find yourself able to secure a good price, or even a discount on services relating to harvested materials.

Suggested Characteristics

Harvesters are an odd bunch, half outdoorsman, half entrepreneur. As someone who spends most of their time in the hunting and being elbow deep in dead bodies, you probably have a different worldview compared to most.

Personality Trait Table

D8Personality Trait
1I am often covered in blood and viscera, which other people find off-putting.
2I see no moral issue about harvesting any once-living creature, even if they were clearly sentient. “Waste not, want not”, after all.
3I often unnerve people with my discussions of the more disgusting aspects of creature anatomy.
4I am obsessed with self-sufficiency; anything I wear must have come from something I harvested.
5I say a small prayer before harvesting a fresh kill, thanking it for its sacrifice
6The hunt is what excites me more than anything.  Harvesting is just how I keep mementos of my prey
7I insist on using every little bit of what I kill, it would be an insult to that creature’s life otherwise
8I have a myriad of harvested trophies from rare game which I show off whenever possible

Ideal Table

1Life. Harvested meat will feed the hungry, harvested furs will warm the cold. Through death, comes life. (Good)
2Honor. I refuse to use something harvested from a creature that I did not kill with my own hands. (Lawful)
3Necessity. Creatures kill and harvest other creatures to survive. You may not like it, but it’s just the way things are. (Neutral)
4Opportunity. If something is already dead, what’s the point of letting its corpse go to waste? (Chaotic)
5Dominance. Nothing shows off your strength like having your own Owlbear-head trophy. (Evil)
6Money. People always want hides, pelts, and skins; I may as well be the one to profit off it. (Any)

Bond Table

1My clan won’t respect me unless I bring back the head of a rare and dangerous creature.
2Ever since I was a child, I dreamed of wearing a unicorn fur cloak. If you have a better way of getting one, I’d like to hear it.
3Hunting and harvesting creatures are the only way I know how to make money and feed my family.
4Visions of a monstrously large creature haunt my dreams. They won’t stop until I find it and claim its pelt for my cloak.
5I am interested in studying the anatomy of rare and magical creatures and I need samples to continue my research.
6Harvesting creatures has been my family’s profession for generations; I’m just continuing this long line of tradition.

Flaw Table

1Once I decide that a creature will become my next trophy, nothing will stop me from getting it.
2Some would say I get a little too much pleasure in slicing corpses open and tearing out their fresh organs.
3I’m always looking for the next big hunt, something that will probably get me killed.
4I tend to exaggerate the quality of my harvested wares to inflate their price.
5Once I kill something, I will drop everything to take a trophy from it before moving on.
6I see other living creatures as just organs in a skin bag, waiting to be sold.

Session XXIV – Intermission

29th of Mirtul of the year 1492

Already tired and ready to head back to Red Larch, the party was surprised by a nasty goblin assassin and a thuggish half-ogre. The battle, like many, did not last very long, but this one proved to be a bit more dangerous than many of those that came before.  The half-ogre was able to stand fast and weather many blows before falling, allowing him to pin in place several of the characters while the goblin was able to sneakily hide and fire from his hidden positions doing incredible damage with his bow shots and poison. Most of the party fell and were only saved through timely heals and magic.

Goblin Assassin

Half-Ogre Thug

With both ambushers’ dead, the group quickly looted the bodies and made for Red Larch as quickly as possible hoping to avoid any additional hostile encounters. Carrying along the body of the dead Goblin, Fogo seemed sure that this goblin meant something important.  Heading to the constable’s office they found no one there, and after banging on several of the other buildings they finally found one of the butchers who allowed them to store the body in the freezer for the night.

Their current home, the Blackbutter Inn still had the front doors open but the main room was empty. They made their way to their rooms, and everyone collapsed into sleep quickly, except Vladimir, who gleefully cradle the ancient Dwarven maul in his lap to become more acquainted with it before heading to bed with it at his side.

30th of Mirtul of the year 1492

The next morning was as normal as it could be as they all slowly came downstairs and started breakfasting in the main room.  Dhelosk was at his counter, and Delillia managing the tables.  The room had few other customers since most of the merchants who stayed here usually got moving early in the morning. Dhelosk gave Fogo some odd looks since his fur was still patchy and missing large chunks.

“Do you have anything to fix that?”

“I’ve never had that problem. Maybe if Fogo goes and talks to Xaasz maybe he can do something for you.”

Dhelosk Quelbeard

Fogo made his way into the kitchen and saw all the goblins scurrying around, that is until they saw his bedraggled state.  He was then the center of attention by the small group of goblins that seemed to be staring and evaluating his condition. Xaasz did not seem to be happy seeing Fogo in this condition while in his kitchen.  Fogo was told to take a couple of days off and was given a small vial of something to consume that Xaasz claimed it would make him feel better.  Fogo had managed to collect a few common and uncommon poisonous plants that he gave to Xaasz.  Again, it was not anything that impressed the small goblin chef as he just chewed on them without a second thought.


The rest of the group moved to a table and ordered some breakfast. Fogo joined them and his patchy fur seemed to have recovered a bit, but all the new fur seemed to be replaced with something more orange than his previous grey.  Maybe from the traumatic experience, or perhaps from the vial of something Xaasz gave him. Back with the group, Fogo explained about his thoughts and that it seems that he had previously been wandering, but now he feels he has more of a purpose. There was also some discussion around the maul they had found and the fact that Vladimir seemed very enamored with it. It was agreed that his old sword would be given to Angelica once he was able to properly say goodbye to it.

It was midmorning when the constable finally came in and seemed to be grumpy.  He was not happy with a dead body being left in the freezer, and wanted to make sure it was collected before his wife found out and caused him bodily harm. When asked about a goblin and half-ogre duo he only had a little to share.

Harburk Tuthmarillar

“There have been some rumors of some brigands running around doing tomb raiding. Was there something in place you went where they would have had trouble? Where were you?”

“We were investigating the little girl that said she say a ghost and we were kind of looking into that.”

“So, it was a tomb or something and they ambushed you on the way out.”

“Yes, that is right.”

“Yeah, that sounds right for a lot of the brigands. Was there something early in the tomb that was difficult to get past?”

“Yes, that was the ghost.”

“Oh, so you took care of the ghost?”

The ghost won’t be a problem for anyone.”

“Maybe they had difficulty in getting past the ghost or did not want to.”

The conversation continued some more, and Fogo agreed to run over and collect the body and bury it somewhere outside of town. Before grabbing the dead goblin, Fogo asked Dhelosk on what the respectful way was to treat the goblin body.

“They eat each other.”

“Well, we might skip that tradition.”

Vladimir explained they were trying to provide more transparency to the constable and perhaps fewer surprises. Harburk told them that at this point, everything was a surprise.  He was not trained for this; he was only a retired soldier.  It was the elders that appointed him to this position, and it seemed that they were already in some sort of conspiracy which every now knows how that ended. Finally heading out to do their body collecting, the group split up into different directions.  Vladimir went to his room to say goodbye to his old sword, Angelica went to her room and wanted to get some additional sleep, Avery headed to the market, and Fogo and the rest went to collect the dead goblin. With the constable leading the way, he opened the freezer and allowed Fogo to carry out the frozen solid goblin.

“How far out of town would you like me to take it?”

“Somewhere the children cannot find it…. Like Amphail.”

Walking about 20 minutes outside of town, they buried the goblin, and then they all came back into town. Everyone headed to the market while Fogo made a stop at the Allfaith’s Shrine. He was greeted by Imdarr and Lymmura. When asked about why Fogo was so patchy looking, he explained that he had survived a near-death experience and that he now felt closer to Mystra, the goddess of Magic.  While training to explain his vision while almost dying, it seemed to confuse Imdarr since the whole party seemed to be having vision, and Fogo had been dirt, but now was fire, or something like that.

For a moment, there was just darkness. Hmm… darkness isn’t quite right. We have been in the dark underground where no light can penetrate, but this was darker. It was blackness.

After some unknown time, from the edge of my awareness, an orange glow started to grow. It soon became bright enough, though still very faint, that I could see myself. I appeared thin, like a threadbare sheet, barely together. I was so thin in fact, that I could feel myself floating down. I had so little substance that I was but a feather on the wind.

As I fluttered down, I twisted to get a look at the glow coming from down below. I saw a ring of fire. It was small, like it had just been lit. As I slowly fell towards it, I could see that there was much unlit fuel. But! I also saw something heartening, a banner with an oak leaf, the sign of Silvanus, in the center of the fiery circle.

I continued floating down towards my fiery demise, the threads of myself now becoming visibly undone. I landed squarely on Silvanus’ banner. My body did not have enough form for me to move. When I tried to move my body, the few strings left holding me together would snap. Helplessly, I laid on the banner and I watched as the fire encroached.

Finally, an edge of the banner ignited, then another, and another. The flames approached until the fiery tongues licked my frayed edges. A part of me felt ready to succumb, to give up. But the seed of a thought rapidly blossomed in my mind: the fabric of my life was becoming undone, but I had learned of Mystra, now on her third incarnation, who was the Tapestry of arcane magic. Died and born again, she held together, taking new forms as she needed.

The flames ignited me right as the last remnants of mind that wanted to give up were pushed out by this revelation. I put every ounce of my being into holding my shape, feeling each individual thread of myself, and moving them, weaving them back together, even as they were engulfed in flame. I cannot fully convey the mental exhaustion that I went through in these moments.

I simply refused to let the fire take me. The memory of the passage of time in this space feels hard to remember, but it felt like it took ages, and yet by the time the fire calmed down to a smolder, you could have convinced me no time had passed. I felt my body, once again with shape, and I stood up. I looked down at the banner, which I knew had been burned, yet it remained. Though it had changed: the oak leaf was now wreathed in flame. I looked at my body and noticed a change as well, a fiery orange emblazoning my fur.

And I laughed. I had made it. I picked up the banner and wrapped myself in it and continued to laugh. I sat down in relief at having come through the flames and out the other side.

It was then I noticed the ashes of my former self. It may sound strange to be able to recognize ashes, but if you have ever stared at your own ashes, you may know the feeling. I scooped them up, suddenly feeling the loss. I survived, I changed, but something else was also lost. I cried, tears falling into the ashes I had cupped in my hands. It was when I felt lost in the pain and joy of loss and rebirth that I saw a large hand appear from above me. I realized that I recognized that hand. By the time it plucked me from ground, I realized it was ISAC’s hand, picking me up and taking me back from where I had been before.

Imdarr Relvaunder

Lymmura Audarhk

Explaining that he was interested in knowing more about Mystra and wanted start a more focused worship and Imdarr was willing to assist as much as possible. When asked about any priests of Mystra, Fogo was told that he would have go to Waterdeep, but Imdarr was willing order a book of worship of Mystra for him. Before leaving shrine, Fogo spent a bit of time at the statue of Mystra and offered his prayers. He then joined the rest of the party at the market.

It was during this time that Vladimir was able to say goodbye to his sword and deliver it to Angelica so that she would be able to attune to it and be able to use it for the next time they needed to stab something. Angelica seemed sad about something and while Vladimir attempted to find out what might be bothering her, she was not willing to share at this time. They went ahead and walked to the Market to join the rest of their party.

Looking for paper for scrolls Avery hunted down any deal he could find to acquire a few sheets that he could use later. Getting a snack of meat on a stick, Avery hung out until the rest of the group arrived.  Dancer and Fwoosh joined Avery at the market.  Making their way to the booth where the Farrowvale family were selling their different cuts of meat. Dancer was interested in hearing about the health of their horses and found out that they were much better would be ready to pull a wagon within the next couple of days.

In their wandering, they passed Grund who still seemed to be in a bad mood but was very instant on giving Fwoosh a bowl of Grund’s Special Pickles. The party moved away quickly before they had to actual consume them in front of Grund. When looking around they were able to hear some of the rumors that were going around town.  There was a lot of talk of the elders and what had happened in town. There was also some surprise that someone had bought the Wheelworks. There was also someone trying to purchase Gaelkur’s. There was also a lot of gossip about a bunch of crazies that had jumped down the sinkhole to save the children. Some had mentioned that there is giant Dwarvish Temple under the town that is the size of the entire town.


Trying to cause additional confusion, Fwoosh started speaking out loud about something about large dumb worms underground, rampaging through the tunnels. It did not seem that anyone paid attention to his attempt at starting a new rumor. Looking for Feng, Fwoosh approached a random stranger wandering around and when he started asking his questions, the stranger seemed surprised at Fwoosh and his overly shiny cloak.  Fwoosh was asked if he was a performer which got the show started. Doing some card tricks and a few acrobatic stances earned Fwoosh a hand full of copper and a round of applause. When Vladimir asked if performing is something he enjoyed, Fwoosh did not seem to really understand.  It was explained that he should also seek out things that he wants to do for himself, not just do what others tell him to do, become more of a free agent while still support his family.

Fogo finally joined the group at the market and with ISAC leading them to Feng’s booth to help Vladimir shop for some plate, but there was not any to be purchased.  There was a new allotment of Iceshield Orc axes on the wall, but no plate armor.  When asked about the plate armor, they were told they would have to go visit the smith for something like that.  They then sold the arms and armor they had collected from various dead bodies that they were responsible for and were able to collect a few more coins.

Feng Ironhead

When asked about Aerego Bethendur, they were told that he does not usually come to market. They learned that the storage spaces he rents out are expensive and only some of the larger merchants use him, or those that need more protection for their cargo.  He even has magically protected spaces available there.  He mentioned that some merchants use him as a third-party transition point, where one will drop off and their buyer will come by and pick up the merchandise. They asked if he knew who had purchased the Wagonworks, but he only knew that it was someone recently that came to Red Larch, and it was not a name he knew. He further elaborated that the Wheelworks is an important shop in town since any merchant spending the night would need to store their wagon and horses.  The town had seized the property after Ilmeth’s death and were anxious to get it sold and running again.

Still wanting some plate armor, Vladimir led the group to Tantur Smithery hoping that some might magically have been left there. While they headed there, Fwoosh stayed at the market in a bit of a daze of being free and Dancer and ISAC headed to the Wheelworks to see if they could find the new owner.

At the smithy they were greeted by Laefra Tantur. Asking about some plate armor, Vladimir and Angelica were disappointed in that there was not any available, and it was going to be a large amount of gold for it to be made, and all the coin would need to be paid up front. They were also curious if the maul they had found could be repaired, which required her to call out her husband out front to look it over. Eldras was impressed with the very nice Dwarven antique work, but he did not have the skill nor the knowledge to fix something like the maul. He told them to seek out a Dwarven smith to appraise it for repair.

Laefra Tantur

Eldras Tantur

Back at the Wheelworks, Dancer began knocking on the door hoping for an answer and it was, by Grafaerd Ulamoira. He was happy to see his rescuers and let them know that he was the one that purchased the Wheelworks, but he would not be open for a week or two.  He was waiting for friends and family to come in from Bargewright Inn to replace all the workers that had left. He had purchased this place because he had decided that treasure hunting was too dangerous, and they it would be better if he settled down. In finger talk, Dancer introduced himself, but Grafaerd seemed to already be aware of Dancer from Jepos. Asking about getting some space for their wagon, he offered to store it for free, but suggested that he charge some nominal amount to not arouse suspicion. Dancer was also curious of the Zhentarim had also purchased Gaelkur’s, but Grafaerd said that it was a different person they had rescued, Alfred the merchant.  He seemed to also want to settle down here.

Grafaerd Ulamoira

Fogo went to the baths since he still was still losing fur and did not smell the best. When he got there it was closed because today was market day, and most businesses in Red Larch were closed on market day. He decided to search for some of the rare plants he had learned about from Xaasz but even with his strong druidic magic, none were within range. Heading back to the Blackbutter Inn he met up with the rest of the group. Avery went up to his room to work on some scrolls, Angelica wanted to spend some time with her new sword to attune to it, and everyone else sat at a table in the main room.

Fwoosh hunted down the baker at the market and bought a dozen bear claws and while purchasing them he asked about Jepos and was told that Jepos would be available tomorrow afternoon. Going over to the Sundry booth, he shared all those bear claws with the kids which made him the hero of the day to the kids in the area. He also asked Endrith about if any pocket watches were available. Unfortunately, it was not an easy to come by item, but Endrith promised to send out word with the merchants to see if one could be gotten and brought to Red Larch for Fwoosh.

Endrith Vallivoe

The two also talked about how the business was at the market and Endrith was satisfied with it and was happy that those in town are starting to talk to each other again, and the air of suspicion that had been over them seemed to have disappeared. The people of Red Larch were enjoying themselves once again. Fwoosh mentioned that he knew Dwarves were going to come to town because of the temple underground.  Endrith had not thought about that and started planning on how to get more goods the Dwarves would like, especially ale.  He told Fwoosh that if this turned out profitable, he might get him that pocket watch free, or at least at a heavy discount. With that, Fwoosh went straight back to the Blackbutter Inn.

Once there, he could see his friends, but he headed over to the mantle to get a better look at the maker’s mark on the mantle clock. Fogo wanted to discuss the group’s plans, if they were going to stay in town, if they wanted to explore, or what.  Fogo was interesting in staying in town and finishing his chef apprenticeship. That discussion would have to happen later since Fogo needed a bath and used Vladimir’s room for that while Vladimir ran to the Thelorn’s Safe Journeys to see if their wagon was reason from being repaired and modified.  Again, another shop was closed on market day.

Mantle Clock Maker’s Mark

With some time before dinner, they went to one of the rooms to open the chest from the sarcophagus in the haunted tomb.  Inside were more platinum and gems of such high value than they had ever seen before.  Hidden in a false bottom, there was a gold chain with a locket with the etched figure of a half-elf. With such a large collection of gems and jewelry, they needed to find a buyer, but in this small town they did not know who could.  Dancer offered up his contacts but mentioned that it would be 50% to 75% of the face value for him to sell it, but that he could probably sell it quickly and get the coin to the party. Everyone seemed happy with that, but Fogo wanted to know more about the contact and how Dancer would be able to sell these things. Dancer answered that almost any town of any size would have a black market, and that he knew how to find it and would be able to sell things there.

Agreeing that selling the loose loot would be good, then they would be able to purchase more things that they needed, specifically the plate armor for Angelica and Vladimir. Everyone was also very interested in getting their wagon outfitted better, with windows, a hatch, and maybe even beds.   It was then since everyone was together, they also discussed their plans and what and where they might go next.

And this is where the session ended.

History Lesson

Another weekly episode of the Savage Frontier with your host David Bourgh-Ettin.  We have covered a few of the places around the valley, but none stand as tall as the Sword Mountains.  Today we will be continuing our review of the history of this area.


North of Waterdeep, the Sword Mountains march north toward the Neverwinter Woods. Although not militarily significant, this range shields the Dessarin river valley and the High Forest from the
worst of the storms that blow in from the Trackless Sea. The western flanks of the range are home to
orcs, bugbears, kobolds, leucrottas and other dangerous creatures. Self-styled bandit lords, such as
Amalkyn the Black and the wizard Helduth Flamespell, have long-established holds in the region. The
southern peaks are home to stone giants and more fearsome menaces, as well as sylphs on the high ledges and peaks. The Sword Mountains is littered with ruins dating back to the orcish empire of Uruth Ukrypt and the dwarf and gnome clanholds that preceded it.


With an arc-like shape, the mountains were located northwest of Waterdeep and east of the Mere of Dead Men. Their western slopes led to the Trackless Sea in rolling foothills.


The mountains were home to orcs and trolls, but after the orcs were united by Wund and the Brotherhood of the Scarlet Scourge in the Year of the Red Rain, 927 DR, a shaman named Wund arose among the orc tribes of the Sword Mountains. On the eve of the Feast of the Moon, as Wund had prophesied, blood red thunderclouds engulfed the Sword Mountains. For three days the slopes ran wet with blood, leaving behind the sickening stench of rot and decay. All manner of plagues quickly swept through the region. Many orcs (and other folk) died by the White Hand of Yutrus, including every tribal chieftain, but the spawn of Gruumsh who survived the crucible of plagues grew stronger.

In the immediate aftermath of the Blood Plagues, Wund established a monastic order known as the Brotherhood of the Scarlet Scourge. Members of the order organized the surviving orc tribes into a united realm under the spiritual guidance of the brotherhood. The most powerful chieftain, a massive, unintelligent tusker named Uruth, was crowned king by Wund. This was a contributing factor to the Trollwars.

In the Year of the Sky Raiders (936 DR), the armies of Uruth Ukrypt swept down the eastern slopes of the Sword Mountains. The armies of Waterdeep battled the orcs of Uruth Ukrypt in a series of pitched battles known as the Orcfastings War. Early orc victories in the Battle of Whirling Blades, the Battle of Sarcrag, and the Battle of Withered Fields drove Waterdeep’s forces back to the gates of Nimoar’s Hold. However, a timely feint by the Duke of Calandor enabled Nimoar’s forces to break the orcs’ siege of the hold in the Battle of Burning Cliffs. They hatched another plan to attack in the Year of the Cold Claws, 940 DR, but this plan was ruined by the gold dragon Palarandusk.

Due to a raid on Ukrypt’s crypt by a human adventuring company called the Dawnbringer Company in the Year of Lathander’s Light, 1024 DR, the orcs of the Brotherhood of the Scarlet Scourge formed a horde called the Broken Bone with the intent of destroying Waterdeep. Their plans were once again ruined by a dragon; this time Lhammaruntosz. Still determined to exact their revenge, the orcs formed another horde, calling it the Black Claw, and in the Year of Crimson Magics, 1026 DR they came from the mountains to attack Waterdeep. This attack proved unsuccessful, and they were defeated, causing the orcs to lose their unity and plunge into a period of tribal conflict and the orcs of the Sword Mountains disintegrated into warring tribes.

Notable Locations

Hills & Peaks
  • Mount Araddyn: Located just north of Mount Sar, Mount Araddyn is easily accessible only from the High Road.
  • Icespire Peak:  The tallest peak of the Sword Mountains situated just east and a bit north of Phandalin.
  • Mount Galardrym: the peak that was home to the dwarves of Clan Forgebar.
  • Mount Sar: The second most southern peak of the Sword Mountains, was named for one of two great fomorian giants who lived in the southern Sword Mountains before they were slain by an early warlord of Waterdeep. Mount Helimbrar, the southernmost peak, was named for Sar’s twin.
  • Mount Helimbrar: The southernmost peak of the Sword Mountains, was named for one of two great fomorian giants who lived in the southern Sword Mountains before they were slain by an early warlord of Waterdeep.
  • Mountain’s Toe Mine: a successful gold mine owned by a Neverwintan business consortium.
  • Wave Echo Cave: the labyrinthine caverns that housed the fabled Forge of Spells.
  • Axeholm: an abandoned dwarven stronghold that was haunted by a banshee.
  • Gnomengarde: a minor kingdom of rock gnomes that was in caves at the base of the mountains.
  • Ieirithymbul: another gnomish settlement nestled in the valley of Felrenden.
  • Kheldell: a rather small human logging village.
  • Nasaqh Estates: East of the High Road, in the valley between Mount Sar and Mount Helimbrar, lie the Nasaqh Estates. Eight generations of Nasaqh lords have ruled this valley, but the current Lord Nasaqh (LN male Illuskan human aristocrat 9) may be the last of his line, considering that he is growing older and has not yet produced an heir. The Nasaqh holdings are known for producing “seawine,” a potent liqueur popular among Waterdeep’s merchant elite.

Within the holdings of Lord Nasaqh lies the Agrivar estate. Consisting of more than 100 acres of fertile fields, old woodlands, and a stone manor house set on a rise overlooking the land.

  • Icespire Hold: the mountain-top fortress that was claimed as a lair by the young white dragon Cryovain.
  • Marune’s Stronghold: The infamous necromancer who seeks to rebuild the Shadow Thieves Guild in Waterdeep has laired for more than three decades beneath the base of Mount Helimbrar, undiscovered by Waterdeep’s city guard. Although he spends the bulk of his time in the City of Splendors, Marune still returns to his longstanding lair from time to time, usually to craft new magic items or research new spells. The lair is always well defended by a variety of undead, and the spell trigger traps that Marune has placed there summon all manner of monsters to battle intruders.
  • Melairrin: High on the slopes of Mount Sar lies a warren of caves leading deep into the mountain’s heart. Gulyaikin Dzrund, “the Mad Dwarf,” dwelt therein nearly nine decades ago, and some believe that he lives there still. Gulyaikin was noted for fits of berserk glee during which he delighted in killing all sorts of passersby by rolling large rocks onto the High Road below and catapulting boulders at fishing boats offshore.

The warren of caves is now home to Harshnag the Grim, a frost giant and member of the Gray Hands. Harshnag’s caves are linked to Blackstaff Tower via a large-sized, two-way, keyed portal.

The deepest caves of Harshnag’s lair lead down to a dwarf-built citadel in the heart of the mountain. Once known as Melairrin, the complex fell to the orcs of Uruth Ukrypt early in the history of that realm, giving them a secure base from which to dominate the southern Sword Mountains. In the Year of the Dracorage (1018 DR), the caverns of Melairrin were taken over by a black Wyrm named Shammagar, who claimed it as his lair. The black dragon dwelt therein for several centuries before Asilther Graelor (CG female halfwood elf rogue 9), longtime companion of Mintiper Moonsilver, stole much of his hoard. Fearing further thefts, Shammagar abandoned Melairrin and relocated to an offshore island.

The caverns of Melairrin still retain traces of their various owners, but they are now home to a wide variety of monsters that have crept up from the depths below. Harshnag reports encountering small bands of half-black dragons of orcish ancestry from time to time, suggesting that Shammagar’s progeny may still dwell below. Older reports speak of a vampire lairing in the depths and a one-way portal linking the Sundered Throne (UM L1) to the dragon’s lair in the depths of Melairrin. The vampire Rorrina, dual, (daughter) of Tuvala of Clan Stoneshaft (CE female vampire [augmented shield dwarf] cleric 10 of Abbathor), does indeed exist and is a servitor of Artor Morlin

  • Olothontor’s Lair: Olothontor the Minstrel Wyrm (LE male very old blue dragon) dwells on the western flank of Mount Araddyn, high above the High Road. His lair lies behind the ruins of an old stone mansion originally built for the brother titans Endrigul and Roevryn Taluth, and later taken over by the self-styled Gnome King Karlus “Goldgoblet” Dlinshoulder as the seat of his court. In the wake of repeated orc raids, the place was abandoned. The rear rooms of the mansion are now open to the sky, allowing the Minstrel Wyrm to fly in and out. A cavern in the cliff face behind the mansion leads into the dragon’s lair, which lies on the far side of a deep chasm heated by a volcanic flow. Olothontor is entranced by music, and he demands regular visits by traveling bards, from whom he commands repeat performances.
  • Temple of Abbathor: another site abandoned by the dwarves, later uncovered by a mining excavation.

Rumors and Tales

There have been many rumors of older civilizations hidden under the northern part of the Sword Mountains.  The stories range from old Drow ruins to a buried ancient Gnomish city of lost technology.  These are all said to date back over four thousand years. There were stories about a young lad from Westbridge who had found a key to enter these secret passageways and had found the entry somewhere in the northern part of the Kryptgarden Forest in the foothills of the Sword Mountains.

Campaign Notes

The party continues to rest up and start looking at selling their massive pile of loot.  There was some discussion on what to do next, and several of those will start up Chapter One.  Now we will see how long they can hold off before the main story takes over.



The Marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.

For an adventurer, the availability of armor, weapons, backpacks, rape, and similar goods is of paramount importance since proper equipment can mean the difference between life and death in a dungeon or the unclaimed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Dungeons and Dragons present.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. In this campaign your character will always start with the given set of equipment that your background and class might give you.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally look up the mantle and followed in an ancestor’s adventurous footsteps.

In the Campaign we will be using the Equipment option instead of gold.  If there is something additional you believe that your character would have then bring that to the DM.  Swapping some of the packs or kits is also an option if it makes sense for your character.

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement if you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

Gems, jewelry, and Art Objects. These items retain their full value in the marketplace, and you can trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.

Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods – bars of iron, bags of salt, livestock, and so on – retain their full value in the market and can be used as currency.

Monster Part Harvesting. Harvesting is the act of salvaging useful parts of a dead creature for personal use and profit.  It can be time consuming, dirty, messy, and weigh a lot depending on the creature.  But it can also be as lucrative as pillaging a small ruin.  See the section under Adventuring for more details.

Armor and Shields

In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense.

For example:

A burly half-orc won’t fit in a halfling’s leather armor, and a gnome would be swallowed up in a cloud giant’s elegant robe.

Using this variant, when adventurers find armor, clothing. and similar items that are made to be worn, they might need to visit an armor smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll d4 x 10 or determine the increase in cost based on the extent of the alterations required.

Common Material Components Costs

Casting some spells requires objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment” in the Player’s Handbook) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.

The Campaign rule is that the component pouch or arcane focus will only replace components up to a 10gp value.  Any exotic material will have to always be purchased or manually collected.

An example of an exotic material would be Dragon Scales, or Umber Hulk blood.

When the spell gives the specific cost, then that is the cost that will be used, otherwise the characters will need to collect the proper components.

Component Cost Table

Adamantine, small piece500 gp
Adder’s stomach8 gp
Agate10 gp to 1,000 gp
Alum soaked in vinegar5 cp
Amber, Glass, or Crystal Rod20 gp
Artistic Representation of Caster5 gp
Artistic Representation of Target100 gp per hit die
Ash5 cp
Ashes of Mistletoe and Spruce5 sp
Bell (tiny)1 gp
Bitumen (a drop)5 cp
Black Onyx Stone150 gp
Black Pearl (as crushed powder)500 gp
Black Silk Square2 gp
Brimstone1 sp per arrow or bolt
Bull Hairs5 sp
Butter2 sp
Caterpillar Cocoon5 gp
Chalks and Inks infused with precious gems50 gp
Charcoal, Incense, and Herb mixture10 gp
Chrysolite powder50 gp
Clay1 sp
Clay Model of a Ziggurat5 gp
Clay Pot of Brackish Water1 gp
Clay Pot of Grave Dirt4 gp
Cloak, miniature1 gp
Cloth wad2 cp
Cloth, Tiny white strip2 cp
Club5 sp
Coal1 gp
Colored Sand (red, yellow, and blue)10 gp
Copper Wire1 sp per foot
Cork2 cp
Corn, powdered5 cp
Cricket5 cp
Crystal Bead5 sp
Crystal Hemisphere120 gp
Crystal or Glass Cone25 gp
Crystal Sphere, small20 gp
Crystal Vial of phosphorescent material20 gp
Cured Leather1 sp
Distilled Spirits5 cp
Divinatory Tools100 gp
Dried Carrot5 cp
Engraving of Symbol of the Outer Planes500 gp
Exquisite Chest, 3′ x 2′ x 2′, made of rare materials5,000 gp
Exquisite Chest, tiny replica50 gp
Eyelash in gum Arabic5 gp
Fan, tiny5 sp
Feather1 sp
Feather of hummingbird2 gp
Feather of owl5 sp
Feather, exotic3 gp
Feather, white1 sp
Feldspar1 sp
Firefly1 sp
Fish Tail5 cp
Fleece5 cp
Focus1,000 gp
Food morsel1 cp
Forked Metal Rod250 gp
Forked Twig1 sp
Fur3 sp
Fur of Bat2 gp
Fur of Bloodhound1 gp
Fur, Wrapped in Cloth5 sp
Gauze1 sp
Gem or another ornamental container500 gp
Gem-Encrusted Bowl1,000 gp
Giant Slug Bile250 gp
Gilded Acorn200 gp
Gilded Flower300 gp
Gilded Skull300 gp
Glass Eye100 gp
Glass or Crystal Bead1 sp
Glowworm1 gp
Gold-Inlaid Vial400 gp
Golden Reliquary500 gp
Golden Wire2 gp per foot
Granite5 sp
Grasshopper’s Hind Leg1 sp
Graveyard Dirt (just a pinch)3 gp
Guano1 sp per ounce
Gum Arabic5 sp
Gum Arabic Hemisphere1 gp
Hand Mirror15 gp
Hen’s Heart1 gp
Herbs, Oils, and Incense mixture1,000 gp
Holly Berry1 sp
Honey drop1 sp per ounce
Honeycomb1 gp
Hot Pepper1 sp
Ink5 gp
Ink, Lead-based10 gp
Iron2 cp
Iron Blade2 gp
Iron filings or powder2 cp
Ivory Portal (miniature)5 gp
Ivory Strips50 gp
Jacinth1,000 gp
Jade Circlet1,500 gp
Jewel-Encrusted Dagger1,000 gp
Jeweled Horn100 gp
Kernels of Grain2 cp
Lead, a thin sheet6 cp
Leather Loop5 sp
Leather strap, bound around arm or similar appendage5 sp
Legume Seed1 sp
Licorice Root Shaving1 sp
Lime1 sp per pound
Lockbox of Ornate Stone and Metal400 gp
Lodestone10 gp
Magnifying Glass100 gp
Makeup1 gp
Mandrake Root1 gp
Marked Sticks or Bones25 gp
Mercury5 gp per ounce
Mistletoe1 sp
Mistletoe sprig1 sp
Molasses (a drop)1 sp
Moonseeds20 gp
Oil1 sp per ounce
Oils and Unguents1,000 gp
Ointment for the Eyes25 gp
Opaque Glass5 sp
Pearl100 gp
Petrified Eye of Newt15 gp
Phosphorescent Moss1 gp
Phosphorus1 gp
Pickled Octopus Tentacle8 gp
Pitch, a drop5 cp
Platinum Rings, two50 gp each
Platinum Sword, miniature, with grip and pommel of copper and zinc250 gp
Platinum-Inlaid Vial400 gp
Polished Marble Stone5 gp
Pork Rind or other fat2 cp
Prayer Wheel10 gp
Quartz1 sp
Quill plucked from a sleeping bird50 gp
Quiver, with at least one piece of ammunition1 gp
Red Dragon’s Scale200 gp
Reliquary containing a Sacred Relic1,000 gp
Rhubarb Leaf, powdered1 gp
Rock Chip, white1 sp
Rose petals1 sp per ounce
Ruby Vial600 gp
Sacrificial Offering appropriate to deity25 gp
Salt1 sp per ounce
Sand5 cp per pound
Sapphire1,000 gp
Sesame Seeds1 gp per ounce
Silk Square2 gp
Silver Bar, ornately carved100 gp
Silver Cage, Tiny100 gp
Silver Mirror, small5 gp
Silver Rod10 gp
Silver Spoon, tiny5 gp
Silver Whistle5 gp
Skunk Cabbage Leaves1 sp
Snakeskin glove5 gp
Soil mixture in a small bag5 cp
Spheres of glass, crystal, or mineral2 gp
Sponge2 sp
Statue of the caster, carved from ivory and decorated with gems1,500 gp
Stem of a Thorny Plant5 gp
Sugar3 sp per ounce
Sulfur1 sp
Sumac Leaf1 gp
Sunburst Pendant100 gp
Sunstone20 gp
Sweet Oil, a drop1 gp per ounce
Talcum powder5 sp per pound
Tallow3 sp per pound
Tarts15 cp
Thorns1 sp per dozen
Thread1 sp per spool
Tuft of Fur1 sp
Twig from a tree that has been struck by lightning25 gp
Umber Hulk Blood80 gp
Undead Eyeball, Encased in Gem150 gp
Vessel to contain a Medium-sized creature2,000 gp
Wire of fine silver1 gp per foot
Wychwood5 gp
Yew Leaf1 gp

Poor Quality of Equipment

When equipment is found either lying in a dusty tomb or off the warm body of a dead bandit, there is also an assumed condition, but there can be variances.  If not magical, that sword in the tomb will probably not last long unless store properly, and that leather armor that the bandit wore is most likely ratty.  Most of the time, we do not care the actual condition unless it is in a less than good shape.

Armor: When armor is in poor condition, its usability is limited, and will not usually survive the next combat.  The armor will start off with a lower AC than it would have if in good shape.  That AC will be one or more less than normal. The exact amount will be determined by the DM based off the condition.  Any hit on the armor that is a natural 20 causes the armor to have a complete failure.  The wearer of that armor still is burdened by the weight and disadvantages, but it no longer provided any defense.

Missiles: Arrows and bolts get shared around regularly, but not all are made equal.  The limitations of a poorly made missile is that it only can be fired in the normal range and automatically misses at long range.  Missiles also critical miss on a one or two and are in capable of critical hits.

Weapons: Handling a poor weapon against a competent opponent is a recipe for disaster.  Any roll of a natural one two, or 20 causes the weapon to break and be useless. On a 20, the critical hit is still valid, but it breaks immediately on impact.

Homebrew Equipment

While the Player’s Handbook is complete in what it makes available, there is always the need for a few other things that would be good to have.

Enchanted Vial

Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form.

An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting.

Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature.

This tool can be used a maximum of five times afterwards it disintegrates into powder.  At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.

Harvesting Kit

This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts including a skinning knife, a bone saw, two glass vials, punches of salt, and tweezers.  Proficiency with this kit allows you to add your proficiency bonus to nay check made to harvest a creature.

Healing Pill

You regain 1d4 hit points when you swallow this pill.  If more than one is swallowed, then all after the first do 1d4 damage instead.

Spirit Paper

Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.

Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done

using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.

Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.

Each Spirit paper can only be used once.

Special Tools Price Table

Enchanted Vial3gp
Harvesting Kit30gp7lbs
Healing Pill10gp
Spirit Paper10gp

Session XXVI – Chapter One

11th of Kythorn of the year 1492

After the visceral murder of ISAC in front of them and the disappearance of the intruder, the party was stunned and in shock.  In front of them was nothing more than a pile of clothing and gear.  The only remains of ISAC that they could see. Most of them sat in place as they attempt to understand what had happened. Fogo ran to the where ISAC had been yelling for him, but there was not an answer from the pile of ashes and dust.  Digging into the pile hoping to find ISAC, or something remaining of him, he noticed that the breastplate that ISAC always wore was missing.

Casting his Locate Object to see if he could find it, he was disappointed as he determined that what was left of the breastplate was mingled into the pile of ashes and dust that was scattered around the room now.  Much of it was fading away as if it never existed. Upset at his failure, Fogo ran out of the room and inn heading to the Allfaith’s Shrine hoping for a miracle. Asking Imdarr for help, he was told that if there is not a body, then there was little he could do except offer some prayers.  He suggested that both Angelica and Fogo try praying to their gods as well and maybe a miracle might happen.

Imdarr Relvaunder

“What the fuck? Where did that guy go?”

Dancer pulled out his sword and immediately began searching for him looking out the window first, followed by under the bed and finally under the seat cushions of the couch in the room. Fwoosh also began looking for any evidence of that person, but there was not a single trace to be found by anyone.

Avery had immediately prepared a spell in panic, but with nothing to target he let that drop. He then went downstairs as well to get something strong to drink. When he got to the bar where Gwendolyn was bartending, she stopped him and handed him a ratty looking notebook and told him that it had been dropped off for him and that he would know what to do with it.  Confused, but still eager for that drink he slammed down some of Ilmeth’s Everclear that was on hand and took a bottle of vodka back up to the room.

Gwendolyn Venelli

Back in the room Vladimir trying to take charge told Fwoosh to go and get Dhelosk, demand for Dhelosk, but bring him here. Heading down and meeting Gwendolyn Fwoosh tearfully explained he needed Dhelosk and was able to convince her to try and get him.  It did not take long for Dhelosk to come out and join everyone upstairs.

Dhelosk Quelbeard

“So, who was that guy?  Who did you piss off?”

“Never seen him before.”

Back in the room, Dancer expressed his concern while Vladimir tried to answer while starting to dig through where ISAC has been.  As he touched any of the ashes and dust, they all just faded away as if none of it existed.

“I have no idea who that was Dancer, or what the hell just happened. My only hope is that we might be able to get some clues from Dhelosk. There is clearly some magic at play.”

“You think?”

It was then that Fogo came back in still in panic mode. He was looking at gathering up the ashes and beseeched Angelica to pray to her god.  But no one was listening, and the ashes could not be gathered as they were all fading away into nothingness. Failing to the ground crying, Fogo just sobbed in a pile on the floor.

“I did not get to talk to him, and I was going to tell him that I was okay with him, and that he is important to the group and that I did not get to talk to him…”

Angelica tried to offer solace by giving out hugs to anyone receptive to that and Avery arrived back with his bottle.  Setting it up on a table and pouring enough shots for everyone, he then went to the couch and began to look through his new notebook. Inside was a poorly written love poem.

Beneath moon’s glow, passions ignite,

Bodies entwined, the world out of sight.

Whispers of desire, in your embrace,

Our love’s a fire, a passionate chase.

Dhelosk and Fwoosh arrived at the room where the group tried to explain what had happened and to see if he could help do something or see if he could find something.  Looking around using his magic he did not see anything new.  He mentioned several of the magic items that the group had, Vladimir’s maul, Dancer’s sword, Avery’s new book, and a few other things that everyone had. He did notice that there was one thing missing.  Something that they kept talking to him about, the golden statue.  Unless it was stashed in one of their bags of holding, it seemed to be missing.

“Time Stop.  That is something far, far beyond I could do. But, color disappearing, magical Time Stop does not cause that. It sounds like something different.  It is not a magic that I know of. Maybe Dlara might know something.  It sounds almost like someone tried to impose another plane on this temporally. She is the one that is expert in extra-planar research, not me.”

“It is an unusual disintegration. It does not usually affect organic stuff. If someone was disintegrated, it would be all of him, including what he is wearing.”

Still desperate for a solution, Fogo continued to beseech Dhelosk for a solution, but besides some prayers to the gods, there was not a solution that he could provide. Asking about Dlara to see if she could help, Dhelosk did say he could reach out, but told them that there was little she could do at this point.  She was not as skilled or learned as he was, and this was something far beyond both.

“Why did he choose you? If he is that powerful and he can sneak in here without me knowing. He could stop time, or suppress time, or force a dimensional merge. Why would he just kill one of you? If he wanted you dead, all of you would be dead, all of us would be dead.”

“He said we were just rats in a cage and that he was impatient.”

“He said we needed a push.”

The discussion devolved around what has happened and attempting to attribute something to this event, but no one could think of anything specific.

“I assume in whatever conclusion of whatever you are aiming to do he will be there.”

Not being able to provide any answers, Dhelosk left the group to their own. The party continued the discussion on what they should do and where they should go at this point.  It was then that the anger started to settle into the group now that the fear had settled, an anger to do something, to strike back, to not be rats in a cage. Trying to capture their memories and what happened, they started gathering everything they could remember and capturing it on paper with Fwoosh providing an eerily exact replica of the shadow’s voice saying the words that only reinforced their helplessness. To start the arduous process, Avery began to go through what was left of ISAC and the gear there. With a heavy heart and hand, they divided up what was left of ISAC’s gear.

While going through the gear, they came across the broken sword with the red jewel in the pummel and an interesting symbol carved into the hilt. Non one recognized it, nor knew anything about it.  They could only vaguely remember ISAC asking about symbols with crows or ravens but little else.

Symbol Found on Sword

While the gear was being spread around, Avery took the time to get better acquainted with his new book, especially now that he knows that it is magical.  Upon completing his attunement, he found out that the text on the inside had changed to something completely different, and once read, faded away as if nothing had ever been written.

Larmon Greenboot at Alfred’s saw some shallow graves east of here in the hills, might be related to your quest with the delegation – reply here.

Once again, they tried to talk about what they have been doing, where they should be going.  They had the lead to Beliard that they needed to follow, there were still possible bandit locations they had not searched, and Avery brought up that he suddenly had a new lead.

“I think we need to talk to Larmon Greenboot at Alfred’s.”


Everyone’s confusion at the sudden and unprompted new clue caused a lot more talk. It was not clear who sent the message, but it was agreed that Avery would go to Alfred’s tomorrow and check it out. Fogo still was not willing to let go and believed that somehow ISAC was somehow alive. The party overall wanted to move on. Fwoosh gathered up the pieces of the mask that ISAC had been wearing and Fwoosh took a single piece as a keepsake.

Fogo headed to the outdoors to grieve in the manner of his tribe and family.  Angelica tried to help Vladimir deal with the death of ISAC, and Dancer was in a hurry to find a new room that did not contain the ashes of his compatriot. Trying to settle themselves, some got food, some went to their room, but eventually everyone ended back in their rooms.  Fogo came in the latest with his face covered in blood and mud from his ceremony. Eventually almost everyone went to bed except for Vladimir that just sat pm the floor thinking of everything that has happened, and Avery who finished off the bottle of vodka and not getting enough rest to count.

12th of Kythorn of the year 1492

Bumbling down the stairs in the morning, they queried about Dlara and found out that she was unavailable and would not be able to come sooner than a ten-day and was not sure if it was even worth her time since there was nothing more, she could do that Dhelosk did not already do. Fogo requested that if word came in about the armor, he had commissioned in Amphail that he just wanted it held at the Blackbutter Inn until he returned.

Avery went over to Alfred’s while Dancer went to collect his daily ration of bear claws, Fogo to Haeleeya’s and Vladimir stayed behind for a conversation with Dhelosk.  The rest went to the Wagonworks and waited for the group to assemble. Vladimir magically mailed a letter back home having not contacted them in several years and Fogo had Haeleeya send a letter to the Emerald Enclave about the current happenings.

Haeleeya Hanadroum

Upon entry to the baker’s store, he asked about Jepos from Mangobarl.  Gesturing him to the back Dancer had questions of Jepos about the attacker from yesterday.  While the Zhentarim employ assassins, Dancer was told that this assailant was something far beyond anything that the Zhentarim had on staff, or least as far as Jepos knew.

Mangobarl Lorren

Jepos Copperhand

At Alfred’s, Avery chatted with him about if he had seen Larmon or not and was directed over to a group of old men gossiping. Going over taking Larmon over to the side for a conversation.

“You had mentioned that you had seen some shallow graves to the east?”

“Yeah, not too far from the Rover Dessarin in the foothills. I’m a shepherd and I was taking my flock around because one of the homesteads that we hold them in is not that far from there and I was on my way back and heading here to market and I could see off to the side, there were a whole bunch of piled up rocks.”


“Yes, that what it looked like, they were not there a week before that.”

“Can you tell me about how many there were?”

“I do not really look around that much, but I can tell you where it is.”

Being told the follow the foothills and he should be able to find it.  Asking about their wagon, Avery was told that if they stayed in the foothills, they should not have any problems. Getting what he needed, Avery also headed to the wheelworks.


Larmon Greenboot

With their errands completed, they got together at the wheelworks, and got their wagon ready. They now needed to decide to head to Beliard or the shallow graves. After a bunch of back and forth they decided that the shallow graces were a better clue than just asking around Beliard.  So off they headed on out to the south and east of Red Larch toward where they thought the graves might be.  Skirting to the south of the hills they realized that they would be able to go past one of the bandit locations and investigating it would not take them out of their way.

With all their capabilities in tracking they completely missed any bandit tracks, assuming there were any in their path.  Continuing they eventually got to evening and a chance to go camping.  Fogo rush forward to make a meal while the rest set up the large eight-man tent that Fwoosh had purchased. Settling in for the night. They decided to let Avery and Vladimir sleep without taking a watch so that they could recover from their exhaustion.

After a nice meal, they set up their watches and started their rest.  It was clear that they had not been camping in a while and somehow let down their guard.  It was during Angelica’s watch that they were ambushed by the bandit group they had been trying to find.  It seems that the bandits had found them first and followed them to their camping location.


Bandit Veteran

Bandit Lieutenant

The numbers were not in the favor of the party, but they were able to take them on and out.  Everyone was wounded and the search of bodies started.  Nothing was a surprise, not even when they found the bloody eye tattoo over the heart of the bandit leader. They gathered in a little bit of cash, and a map that was in the pouch of the leader.

Tattoo on Bandit Lieutenant

Map in Bandit Lieutenant’s Pouch

With the action over, the party headed back to bed.

Campaign Notes

After a fair amount of grief and self-recrimination, the party has moved on.  After finding out about the shallow graves they went along that direction hoping to run across the bandits in the area, and they did, but it was after they started camping.

Session XXV – Chapter One

30th of Mirtul of the year 1492

The afternoon started with the group discussing their next set of specific plans.  All of them wanted to rest a bit more after all the rough days and Fogo really wanted to finish his cooking lessons with Xaasz before they set off again.  Dancer would take all their gems and jewelry and sell them to the local underground black market – aka Jepos, while the rest would engage in low impact activity over the next ten-day.

1st of Kythorn to the 10th of Kythorn of the year 1492

Everyone renewed their rooms to ensure they were still able to stay at the Blackbutter Inn longer. Otherwise, everyone mostly went their own directions to accomplish different objectives over the next ten days.

Party Members:

Angelica: When not making scrolls, she trained with Vladimir with her new sword. Much like Vladimir, once she had enough gold, she went out at purchased a set of plate mail.

Avery Rockwell: Spent much of his time working with Fogo and Angelica on getting spells on scrolls from them so that he could copy them into his wizard’s spellbook. For the rest of his time, he wandered around to meet people, be friendly, and general socializing.

Dancer: Worked on little carvings of different members of the party.  He completed ones for Fwoosh, Vladimir, and ISAC. Not wanting to be left out of spending gold, at some point he had gone to Dhelosk and bought a quiver of Ehlonna to allow him to have a greater capacity without the weight.

Fogo: Healing from his near-death experience and works in the Blackbutter Inn’s kitchen for Xaasz to complete his chef training. During his time in the kitchen, he was able to figure out that all five of the goblins in the kitchen are alchemists. Wanting to further his knowledge about Mystra, he ordered a religious text to get a deeper understanding of Mystra.

Fwoosh: He worked on his replacement mask for several days. Checking in with Jepos to see if had heard back about his missing friends in Waterdeep, but there was not any new news. The rest of his time he practiced his different performances. He was also diligent about collecting some bear claws and sharing them with the children at the sundries store. Once the Dwarves arrived, he collected his reward from Vallivoe for letting him know they would be coming.  He was not the proud owner of a very nice pocket watch.

ISAC: While he does not have a spellbook, he did get Angelica to make a bunch of spell scrolls for him. He also stocked up with many healing potions.

Vladimir Miller: For most of his time Vladimir was spent training with his new maul as well as with Angelica to help her understand her new sword. Once the coin arrived from selling the gems and jewelry, he ran off to the Tantur’s Smithery to get his plate mail ordered. At some point he had collected the horses, picked up the wagon, and brought them back to the farm. The most exciting thing he did was to write a letter home, with whom he had not communicated with for several years now.

Happenings in Red Larch on Specific Days.


  • Avery’s scroll (Comprehend Languages) is ready from Dhelosk.
  • Party’s wagon has been repaired at Thelorn’s Safe Journeys in Red Larch.
  • Alfred takes over Gaelkur’s in Red Larch and renames it Alfred’s Shop.

A few of the party members went over to welcome Alfred to his new shop and the only oddity was that Marlandro had removed every possible piece of paper or evidence of any business from the shop.  He had also left behind what appeared to be some jewelers’ tools, or at least the larger ones, since all the fine tools were gone.  Alfred had packed everything in a box that they looked at but were clueless at what it might have represented.



  • Coin from party selling gems and jewelry to Jepos Copperhand arrive.


  • Grafaerd Ulamoira helpers arrive from Bargewright Inn to help with the Galloping Wheelworks in Red Larch.


  • The party moved their wagon and horses to the Wagonworks as a closer location to be able to use them.
  • Contingent of Dwarves arrive to take care of the Tomb under Red Larch.


  • Jaleesa Orna becomes mayor of Red Larch, and her husband Harburk became the official constable of the town.
  • Bryllyn Trollfist takes over the Mellikho Stoneworks and immediately starts work on carving out stones to fix the sinkhole.
  • Theldor Darkaxe asked about the maul that Vladimir had found.  He told him what little he knew about the maul. Vladimir also revealed that they had found an old ruined Moathouse to the south of Red Larch. When Vladimir brought up the Dwarven books they had purchased, he suggested that they be brought to Banmin Glehuruhr for more information.

While at the Helm and gambling with the Dwarves, the captain of the Dwarves, Theldor Darkaxe, took Vladimir to the side for a conversation.

“That is a mighty fine maul you have there, where did you get it from?”

“[We practiced this.] We ventured into a Moathouse to the southeast of here. It was filled with several different bandits and ne’er-do-wells, and we cleared it out and this was one of the things that one of them had. “

“That maul is from a famous Dwarf slayer from over 4000 years ago.”

“A Dwarf slayer?”

“Yes, he basically did not like a lot of different particular creatures and liked to hit them.”


“He was very proficient; he was even known for haven taken out an ancient dragon at one point.”

“Our party has been encountering a lot of the Dwarven history around here, and it seems that even the Moathouse the bandits were in was a Dwarven fortress of sorts.”

“Oh, really?”

“And so, I wonder if they have been using some of these areas as hide outs and that might be where they picked it up?”

“He was known to be in the valley. His name was Angrboda Gog. He is legendary, but not much was known about him, but he was known for his maul and the dragon biting itself on the head of the maul. This is how I was able to recognize it.”

“You know, I have been playing around with this for the last few days and getting used to it, and it is very powerful, but it is just not quite as powerful as it could be. I am not sure if there is something particular about Dwarven weapons that lends itself to that?”

“It is an ancient weapon.  We do not know much about that time. He is just a legend and known to bath in the blood of his enemies and bashing them all to pieces. This was pretty much his only weapon.  He was known for bathing in the blood of dragons, demons, giants, and wading through hundreds of orcs.”

“He seems like an impressive man.”

“He hated them. He is known for his hate of those four species. He swore he would come back from the dead just to haunt and kill more of them if he could. He was a vicious Dwarf, but we are very proud of him.”

“It seems like Dwarves are very proud of their history.  We also came across a few books of Dwarven lineage. I do not know if those would be of interest to you. They are dull, and in all honesty, full of a lot of begetting.”

“If you could bring them all, I will happily look at them. You should talk to our priest, especially if you have any books of lineage.  He would be a much better person to talk to.”

Theldor Darkaxe

11th of Kythorn of the year 1492

Starting off the morning with a well-cooked breakfast cooked by Fogo, everyone was happily surprised that it was not only tasty, but well balanced. Everyone was pleased that they now had a good cook to help them on their long-distance trips. Everyone noticed that Dolores was hanging out all the time, although she was much more translucent than normally. Fwoosh excitedly showed off his new pocket watch. Vladimir talked about meeting the Dwarves and that they were interested in the Dwarvish books they had purchased.


Their next set of discussions were around how to deal with Dwarvish ruins and tombs in the future, as well as what they should focus on next.  Dancer was all for the place called Treasure cave.  Everyone else seemed to be interested in making a trip to Amphail for a variety of reasons. Dancer asked about the coded ledger, and Avery wanted to participate in the conversation with the new Wagonworks owner.

When brought to Grafaerd and asked if there was any related paperwork, he was not sure since they were still cleaning up.  He told Dancer via finger talk that they were coded somehow, but it would take him some time to work through them, if he could. Avery kept trying to get into the conversation, but Grafaerd did not have anything that he was sharing with him. They finally left the ledgers with Grafaerd to see if he could figure something out.

Grafaerd Ulamoira

Vladimir and Angelica headed to the entrance to the old Dwarven Tomb. The guards seeing Vladimir waved him forward.  It seemed that they were expecting him. They could also see a large pile of carved rocks piled up near the entrance.

“I’m going to win that card game next time.  I have been practicing.”

“It is more about luck though.”

“No, we just need to feed you some ale, and then we will win more.”

“Then we will get you to face the real challenge the next time.”

“What is that?”

“The little bird guy that travels with me and deadly with cards.”

“Is he now, well we do not like card sharks, we prefer people like you.”

A little more banter revealed that it was Vladimir and his party that had asset off the massive poison trap in the tomb room.  The guards also mentioned that the cultists were just weird, and that someone had spun around one of the floating holy stones, and that too was revealed to be the party. Feeling embarrasses Vladimir and Angelica quickly made their way down into the tomb before he inadvertently confessed to more war crimes.

Dwarven Tomb Guards

They made their way to the shrine room and saw a pair of Dwarven acolytes cleaning the statues and tidying up the area of all the ashes that seemed to be piled up in front of one of the statues. What appeared to be the head priest was in the middle of the room surveying everything within it.  Hearing the two of them come down the ramp, the priest came over to them.

“What are you here for?  Oh yeah, Darkaxe said you had some books you wanted me to look at.”

“Yeah, we were in the sundry store, and we were curious with all the Dwarven history here if there were any Dwarven books, and they happened to have these three, which we looked through and they appear to just be genealogy books.”

“Can you bring them out?”

As the priest began flipping through the books, a quick flash of concern and shock could be seen on his face by Vladimir.

“Where did you say you got these books?”

“In the sundry store.”

“That’s the one at the end of town?”


“That’s troublesome, I’ll have to go speak to him and see where he got them from.”

“You seemed pretty shocked looking through these.”

“Well, these are books from Mirabar. There was a contingent of Dwarves that came down from Mirabar. They were showing the flag and visiting different towns. One of them were carrying these books and the whole delegation is missing. They disappeared somewhere in the northern part of the Sumber Hills. I don’t know how their books got down here. It might be good to investigate this.”

“How long ago did they go missing.”

“More than a week ago. We have been concerned.”

“Well, this is not the first time we have heard of people going missing in this area and taken off the road.”

“They were not here, they were in the northern part of the Sumber Hills on their way to Summit Hall and other places, but they never got there.  There are people checking on it, but we have not heard anything.  Have you heard anything about the missing Mirabar delegation?”

“No, we do not think so.  We have been lacking any information about Dwarves in the area.”

It was then that Vladimir remember the guard they had rescued from Lance Rock, Gef Rilisk.  He had said he had been in a trade delegation from Mirabar, and it had Dwarves in it.

“Oh, wait a second.  The guard we had rescued from Lance Rock.  He had said he was part of the Mirabar trade delegation.”

“That would have been them.”

The discussion continued with the story of the rescue, and finally giving the assignment to Vladimir and Angelica to go find out more about what had happened with the delegation in exchange for having desecrated their tomb and setting off numerous traps inside. He also looked at the maul and was not sure if it was from the legendary maul or not. Vladimir was also curious about the floating rocks and what they were and was told that they were to be set up for different constellations for different religious days.

The priest seemed amazed that there was not a clear leader of Vladimir’s group and had a lot of mocking words for them about that.

Banmin Glehuruhr

The two rejoined the rest of the group at the Blackbutter Inn and started filling them in about what had been discussed. The group seemed a little surprised that their trip to Amphail might have been derailed and that they now needed to hunt down a missing delegation to appease the Dwarves for having tomb robbing and setting off the poison trap filling part of the tomb. They decided that finding Gef Rilisk the former Mirabar trade delegation guard would be a great start to their newly assigned adventure.

Splitting up to try and be more efficient to find him. Realizing that they had been seeing him in town, but just did not socialize with him after the rescue.  He had been seen at the Helm, the Market, and just in town in different places. They also needed to query Endrith about here he had bought those books. The topic of the trade bars they had found on the earth priest that was in the tomb was also reviewed.  They suspected these might have also come from the missing delegation. This caused them to spin off with some fanciful theories, but without some more solid evidence, they would not be anything but fanciful.

Fwoosh and ISAC ran off to the sundries store, Avery and Fogo visited to Mother Yalantha’s, and finally the group of Angelica, Dancer and Vladimir went to the Helm.

At the Sundry store Fwoosh was swarmed by the children there hoping for more bear claws but were only disappointed since Fwoosh was on business this time and not a pleasurable bear claw run. Asking Endrith about the Dwarven books and where he had gotten them. They were told that a passing merchant going through town had acquired them in Womford from some shady guy on the wharf. Endrith did not have much else to tell them about the books, but suggested they go down to Womford for more information.

Endrith Vallivoe

Wandering to Mother Yalantha’s, the two there engaged her in conversation about Gef and it seemed that there was a lot more room for rent now since eight of her renters had suddenly left and had not returned.  They had been rough looking men that had a mean look about them.  They even left all their small luggage as if they had just disappeared.  When asked about Gef, she explained that he had been helping around the establishment and had been waiting for word his friends that he had gotten separated from.  He was doing odd jobs around town and was helping at the Helm working as a bouncer. With that the two of them headed to the Helm.

Yalantha Dreen

Back at the Helm the last trio looked around for Gef they find him standing off at the side keeping an eye on the room and especially a pair of arm-wrestling Dwarves. Approaching him, they began to ask about the caravan he had been in and if in fact it was the Mirabar trade delegation.  He confirmed it all to them. When told that the delegation was missing, he was surprised and worried for his friends.  He wondered how that had been possible with over 20 guards and that the whole caravan was nearly 50 people. Dancer asked about where he had been kidnapped and he told them that it had been on the Stone Trail just south of Westbridge. The caravan had been heading to the Stone Bridge, Beliard, and Summit Hall.

Convincing Gef that he should go talk to Banmin about what he knew and that he had been from the delegation, they got ready to go. Heading off to the quarry to gain entrance to the old tomb, they were waved in by the guards there, but not before they commented on the group’s pet cat, Dancer. Several insulting words later, they entered the cave complex. Having Gef explain his story about the kidnapping and subsequent rescue did not really impress Banmin much. It was then that Gef revealed that he had heard someone talking in the Helm about the fact that they had seen the delegation in Beliard. The person had been a guard with another merchant and had gotten into a fight with a member of the delegation.

Gef Rilisk

Heading back to the Helm with Gef, they were able to meet up with the rest of the party. Sharing what each found out with the rest, they came up to speed quickly.  Asking about the trade bars, Gef explained the purpose of the bars and confirmed they were from the trade group.  There was a little maker’s mark on each bar that gave its origin. The delegation had bars of many different types of ores including Mithril and Adamantine. The discussion start going around the topic of cultists and that they had been finding them in many different places around the valley, and that it seemed that a lot of the different concerns and problems that have been happening were very likely related to these cultists. During the discussion, Gef told them the breakdown of the caravan, the important members, and that there were many others there.

After waiting around playing old maid for three hours, a large half-orc woman walked into the Helm munching on a large pickle.  Gef pointed her out and said she was the one that had seen the delegation last in Beliard. She ordered a meal and several ales and sat down to eat.  Avery, the smallest and least assuming of the group went over for a chat.  

Purchasing a new round of drink for her, Avery asked about the trade group in Beliard.  She complained about how four of them had jumped her, and she was not even satisfied with it. She did say that she was satisfied with Grund but was worried his hips and endurance would not be able to keep up. When asked about the caravan, she said she had seen them leave Beliard, but did not know much more.  She did let them know that there is a priest in town staying at the Swinging Sword that had seen them as well. When Avery started explaining everything, they knew about the caravan including the future destinations, she did not have much to say about that except that there were rumors of hill giants in the area near Beliard.

Half-Orc Guard

Crossing the street to get to the Swinging Sword, they were met inside by Kaylessa Irkell the owner. Asking about the priest, they were directed to a table where the half-elf was daintily drinking a glass of wine.

Kaylessa Irkell

The entire group crowded around the priest making him a bit nervous, but he still greeted them. ISAC understanding that it did not look good to have everyone there found a nearby table to sit at with some of the others. Avery started his interrogation right away. He asked about the Mirabar delegation, and the half-elf said he had seen them in Beliard around the 26th of Mirtul and that they had said they were headed to Summit Hall and then further south, and eventually up to Red Larch. Once again revealing that the delegation was missing, the half-elf seemed surprised and concerned. The half-elf had come a more direct way over Larch Path, a muddy and much smaller path that usually had room for wagons assuming there were not any mud slides across the road. He also mentioned that there were rumors of hill giants and ogres wandering the hills as well as strange fires being seen at a distance, groups of people wearing gold masks, and hippogriffs and other large birds in the flying air.

Half-Elf Priest

Standing in the middle of the main room, they started discussing what they had found and some of the connections they might have figured out between the visions and clues they had found so far.  Unaware, they were starting to draw more attention to themselves once again. The group started trying to figure out which direction and place they should go next. Dancer wanted to make sure that they visited the “Treasure Cave” on their way to Beliard. It was then that Dancer pointed out that continuing the conversation where they were might be a bit weird and suggested they go to one of their rooms to finish their talk.

It was there that they continued their strategy making.  Fogo was for pushing ahead sooner and not pick up his armor in Amphail since he was concerned that the more time that went by, the more of them that might be killed. He based this from what had happened to the Ammakyl family merchants and guards.  They started with over 40 and ended up with less than ten in the end. Planning on starting first thing in the morning they were not sure if they could take the wagon or not. Fwoosh ran downstairs and asked about the best route to Beliard and if they should take the Larch Path or the Long Road through Westbridge. They gave some options and their thoughts, and with that Fwoosh went back to the room with the others. Not satisfied with those answer, Fogo ran back to the Swinging Sword to talk to the priest to ask about the condition of the Larch Path. Told that the path was open and that there should be room for a wagon, Fogo ran back. With that everyone voted for taking the Larch Path to Beliard and hoping that it would be quicker for them.

It was then that…

All of you pause for a moment.  You look around seeking something.  Your eyes are causing you a slight pain, your head has a dull ache, and your entire body feels like there are tiny pin pricks occurring all over it.  As you look around you can see that nothing else is moving, nothing, except the group of you. You can see the curtains by the window that were fluttering a minute ago are frozen and unmoving, yet still furled as it they were caught in a moment. You can feel that you are breathing, but there is no air movement, as if everything was just still.  Unlike all the visions and dreams you have had; you know you are awake and can feel.  It feels like reality has glitched somehow.

It was then that all the color from everything around you begins to slowly drain away until everything is in simple black and whites.  Even your hands and others around you are also standing there in a stark black and white.

You hear a voice from behind you, and as you look you see that ISAC is at the edge of the room away rest of the group.  He seems a frozen and unmoving.  Everything around you is in such a sharp focus, sharper than anything else you have ever seen, almost painfully sharp.  On ISAC’s shoulder is a black leather gloved hand resting there, not putting any pressure, but also not letting go. You cannot see the figure behind ISAC, it is just not tall enough, or wide enough, or just not quite in focus enough.

“All of you are just rats in a cage.”

You are unable to move, but you can feel the malice coming from the unknown figure.  You can feel the hatred rolling toward you.

“I have been told I am impetuous, that I am not patient, and even quick to anger.  I have also been told to not interfere, to let everything play out, that all of you are good little rats. Sigh, yes, all of that is true, but I cannot just wait around no matter how much I might be punished.  I feel the need to push, it is just my nature.”

“So, here is a little push from me. Be good little rats and run along.”

The mouth on ISAC’s scarred and pained face opens but no sound comes out, it appears that he is trying to scream, scream something, scream in pain, in anger, or just scream, but nothing comes out.  As you look his face, which you know is a mask, started pixelating in small boxes, and then larger ones.  The mask starts stretching out from between his eyes further than is believable when a black blade emerges sliding smoothly through ISAC’s head.

The mask shatters and the pieces fall, but all turn into whisps of smoke before they can reach the ground.  ISAC’s face a hard combination of metal and what appears to be wood, has no expression, but is still attempting to scream, scream as loud as he can, but no sounds leave his mouth.  The small gems that are his eyes start blinking rapidly as if they are trying to send a message that no one can understand.

The blade is quickly drawn out but fades into smoke as it is removed.  ISAC’s body starts to fall forward, but what you can see of his face start corroding, melting, and turning into crumbling dust.  His body falls forward but the only thing that crashes to the ground is his clothing and gear.  His body is nowhere to be seen except for some dust and ashes blowing around and away from the body.

It is then you can see the figure.  It seems to be a he, from the voice and figure, but he is not tall, nor short, just a medium height.  He is covered from head to toe in black leather with various weapons stashed on his waist, and a leather mask covers his face leaving it unseen.  As you attempt to move, to look closer, to understand what has just happened, the figure also fades away in a wisp of smoke.

As he disappears color starts seeping into the world around you.  The unnaturalness that pervaded everything is fading.  Once the color has once again moved into where it should have been, everything starts moving around you again.

Dark Figure

And this is where the session ended.

History Lesson

Forlorn Hills


The Forlorn Hills was a hilly region in northwest Faerûn between the Dessarin Valley and the Delimbiyr Vale. The hills were once the center of the ancient shield dwarven kingdom of Dardath—one of the three kingdoms in Phalorm, the Realm of Three Crowns—and were then called the Dark Hills. After the triumvirate collapsed in the Year of the Lamia’s Kiss, 615 DR, the Dark Hills became known as the Fallen Hills or, more commonly, the Forlorn Hills. The people of Athalantar called them the Horn Hills. Some folks mistakenly called them the Sword Hills, confusing them with a smaller range of hills on the south bank of the Delimbiyr.


The Forlorn Hills were located east of Ardeep Forest, across the swath of open land that contained the House of Stone and was once the realm of Elembar. To the south was the Delimbiyr Vale and the River Delimbiyr. The Iron Road ran southeast from Womford, skirting the northern edge of the Hills, until it reached the village of Uluvin on the eastern edge. The town of Secomber was farther to the southeast. To the northeast was the High Forest and to the northwest was Gaustar’s Creek, a tributary of the river Dessarin.

Geographical Features

The Forlorn Hills were once part of the great forest that included Ardeep Forest, but dwarves cleared portions of it and then later humans from Athalantar put the western side of the Hills (known as the Halangorn Forest) to the torch to drive the remaining elves away from lands they wished to claim. The hollows between the hills were often in the shadow of the surrounding peaks and thick mists typically obscured vision until highsun.

By the time of Phalorm, the landscape was stony, and the hills were isolated in places. The line of hills that formed the northern border of the area were known as the Watchers of the North. There was a high ridge that arced through a portion of the Hills near the center. It was here that the mansion known as the House of Taeros once stood before it and part of the ridge were destroyed in a spell battle around the end of the 6th century DR, leaving behind the ruin known as the Crumbling Stair.


Since the time of the First Flowering, elves held sway over the surface of the Forlorn Hills. Initially it was the moon elves and green elves of Illefarn and Ardeep, then it was the gold elves of Aryvandaar during the Crown Wars. The area saw a resurgence of Illefarn and Ardeep after the defeat of the Vyshaanti of Aryvandaar at the beginning of The Founding Time.

Dwarves established settlements beneath the Forlorn Hills sometime in the early part of The Founding Time, if not before. At the very latest, they were there to take in refugees from Besilmer when that above-ground dwarven realm was wiped out by hill giants and other creatures in −4160 DR.

In the time leading up to the founding of Phalorm, the dwarves established their underground realm of Dardath, but above ground the human realms of Elembar (in the Year of the Risen Towers, 146 DR) sprang up on the west side of the Hills and Athalantar (in the Year of the Murmuring Dead, 183 DR) on the east. Athalantar had ambitions to take over the Hills and set fire to the Halangorn Forest between Elembar and the Hills to drive out any inhabitants. Ultimately, this tactic failed when Elembar moved into the Halangorn uplands and established noble houses such as the House of Taeros and what became known as the Moon Tower. The untamed portion of the Hills remained the habitat for bandits and monsters. In the Year of Many Mushrooms, 238 DR, the young Elminster was an outlaw, hiding from the magelords of Athalantar in what they called the Horn Hills. Athalantar was destroyed by an orc horde in Year of the Cantobele Stalking, 342 DR and Elembar suffered the same fate in the Year of the Fortress Scoured, 511 DR.

Phalorm, the Realm of Three Crowns, was chartered in the Year of Trials Arcane, 523 DR, and the dwarves of Dardath became part of the triumvirate along with the elves of Ardeep and the humans from Delimbiyran (the last remnant of Elembar). The dwarven population of the Hills grew during this time as refugees from the Duchy of Hunnabar fled a troll incursion in the Year of the Supreme Duelist, 592 DR. Phalorm lasted less than a century. Dardath suffered the death of their king, Oskilar Ironaxe, in the Year of the Shattered Scepter, 614 DR, and the elves withdrew from the alliance, many leaving for Evermeet, the following year. Delimbiyran, under King Javilarhh II, claimed all the lands previously belonging to Phalorm and named it the Kingdom of Man in the Year of the Ensorcelled Kings, 616 DR.

The Kingdom of Man was ultimately unable to stem the invading hordes in the face of internal strife after King Davyd was assassinated in the Year of the Triton’s Horn, 697 DR. The dwarves of the Forlorn Hills continued to drift apart after the death of King Oskilar and, in the Year of the Lamia’s Kiss, 615 DR, the loss of most of their fighting forces. Dwarf holds became defensive and isolated, depleted further by emigration to Ammarindar. They even went so far as to pretend a plague had swept through Firehammer Hold, hoping the ruse would keep enemies at bay.

The Kingdom of Man devolved into lesser realms including the human Calandor, Scathril, Loravatha, and Starshadow; the halfling Duchy of Imristar; and the gnomish Duchy of Gloraela. Roughly, the northwestern quarter of the Fallen Hills was claimed by Loravatha, including the House of Taeros/Crumbling Stair. Many of these small kingdoms fell one by one under the relentless assault of orc raiders until finally, in the Year of the Clutching Death, 702 DR, the Duke of Calandor was able to muster an army strong enough to defeat the invaders.

For centuries thereafter, the dwarves maintained a relatively low profile in the Forlorn Hills, but the story about a plague-devastated Firehammer Hold eventually became an attraction for adventurers instead of a repellent. The clerics of Haela Brightaxe that controlled what they called Torstultok, the Hall of Grand Hunts, had little choice except to try and redirect these would-be tomb raiders by hiring them to seek out and clear other dwarven holds that were known to have been taken over by orcs. Eventually, the old Firehammer Hold became a nexus for dwarves and other races looking for glory and treasure. By the Year of the Unstrung Harp, 1371 DR, the priests had spread rumors and placed clues around the region to lure more adventurers to spend their money and sell their loot at Firehammer Hold. The most well-known example was a map scrawled on the wall of a small room in the Singing Sprite inn. By the Year of Rogue Dragons, 1373 DR, there were several dwarf clans making their home in the Forlorn Hills.

In the late 15th century, Firehammer Hold was conquered by duergar from the Underdark in a plot instigated by the Red Wizards of Thay. The evil wizards also began building a small fortress called Bloodgate Keep on the west side of the Forlorn Hills, far from any large settlements, for use as a base for invading the Sword Coast via a portal from Thay.

Notable Locations

In the Year of Prideful Tales, 1219 DR, Lord Geldirth Gost of Waterdeep began constructing a secret underground complex with a series of portals that eventually emerged in a secluded cave on the southern slopes of the Forlorn Hills. Other interesting locations included:

Crumbling Stair

The Crumbling Stair is all that remains of Taeros, a grand, turreted mansion that once stood proudly amid fanciful gardens adorned with fountains and pools. The house sprawled along a curving ridge in the heart of the human-ruled barony of Loravatha. Originally built by a merchant lord, Taeros became a school of arcane study for young lasses seeking to master sorcery under the direction of his widow, the sorceress Ybrithe. Twenty years after the founding of the school, the mansion was torn apart by southern mages seeking to plunder whatever they could. But before they could seize Ybrithe’s treasures, a latent magic trap blew apart the ridge, Taeros, and all the surviving attackers.

The Crumbling Stair now rises from broken lands overgrown with scrub woods. The weathered staircase, made of green-veined white marble, rises six or so steps into the air from a dark hole at its base. Beyond this aperture is a long corridor with a few attached rooms that once served as extensive cellars. The fore chambers are home to the maddened ghost of one of the attacking wizards and some sort of creature— possibly an all-consuming hunger (Und)—that leaves glowing slime-trails on the walls, floor, and ceiling. In addition, the phantom of a half-elf sorceress sometimes appears to point out collapsed tunnels and forgotten secret doors leading to a large warren of catacombs, which are said to be home to some sort of beholder.

Floating Tower of Ondil of the Many Spells

The northern edge of the Forlorn Hills was marked by a line of hills known as the Watchers of the North. Immediately south of them was Ong Wood – and unbeknown to most folk, a secluded vale at the western end of the Watchers held the legendary Floating Tower, home, and later tomb of the mighty archwizard Ondil of the Many Spells. Once guarded by liveried griffons who drove intruders away, it was found the Bright Blades adventuring band (when Elminster – as Elmara – was their mage). The tower’s name came from the fact that mighty magics held it up, floating unsupported high above the ground, after its lower floors had collapsed.

Tales say Ondil had withdrawn into this spell-guarded tower even before Netheril’s rise to greatness, to craft many new and powerful spells. He was reportedly so mighty in magic that he was able to hide his tower from all Netherese mages. Older tales said Ondil had been a sorcerer of Thaeravel, the land of mages from which Netheril sprang (believed to lie – then as now – under the sands of Anauroch).

Moon Tower of Elembar

Little remained of Elembar’s northern settlements after the invasion of an orc horde shattered the realm. One notable exception, however, is the Moon Tower of Elembar, an ethereal spire visible only on the nights of the full moon. Thought to have been the domicile of Elembar’s mage royal, this mysterious figment has spawned many fanciful tales. The Moon Tower of Elembar can be accessed via the Border Ethereal, but the magic-laden ruin is well guarded by the ghosts of its defenders, the ancient constructs that keep watch over it, and an advanced ethereal marauder that uses the place as a lair.

Torstultok (Firehammer Hold)

Torstultok, or the Hall of Grand Hunts, is a temple-fortress of Haela Brightaxe. The place is well known among the Stout Folk of the North for the all-dwarf and mixed-race adventuring companies its inhabitants sponsor to reclaim long-lost dwarven relics from orc held halls.

Torstultok lies within a sprawling complex of tunnels and grand halls beneath the eastern end of the Watchers of the North — the line of tors that marks the northern edge of the Forlorn Hills. Torstultok was known as Firehammer Hold before the Fallen Kingdom fell, and much treasure is still ascribed to the latter name in the tales of the North. Those same legends claim that the dwarves of Firehammer Hold perished in a plague shortly after the founding of the Kingdom of Man, but in fact the dwarves’ numbers had dwindled over time, and the leaders of the hold planted false evidence of a deadly plague to increase the security of the dwarves who remained.

An unexpected consequence of this action was the arrival in subsequent centuries of treasure-hungry adventurers seeking long-lost hordes of dwarven gold. To assuage the anger of such would-be plunderers, the dwarves hired them to seek out other dwarven holds that they knew to be occupied by orcs. From this tradition evolved the hold’s current role as a clearinghouse for battle-loving dwarves and adventurers of other races who sought glory amidst the ruins of long-fallen dwarven kingdoms. In recent times, Haela’s clergy have even begun to lure adventurers to the temple deliberately with ancient-looking, incomplete maps and other enticing items. Such a map may be found on the walls of a not-so-secret hidden room in the Singing Sprite—a slate-shingled, many-gabled stone inn located in the bowl at the center of the three hills upon which the village of Secomber is built.

Campaign Notes

A small lapse of time so that everyone could get personal stuff done, and then digging into the Dwarvish books.  Chapter One has started with the missing delegation.  ISAC is murdered in front of the entire party by some unknown figure.  The next session will prove to be interesting.

Table Build – Game Play Post-TV/VTT Details

Today I plan on talking about how the play changed, improved or not, since we now had the TV installed. Just getting the TV installed the first time really had me excited and dreading all the extra work that I would have to go through to actually change most of the game play to an electronic map from the standard mat on the table.

I have already spent a lot time describing the first install, so I will not repeat any of that. In fact even the second install was documented.

To VTT or to Graphics Program

Once the new TV was installed, and while I was excited to get started, I realized that after poking at the different VTT software packages, primarily Roll20, MapTool, and Fantasy Grounds, I knew I wanted to start off more simply. While there is a laundry list of possible packages and several under development, I just did not want to spend the next year going from one to the other and using my players as the test subjects. I also did not want to have to spend 40+ hours watching YouTube videos just to get started.

I know that I will eventually go back and revisit the tool sets available and hope for more of that real automation feel and have something that can handle more of the game master work so I can focus on play and not as much the details of execution.

What I ended up using was Pixelmater. While not as nice as Omnigraffle for basic drawing, it did have the layer tool as a separate window. This means I can have the images on the TV and the layer tool and other tools on the game master screen. This separation was very important to allow me to have control of images on a different screen than what the player would see. I seem to remember that most graphic tools used to have the different tools in separate windows, it seems that in the last ten years they have all been going for a more unified interface removing this capability that I suddenly needed.

I could now, and somewhat crudely, now draw the different fog of war black boxes on different layers allowing me to hide the box revealing the map beneath easily. Of course, that was one hard lesson that I learned early. Make sure you label your layers appropriately and clearly otherwise you will spend time spinning around trying to find out which room you want to reveal. Then there is also the possibility of multiple layers depending on how the players entered the room. Some of the first tests had high complex and detailed black boxes and that was nearly a complete failure.

And then there were the traps and secret rooms. I needed to work on trying to map similar texture to cover those as well. You can see below with a real module map. And yes, some of my black boxes did not all align perfects. The next map turned out much better. Some of you may recognize this map from the Mummy’s Mask Chains of the Silver Encounter.

I also ended up adding in more “Fog of Black Boxes” in areas where there was nothing but blank areas. This was to hide what might have been guessed by the players on what the future spaces and rooms might have foretold.

And this was mostly the limit of my VTT experiment. It was solely to act as a replacement for the old mat that we used to draw on manually. It was crude, it was ugly, but it worked and did not require huge amounts of effort and time to get working. In less than a week, I went from a mat on the table and drawing the spaces to having moved all the maps to the TV. I spent less time overall with drawing little black boxes than I did with drawing on the mats. A good exchange overall. Better yet, it allowed to take some of the map assets and enhance them in different ways.

As an example, still in the Mummy’s Mask module, the city of Wati:

Being able to annotate spots on the map quickly and easily and having each one be a separate layer allowed me to show encounters, locations and such as they figured out more of the story. Having this map fill almost the entire screen was pretty awesome.

New TV Configuration

So, did game play change very much with the final TV installation? Not really. The last installation was more of a more permanent installation than any real change to the flow of play or game mastering. The gear moved around a little, cooling was fixed, but beyond that everything else fundamentally remained the same.

Improved or Not?

I think that everyone agrees, especially the players that game play feels much better. The maps are much more accurate since I can use the ones straight from the module. Does it flow any faster? No. But it has added a color flavor that was missing previously and has made playing much more enjoyable. While preparing the maps is a bunch of work, it now allows me to more easily re-use maps in different and interesting ways, especially when something can be used many times such as the city map. I can add in elements over time slowly revealing the information to the players.

It was so worth the time and money to put all of this together and I have really enjoyed it a lot. Now I just need time to get one of the real VTT programs running. So far I have not been impressed with any of them working well, and they are overly cumbersome in places that just does not make sense. Maybe next time.



Delving into the ancient tomb of horrors. slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread-these are the things that Dungeons and Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.

This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.

Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction:

  • The DM describes the environment.
  • The players describe what they want to do.
  • The DM narrates the results of their actions.

Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions.

The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.

Details on Time, speed, and movement can all be found in Chapter 8 of the Player’s Handbook as well as different activities that are important for the players and characters.

Death and Resurrection

Death comes to all characters, most of the time violently with blood, guts, and body parts flying in the wind.  A character death can be traumatic to the player and the group they adventure with.  Luckily with magic most things can be fixed, but death is still death.  It is not as easy as everyone hopes it will be.

Any death is difficult, especially for the recovery.  Any character that is brought back after death will possibly develop issues, mental or otherwise.  Side effects after being on the other side should be considered the norm and those issues will have to be dealt with and possibly resolved.

Resurrection Spells


This is the cheapest of the resurrection spells in terms of both money and spell level cost. It is a level 3 spell and costs only 300 gold worth of precious gems, however its scope is very limited, as it must be used upon a creature within a minute of its death. Creature returns to life with 1 hit point. This spell can’t return life to a creature that died of old age, and it can’t restore missing body parts.

The chance of success is a DC10 for the caster to overcome, only their spell casting modifier is allowed as a modifier to the casting roll, spells such as Guidance will not work.

Raise Dead

This is more expensive than revivify, costing a gemstone worth at least 500 gold and a 5th level spell slot, however the time frame for use is much larger. Touch a creature dead for no longer than 10 days. A resurrection ritual is required and, if its soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell has no effect on undead. This spell neutralizes poisons and cures nonmagical diseases. This spell doesn’t remove magical effects. If they aren’t removed prior to casting, they return when the creature comes back to life. This spell closes all mortal wounds but doesn’t restore missing body parts. If the creature doesn’t have body parts or organs necessary for survival, the spell fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.

The chance of success is controlled by the Resurrection Ritual.


The resurrection spell requires an hour of preparation and a gem worth at least 1000 gold. You touch a creature that has been dead for no more than a century, didn’t die of old age, and isn’t undead. A resurrection ritual is required and, if its soul is willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases. It doesn’t, however, remove magical diseases, curses, and the like. This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

If you use this spell on a creature that has been dead for one year or longer, you can’t cast spells, and have disadvantage on all attacks, ability checks, and saves until you finish a long rest.

The chance of success is controlled by the Resurrection Ritual.

Forced Resurrection

The resurrect spell above, but more forceful in that this version of the ritual forces a spirit to return to its body. For this to be successful, a blood sacrifice is required, as is an object that the deceased greatly favored in life. The object must be bathed in the blood of the sacrificed individual before the resurrection ritual is performed.

The chance of success is controlled by the Resurrection Ritual.

True Resurrect and Wish

The resurrection spell requires an hour of preparation and a gem worth at least 25,000 gold. You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. A resurrection ritual is required and, if the creature’s soul is free and willing, it’s restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature appears in an unoccupied space you choose within 10 feet of you.

The chance of success is controlled by the Resurrection Ritual.


If no material matter remains of the individual that one wishes to bring back from the dead, or an individual with a regular resurrection spell is not available, the Reincarnate spell may be used. Requires 1000 gold worth of oils. Touch a dead humanoid, or a piece of one, that’s died in the last 10 days. The spell makes a new adult body for its soul. A resurrection ritual is required and, if the target’s soul isn’t free or willing to come back to life, the spell fails.

The game master picks the new body by rolling 1d100 that determines the character’s new race and gender. The number rolled determines the new body for the soul, which may not be the same race as the old body. The creature remembers its old life and retains its capabilities save for its racial traits, which must be changed if it’s given a new race. See the Reincarnation page for a list of races that your character could become if brought back to life from the Reincarnation spell.

The chance of success is controlled by the Resurrection Ritual.

The Resurrection Ritual

Resurrection Challenge

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 individuals who knew the deceased can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is which is, again, decided by the game master it is an NPC. If the ritual is being used to restore a character, the game master will confer with the player of the dead character to gauge whether the contributions are effective.

After all contributions are completed, the game master then rolls a single, final resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the character’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return, and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

Examples of Contributions

When a resurrection ritual has begun and the other characters and/or available NPCs are seeking to return the deceased to their body (or new body via reincarnation), the contributions they provide are to have emotional or sentimental meaning and usually involves the contributor’s relationship with the deceased. Other than telling the deceased what they meant to the living, some examples of contributions to serve as inspiration are…

  • Barbarian: Trophies of their conquests, their weapon, tales of their victories, music featuring war drums, firm and to the point speeches, personal belongings.
  • Bard: Inspiring poems or songs about them, performances befitting of their personality, stories of their adventures, their musical instrument(s), personal belongings.
  • Cleric: A prayer to the cleric’s deity, cleric’s holy symbol, candles and incense, an expression of what they meant to everyone, personal belongings.
  • Druid: A beloved animal companion, beseeching you goddess for assistance, soil of the earth, personal belongings.
  • Fighter: Their armor or weapons, trophies, firm and to the point speeches, personal belongings.
  • Knight: Their sword or shield, pieces of their riding gear, or any signets or other objects showing their status.
  • Monk: Display of their martial arts, meditation in deceased’s memory, candles and incense, personal belongings.
  • Paladin: Reminding the deceased of their oath, paladin’s holy symbol, stories of how they have changed the world, their weapon, personal belongings.
  • Ranger: Their animal companion, their bow and/or quiver, a preferred type of arrow, trophy from their preferred foe, personal belongings.
  • Rogue: Expensive jewelry or gold coins, preferred weapons, tales of their exploits, personal belongings.
  • Sorcerer: Magic items of significance, sign of their ancestry, their familiar, personal belongings.
  • Warlock: The warlock’s weapon, beseeching their patron for assistance, their familiar, personal belongings.
  • Wizard: The wizard’s quarterstaff or spell book, their familiar, magic scrolls and tomes, personal belongings.


Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures.

The game master can summarize the adventurers’ movement without calculating exact distances or travel times:

For example:

“You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.


Every character and monster have a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement during a life-threatening situation.

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in the Player’s Handbook for more information).

Forced March. The Travel Pace table assumes that character’s travel for eight hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond eight hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past the first eight hours of travel. On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5, “Equipment” in the Player’s Handbook), and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide contains more information on special methods of travel.

Overland Movement Table (One Hour of Travel)

 Character SpeedNotes
One Hour (Overland)15 feet20 feet30 feet40 feet
Slow½ mile1 mile2 miles3 miles 
Walk1½ miles2 miles3 miles4 miles 
Fast2 miles3 miles4 miles6 miles-5 penalty to Wisdom (Perception) scores

Overland Movement Table (Eight Hours of Travel)

 Character SpeedNotes
One Day (Overland)15 feet20 feet30 feet40 feet
Slow4 miles8 miles16 miles24 miles 
Walk12 miles16 miles24 miles32 miles 
Fast16 miles20 miles30 miles40 miles-5 penalty to Wisdom (Perception) scores

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain. You move at half speed or slower in difficult terrain.

As an example:

Moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in a minute, an hour, or a day.

Hampered Movement Table

ConditionAdditional Movement Cost
Difficult terrain×2
Poor visibility×2

Different terrains will cause different movement speeds.  This is true for Combat movement or Overland travel.

Terrain and Overland Movement Table

TerrainHighwayRoad or TrailTrackless
Desert, sandy×1×½×½
Tundra, frozen×1×¾×¾

Quadrupeds, such as horses, can carry heavier loads than characters can.

Mounts Movement Table

Mounts (carrying load)Per HourPer Day
Light horse or light warhorse6 miles48 miles
Light horse (151-450 lb.)4 miles32 miles
Light warhorse (231-690 lb.)4 miles32 miles
Heavy horse or heavy warhorse5 miles40 miles
Heavy horse (201-600 lb.)3½ miles28 miles
Heavy warhorse (301-900 lb.)3½ miles28 miles
Pony or war pony4 miles32 miles
Pony (76-225 lb.)3 miles24 miles
War pony (101-300 lb.)3 miles24 miles
Donkey or mule3 miles24 miles
Donkey (51-150 lb.)2 miles16 miles
Mule (231-690 lb.)2 miles16 miles
Dog, riding4 miles32 miles
Dog, riding (101-300 lb.)3 miles24 miles

Rafts, barges, keelboats, and rowboats are used on lakes and rivers.

If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Vehicle Movement Table

VehiclesPer HourPer Day
Cart or wagon2 miles16 miles
Raft or barge (poled or towed)½ mile5 miles
Keelboat (rowed)1 mile10 miles
Rowboat (rowed)1½ miles15 miles
Sailing ship (sailed)2 miles48 miles
Warship (sailed and rowed)2½ miles60 miles
Longship (sailed and rowed)3 miles72 miles
Galley (rowed and sailed)4 miles96 miles

Special Types of Movement

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.


Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover several feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air several feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

Traveling in Darkness

Unless you can see where you are going, getting anywhere will be difficult.  There are several different types of sight that will allow you to move at normal speed, but unless you can see your movement will be impacted.

Blindsight: You will be able to move up to the distance of your Blindsight and not incur any penalties.  Any attempt to move at full speed, you must make an Acrobatics or Dexterity save that has a DC of 10 + 2 for every five feet moved.

Darkvision: While total darkness is still dim light, moving around is not that difficult and you are able to move at your full speed without any difficulties.

Normal Vision: You speed is limited to ten feet per round and any attempt to move faster requires an Acrobatics or Dexterity check with a DC of 15 + 2 for every five feet moved.

Tremorsense: Much like Blindsense, this ability allows you to see where you cannot see.  You can move up to the distance of your Tremorsense senses without a problem.

Truesight: There is no darkness that can stop you.  You can move normally without any issues.

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.  There are also a lot more details in Chapter 8 of the Player’s Handbook.

Vision and Light

The most fundamental tasks of adventuring-noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few- rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hinderance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area – such as darkness, opaque fog, or dense foliage – blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright light: lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim light: also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness: creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights). within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Blindsight: A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, sue h as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. Note that the range of blindsight is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Darkvision: Many creatures in the worlds of Dungeons and Dragons, especially those that dwell underground. have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. Note that the range of darkvision is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Truesight: A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions, and succeed on saving throws against them, and perceives the original form of a shape changer or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. Note that the range of truesight is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Additional Vision Clarification

One of the common traits of the titular dungeons in Dungeons & Dragons is that they tend to be dark. In Fifth Edition, many races and classes give features that allow players to see such conditions, such as Darkvision, but this trait is not infallible. It has drawbacks and limitations that many players and Dungeon Master’s are not aware of.

When it comes to exploration in various types of lighting, many things need to be considered, including the nature of darkness, distances, and obscurement. Bearing these in mind is important for any player or DM to preserve D&D’s mood and balance. It should be noted that the rules of vision are based upon obscurement. While there are three kinds of lighting, including bright, dim and darkness, it is obscurement that governs them. This is where having or lacking Darkvision comes into play.

For characters without Darkvision, darkness is considered heavily obscured, meaning they cannot see in it at all. Perception checks that rely on sight automatically fail. Dim light, including candles and starlight, is lightly obscured. Creatures without Darkvision can see in it, but it is difficult. This means Perception checks that rely on sight have disadvantage. This applies to Passive Perception as well, which grants a -5 to the value when the player would have disadvantage. Lastly, bright light grants full vision. It does not count as having any obscurement at all. However, if the light is from direct sunlight, characters with Sunlight Sensitivity are penalized.

As for characters with Darkvision, the obscurement is moved down a stage based on their distance of vision. For example, a character with a Darkvision of 60 feet treats darkness within that range as dim light, and dim light is treated as bright light. However, outside of that range, darkness is still heavily obscured. In it, the character is still unable to see. What’s more, a creature with Darkvision still has disadvantage on Perception checks in darkness.

It should also be noted that this only pertains to obscurement from sources of light. Darkvision does nothing to protect from other effects of obscurement. For example, the Fog Cloud spell creates an area that is heavily obscured; creatures cannot see inside of it or through it at all. Because Fog Cloud is not a spell that solely affects lighting, Darkvision provides no benefits to sight inside of the area.

Another important distinction to make is the difference between magical darkness and non-magical darkness. The Darkness spell inhibits Darkvision within its area. This spell is notoriously dangerous because even the caster is unable to see within its range. What’s more, it consumes forms of non-magical light, so lighting a torch does nothing to help.

The only way a character can see within the Darkness spell is by using a spell that is third level or higher to create light or the Warlock Invocation Devil’s Sight. This Invocation is very different from Darkvision. Primarily, Devil’s Sight allows the user to see in darkness (including magic darkness) normally, as if it were bright light. What’s more, Darkvision removes a player’s ability to see things in color while in darkness; Devil’s Sight has no such caveat.

Vision, however, interacts differently with invisibility. Creatures with the Invisible condition can hide anywhere, as they are considered heavily obscured for that purpose. However, they still must use the Hide action to benefit from this ability. Note that this doesn’t help against creatures with vision that doesn’t rely on sight, such as Blindvision. Otherwise, they must use their sense of hearing or watch for any traces left by the creature, like footprints in the snow or ripples in shallow water.

If an Invisible creature is not hiding, however, they can be detected. Creatures who try to attack them have disadvantage, and an Invisible creature has advantage on their attacks. However, the best use of invisibility is to Hide to prevent from being targeted. While D&D’s vision system is a little complex, using it properly can really elevate the immersion the game. After all, the only thing scarier than a dungeon is a dungeon cloaked in darkness’ embrace.

Note that in all cases the range of any special vision type is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.


Normal Vision Table

SightConditionPerception EffectAttack Effect
NormalBright LightNoneNone
NormalDim LightDisadvantagedNone
NormalDarknessAutomatic FailureDisadvantage

Darkvision within Range Table

SightConditionPerception EffectAttack Effect
DarkvisionBright LightNoneNone
DarkvisionDim LightNoneNone

Darkvision Outside of Range Table

SightConditionPerception EffectAttack Effect
DarkvisionBright LightNoneNone
DarkvisionDim LightDisadvantageNone
DarkvisionDarknessAutomatic FailureDisadvantage


Darkness – Darkness creates a heavily obscured area. Night, even most moonlit nights, are considered to cast full darkness as do any areas with a lack of bright light sources.

Dim Light – Dim light creates a lightly obscured area. This is often used to describe the hazy area between bright light (as caused by a torch or other light source) and darkness. Twilight, dawn, and even the light of a full moon are all considered dim light.

Bright Light – Most creatures can see normally in bright light. This is a well-lit room, a sunny day, the area closest to a light source, etc.

Heavily Obscured – Darkness, as well as things such as thick fog or dense foliage, cause an area to be heavily obscured. In these areas, creatures suffer from the blinded condition.

Lightly Obscured – Areas that are lightly obscured cause a creature to have disadvantage on perception checks that require sight.

Blinded – A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls.

Passive Perception – If a creature has disadvantage on perception checks, that creature takes a -5 penalty to their passive perception score. (We’ll discuss passive perception and how it relates to darkness but check out our full article for more info.)

Magical Darkness – Magical darkness is any darkness created by a spell or other magical effect.

Social Interaction

Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world.

Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it will spare your life. The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).

In general terms, an NPC’s altitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.

Social interactions have two primary aspects: roleplaying and ability checks.


Roleplaying is literally the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.

Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.

There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.

Descriptive Approach to Roleplaying

With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.

For instance:

 Chris plays Tordek the dwarf. Tordek has a quick temper and blames the elves of the Cloakwood for his family’s misfortune. At a tavern. an obnoxious elf minstrel sits at Tordek’s table and tries to strike up a conversation with the dwarf.

Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and glares at the minstrel before ordering another drink.”

In this example, Chris has conveyed Tordek’s mood and given the DM a clear idea of his character’s altitude and actions.

When using descriptive roleplaying, keep the following things in mind:

  • Describe your character’s emotions and altitude. Focus on your character’s intent and how others might perceive it.
  • Provide as much embellishment as you feel comfortable with.
  • Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind.

Active Approach to Roleplaying

If descriptive roleplaying tells your DM and your fellow players what your character thinks and does, active roleplaying shows them.

When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.

Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying:

For example:

Speaking as Tordek, Chris says in a gruff, deep voice, “I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, I’d snap your arm and enjoy your screams.” In his normal voice, Chris then adds, “I get up, glare at the elf, and head to the bar.”

Results of Roleplaying

The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery.

When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue, and personality. Vou might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.

Interactions in Dungeons and Dragons are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will fall short.

Monster Harvesting

The act of removing useful body parts from a creature is referred to as harvesting.

Anything that can be harvested from a creature is referred to as a harvesting material or simply material. In general, only creatures that have died may be harvested, but there may be some exceptions based on context.


Before a player begins hacking and butchering their hunt, they may instead choose to take a moment first and appraise the creature to be harvested. To do this, they must spend 1 minute examining the creature to be harvested and then roll an Intelligence check, adding their proficiency bonus if they are proficient in the skill corresponding to that creature (see table below).

For example:

Appraising a Beholder (which is an aberrant), the check would be an Intelligence (Arcana) check, while appraising an Ogre (which is a giant) would require an Intelligence (Medicine) check.

The DC of the check is equal to 8 + the Harvested Creature’s CR (treating any CR less than 1 as 0). Success on this check grants the player full knowledge of any useful harvesting materials on the creature, the DC requirement to harvest those materials, any special requirements to harvest them, and any potential risks in doing so. In addition, any harvesting check made on that creature by that player is rolled at advantage. A character may only attempt one appraisal check per creature.

Monster Type / Skill Check Table

Creature TypeSkill Check
BeastNature or Survival
DragonArcana or Nature
FiendArcana or Religion
UndeadArcana or Religion

Splitting Up the Responsibilities

Some party members may prefer to let one character handle the appraisal of materials, while another more dexterous character handles the actual harvesting. In this scenario, all benefits of appraising a creature are conferred to the player doing the harvesting, so long as the player that performed the appraising assists the harvesting player through the whole duration of the harvest.

This section details the steps associated with performing a harvest, and any factors that may influence it.


To harvest a creature, a character must make a Dexterity ability check using the same skill proficiency as listed in the above appraising table.

For example:

A character attempting a harvest check on an Aberrant would receive a bonus equal to their Dexterity modifier and their proficiency in Arcana (if they have any).

This check reflects a character’s ability to not only properly remove the intended item without damaging it, but it also involves any ancillary requirements of the harvest such as proper preservation and storage techniques.

Using other proficiencies:

If a player is harvesting a certain creature or harvesting a creature of a certain type of material, the DM may allow them to use a relevant tool proficiency rather than a skill proficiency.

For example, the DM may allow a player to add their proficiency with Tinker’s Tools to their attempt to harvest a mechanical golem or use their proficiency with leatherworking tools when attempting to harvest a creature for its hide. Alternatively, all creature type proficiencies may be replaced by proficiency with the harvesting kit.

Each individual item in a creature’s harvesting table is listed with a DC next to it. Any roll that a player makes that equals or exceeds this DC grants that player that item. Rewards are cumulative, and a player receives every item with a DC equal to or below their ability check result.

For example:

Rolling a total of 15 on a check to harvest an azer will reward the player with both “azer ash’, and “azer bronze skin”, but not a “spark of creation”. If they so wish, players may opt to not harvest a material even if they have met the DC threshold to harvest it.

Only one harvesting attempt may be made on a creature. Failure to meet a certain item’s DC threshold assumes that the item was made unsalvageable due to the harvester’s incompetence.

For most creatures, the time it takes to harvest a material is counted in minutes and is equal to the DC of that material divided by 5. For huge creatures however, it is equal in DC of that material, while for gargantuan creatures, it is equal to the DC of that material multiplied by 2.

Violent Deaths

This guide assumes that most creatures you attempt to harvest died in direct combat and thus already accounts for the idea that you are harvesting creatures that are not in pristine condition. However, some deaths are more violent than others and can make harvesting useful materials either extremely difficult or downright impossible. Such examples include burning by fire, dissolving from acid, or being completely crushed under a pillar of stone. In these cases, raise the DC for harvesting any of that creature’s materials by 5. Alternatively, the DM may decide that well- orchestrated hunts result in a carcass that is prime for harvesting, such as creatures killed mostly through psychic damage, or those killed in one clean attack. In these cases, the DM should lower the DC for harvesting any of that creature’s materials by 5.

Furthermore, the DM may adjudicate whether some of a creature’s individual materials have been made useless due to effects imposed by them during their death. Examples may include blood being tainted from poisoning, or their pelt being worthless due to excessive slashing/piercing damage.


Many harvested goods will start to rot and decay. Below is a quick overview of how we determined expiration dates.

Item TypeDaysExplanation
Body Part2Flesh rots and decays quickly.
Body Part, Undead7Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
BonesBones take a very long time to decay.
FeathersFeathers take a very long time to decay.
Ears14Ears are predominantly tough cartilage (soft bone). The skin around the ear’s rots quickly, but the ear remains intact for some time after.
HairHair takes a very long time to decay.
Head3Like other flesh, it rots and decays quickly, but lasts slightly longer
Hides/Pelts10Hides/Pelts must be treated and soaks to retain its usefulness.
Liquid, Vial (i.e., Blood)7If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly.
Liquid, Vial (i.e., Slime)14Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
Poisons14Most poisons are viable for about 2 weeks. However, each poison is different. In additions, proficiency with a poisoner’s kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison’s usefulness)
Tattoos/Marks5Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
Wings7While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longer.


It is possible to harvest the meat of many creatures, although uncooked meat spoils quickly and often attract other predators. Some creature types have meat that is inedible (i.e., undead), while others carry some sort of stigma (cannibalism, distasteful, unholy). For example, eating a celestial may be considered a vile, unholy act; while eating a monstrosity may be considered disgusting and distasteful; and giants are too like most medium-sized humanoids and is often considered in line with cannibalism. Of course, while buying stigma associated meats is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find).

Creature TypeEdiblePossible StigmaSellable
AberrationN Inedible
CelestialYCannibalism, Holy CreatureN
ConstructN Inedible
ElementalN Inedible
FeyYCannibalism, WorshipedSome are inedible
FiendN Inedible
GiantYCannibalism, Disgusting CreatureN
Monstrosity*Disgusting CreatureN
OozeN Inedible
PlantN No meat
UndeadN Inedible

      * Some monstrosities have meat that is edible (DM Discretion)

The amount of meat is dependent on the beast’s size. The weight of a raw piece of meat is one pound heavier than a ration (one slab of meat, 3 lb. is needed to produce 1 dried ration, 2 lb.).

Beast SizeDCMeatWeightExpire
Tiny512 lb.1 day
Small51d43-12 lb.1 day
Medium51d63-18 lb.1 day
Large52d66-36 lb.1 day
Huge54d612-72 lb.1 day

Eating Meat: Cooked meat can be eaten safely. Cooking meat requires a campfire or oven. Eating raw meat requires a DC 10 Constitution Check. A successful check results in a filling meal. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).

Drying Meat: The meat can be dried using salt, spices, heat, and time.

Drying MethodTimeDCNotes
Oven6 hours5 
Smoke Hut2 days7Smoking must be maintained (can’t be left alone for days)
Sun16 hours15Must be in direct sunlight, in over 85°F. Set on a hot stone or hanging from a rack. Higher chance of spoiling.


A pint of ale is never very far away in the world of Faerun. A drink to accompany a fine meal a bit of liquid courage to head into battle, or a celebration after long and arduous journey. A great way for anyone to enjoy themselves, but alcohol itself is a double-edged sword It can make you feel invincible, but it can also make you think you’re seeing double, be careful when consuming for dangerous effects are never tar behind.


For many, alcohol can affect you differently that is where intoxication levels come into effect. Your characters intoxication level is equal to your constitution modifier plus your proficiency bonus and there are different stages to being drunk.


when the alcohol is flowing, and good times are being had by all you start to feel a tingle in your fingers. You gain the sense that you could do just about anything, you are tipsy.

“Tipsy” is when you are 1/4 of the way to being intoxicated rounded down. Therefore, at this stage you have advantage on a charisma-based skill checks and wisdom saves for being frightened At this stage you also gain disadvantage on ranged attacks


As the night continues so does your drinking. You’re having a fun night, why stop? Once you’ve reached 1/2 of your intoxication level you reached the point where you are drunk.

At this stage your speech is slurred, you’re seeing double, and your limbs are a little numb. If you are drunk, you gain five temporary hit points and maintain your advantage against fright. You lose your charisma-based advantage and gain disadvantage on ALL attack rolls and intelligence checks.


At this point in the night. you are one of the last people in the bar. You’ve ignored that voice in the back of your head saying you should stop and now you’re wasted.

When you are 3/4 of the way to full intoxication you are wasted. You gain another five temporary hit points and cannot be rightened or charmed, but you have disadvantage on all attack rolls and ability checks.


Now you have drank too much. You have past the point of no return. You may not be able to form coherent thoughts or even be able to say your own name. You have reached the Blackout stage.

This is the point where you have reached your intoxication level You are at disadvantage for any attack rolls, ability checks and saves aside from Constitution. At this point you must make a constitution save (D.C. equals 10 + 1/2 the number of drinks consumed) every hour or be rendered unconscious.

A Simple Drink

There are many types of drinks that one could imbibe, and those drinks have different levels of intoxication.

Drink Strength Table

½Watered Down

Racial Bonus

Dwarves, Half-Ores, and Goliaths have stronger constitutions than most. Therefore, their intoxication level is twice their Constitution modifier plus their proficiency bonus.


Insert cool intro here. I mean. it’s just a homebrew on lockpicking, what kind of intro does it need? It anything, I’ll just say I think it’s cooler than your usual Dexterity (thieves’ tools) single roll. but that’s just my opinion.

Study the Lock

When faced with some kind of mechanical lock, you can use your Action to Study the Lock. You handle, analyze, and test the lock looking for weak spots and trying to figure out the best plan of attack. Make an Intelligence (thieves’ tools) check against the DC of the lock. If you succeed, you find the mechanism’s weak spots and how to exploit them giving your future attempts at picking the lock advantage.

Additionally, if you take a subtle approach when unlocking the lock, the jam the lock result becomes minor setback and the break the lock result becomes jam the lock. It you fail, you don’t gain any additional information on the lock. Future attempts at studying the lock can only be made after a short rest.

Pick the Lock

You use your Action to try to, you know, pick the lock. You must choose a subtle or a non-subtle approach and then make a Dexterity (thieves’ tools) against the lock’s DC. Creatures without proficiency in thieves’ tools can’t opt for a subtle attempt and creatures using improvised tools make the check with disadvantage.

If you succeed on the check, the lock is picked and opens. If you fail by less than 5, the lock isn’t picked but nothing else happens. If you fail 5 or more, but less than 10, you jam the lock. If you fail by 10 or more, you break the lock on the spot. Hard to visualize? Here’s a handy-dandy table.

DC15 Lock Example Table

5 or lessBreak the lock
6 to 10Jam the lock
11-14Nothing happens
15 or moreLock opens

Break the Lock

The lock is broken and can’t be picked or used. Sorry, dude.

Jam the Lock

Your attempt at picking the lock caused something to break, catch, jam, or otherwise damage the mechanism momentarily. Future attempts at picking the lock have the DC cumulatively increased by five until the lock is successful picked or properly opened by its designed opening method of the lock’s DC is increased by 15, you break the lock.

Minor Setback

Same as jamming the lock except the DC is only increased by two.

Subtle Approach

You focus on decreasing your chances of leaving visible marks of you forced entry by using subtler, gentler, and less aggressive methods. Your attempts at picking the lock are hard to see to most people. If someone tries to analyze the lock looking for marks, they must make an Intelligence (Investigation) check against a DC equal to 10 plus your Dexterity (thieves’ tools) bonus. seeing nothing out of the ordinary on a failure and signs of your picking on a success.

Non-Subtle Approach

You just want to get the job done, no fuss, no subtlety. You use more aggressive methods and whatever tools your nave in your arsenal to open the lock, like using a piece of metal for leverage. creating dents on specific places to weaken the mechanism, etc., which leaves clearly perceivable marks on the lock or on the area it was placed. Any creature that looks at the lock can see that it was the target of a breaking and entering attempt.

Changing the DC

Some locks can be more susceptible to a specific type of approach. A rusty lock is considerably harder to pick using delicate tools and trying not to leave marks than it is to simply grab a hammer or plyers and try to make the mechanism unlock by force. At the same time, some locks might be too heavy or reinforced to be reasonably made to open without the use of small tools and delicate technique. For that reason, the DM might assign different DCs for the same lock based on what approach is taken. A successful study the lock check tells the character whether one of the approaches is easier than the other or it both have the

Magical Locks

If the lock has a magical component to it. the DM might allow the study the lock check to be an Intelligence (Arcana) check instead of the usual Intelligence (Thieves Tools) check.

Session VI, Prelude

10th of Mirtul of the year 1492

The group slowly awakened in their two rooms, mostly rested, except for Fogo who had been plagued by upsetting dreams and uncomfortableness all night.  It was noticeable enough for Avery, Fwoosh, and Sky to wonder if there were any issues that they should be concerned about. Fogo described his dreams about the earth and stone and believes that it points to the quarries as a possible source.  He did quote something he remembered from the dream.  He heard from a genteel and well-spoken voice say:

“The last war did not wipe the slate clean. You all shall be crushed by the earth, ground into stone, and I shall begin again.

Fwoosh was still concerned about his golden statue, and he felt like it was sucking things from him.  Something unknown, as it was consuming some of his essence. The action of handling it made Avery very uncomfortable, but not for any reason he could articulate, perhaps just fear of the unknown.  Concern about the statue was expressed by Fogo as well.

The other group strategized about their plans for the day and wanted to make sure that they visit the owner of the inn who is known to be a wizard.  Angelica spoke up about how both Imdarr and the constable should be trustworthy and that they should be planning on taking on the bandits soon.

It was at that point that everyone came together and went downstairs for some much-needed breakfast.  Sitting at a large table they all ordered some breakfast and.  All of them enjoyed the main room which were substantially cooler than their rooms, and especially the outside. Fogo related his dream from last night and requoted the voice he heard.  Vladimir described his dream of fire, and said that he too heard a voice:

“You cannot stop the flames. I shall burn all of you down and rule over the ashes of rebirth.”

They also discussed that disturbing dreams had also seemed to have plagued several of the people of Red Larch.  It was pointed out that the dreams were very elemental, perhaps even primordial. In the midst all this, Sky relayed that he too had a dream.  It was of a white fox named Deloris, the Harbinger of Death.  Sky was not sure about if there were any elemental links, but the giant berry he had been eating in the dream was very tasty.

Behind the bar was a short man sitting on a stool.  The party assumed it was Dhelosk Quelbeard, owner of the Blackbutter Inn, and a wizard.

Dhelosk Quelbeard

While the conversation was coming to an end at the table, Avery quietly went to the bar and hopped on a stool to converse with Dhelosk.  It was explained that the party has questions for Dhelosk, whereas Avery was interested in finding a teacher of the arcane arts.  It was implied that instructions might be available for the right price for Avery and his party members.

Vladimir led the party into considering what topics they should discuss and any subjects they should broach with Dhelosk.  The golden statue was brought up several times.  Fogo expressed interest in magic items and others in potions. It was also suggested that they ask him about the weather and any other odd occurrences in and around town.

As usual, the party then split into different groups.  Fogo, Angelica, Avery, ISAC, and Sky went out leaving Vladimir and Fwoosh stayed to speak to Dhelosk.

Vladimir attempted to make a copy of the symbols on the statue, when he realized that all the paper left the building with the other party members.  Attempting to develop a talking strategy Fwoosh and Vladimir concluded that after taking the statue out repeatedly, it was likely that Dhelosk had already seen it. So, they approached the bar.

It started with a little small talk that quickly led to asking about available magical wares that he might have available.  They were told that what he did have, would not be around long, and new stuff would arrive frequently.  Dhelosk expressed his interest in artifacts, old magic, anything that might be interesting for him to research.  Vladimir and Fwoosh were directed to the shrine for healing potions, and pointed to the local smith in town that could make very high-quality arms and armor.  Most of the things that Dhelosk had on hand were much too expensive for the party.

The old wizard was able to identify the unknown potion in their hands that was found in the Amphail Middens.  Something the Wererat had on his possession, it was a potion of cure lycanthropy.  He also explained more about Wererat society and their communal nature and that they do not allow new Wererats to exist unless they are a member of one of the clans.

When prompted for their questions, Vladimir asked about the odd weather and the old man replied:

“What has been going on is more primitive, more like ancient magic, something elemental.”

Dhelosk continued to explain that whatever is happening has been affecting magic in the area as well in odd ways.  Scrying is all but impossible around and in the Sumber Hills, and that most of it has been occurring within the last year.

It was then they brought out the golden statue.  Fwoosh explained a little more:

“It’s taking things from me. It’s warm.  It absorbs elements.”

Golden Statue

With a gesture and a request, they were brought into the back area.  A long hallway with several doors, probably leading to storage and the kitchen, but Dhelosk stopped at a blank wall.  With some sort of arcane gesture, it transformed into a doorway which led into a very large room, at least 50-feet wide and deep.  With the floors, walls, and ceiling all made of stone.  There were a few other exits.  This room should not be able to exist, it was outside of the confines of the walls of the inn.

The room was filled with a magical air with one wall covered in books and a comfortable chair and table nearby.  There were several tables for different arcane purposes.  It was very much a wizard’s research room. Once within the room, he led them to one of the tables and started examining the statue.  He fetched a book and looked over the symbols and seemed to be comparing them to what was within the book.

“It’s hiding itself. If those symbols are true, then it is at least two thousand years old. It’s from an ancient Drow civilization. These are elemental symbols from the old Drow magic.”

He then explained each of the symbols:


Dhelosk asked about purchasing said statue but was quickly shown that it was attached to Fwoosh and if brought more than ten feet away, it would automatically return to Fwoosh. He did not know what the top symbol represented and was not in any of the ancient Drow books he had.  When asked about the item being cursed, he replied that it might be, or that it might be trying to awaken, or using the “sucking” to power its magic.  It was very old and details could not be determined.

When Vladimir expressed his concern that they wondered if it was dangerous.  The reply gave them some feeling of comfort.

“He does not look worse for wear, if it is drawing something from him, he is not showing any symptoms of it.  He is not aging, not fatigued, not anything. It is hard to say it is cursed at this point because there is no impact.”

After some additional small talk, they departed the hidden room and then the inn heading to the shrine.

The other group of everyone else had wandered outside.  It was hot and humid.  It was much worse than yesterday.  The weather continued to bear down upon them.  There was not a breeze, or anything else to break the heat. They headed north to the Mellikho Stoneworks, hoping to find out more about the men in the stone masks.  Upon entry to the quarry, they were greeted by the banging of metal on stone with over a dozen men working with a middle-aged woman screaming instructions at them.

Albaeri Mellikho

With some conversation on how to approach the group, Avery and Angelica split off from the group to head to the bakery everyone had passed on the way here.  The rest went further into the quarry. The woman that had been yelling was not happy with the intrusion and when asked about any oddities, she derided them about anyone in stone masks.  She told them it was just her quarry miners being weak and not wanting to work at night.

When Fogo pushed, she told them about an old treasure in a cave in the hills near town.  She told them to go explore and adventure there and leave her alone.

Arriving at the bakery, the wonderful smells of fresh bread and pastries filled the air.  They were greeted by a rat looking man. The selection was amazing, and after purchasing, it all tasted great.  When asked about anything strange happening, they were told about the Tarnlar children that had been chased away by an old dwarf from Lance Rock claiming that there is plague there, and then about the Mhandyvver’s children having talked to a ghost somewhere in the hills.  Mangobarl dismissed both as just children’s fantasy and games they were playing.

Mangobarl Lorren

All three groups completed their various conversations and met in the street.  Agreeing to meet for lunch later, Fogo left the group and headed into Haeleeya’s while the rest headed to the shrine seeking healing potions and perhaps some penance.

In Haeleeya’s, the store was clearly some sort of bathhouse as well as a dress store.  The room was filled with the smells of flowers from the many that were situated in the room. Fogo met the proprietress and with a few shared hand signals they moved in closer and began talking in soft voices.

Haeleeya Hanadroum

She was happy to find someone from the Enclave in town and questioned him about what mission he might be on.  She expressed her concerned about the unnatural weather, the change of behavior of several members of Red Larch, men in masks wandering around, people having weird dreams, and that there were  nearby haunted locations.

“Lots of things happening at once, like the supernatural just woke up”.

When asked about what might important, she told him that the children have been seeing most of the things, mostly because the adults are working, and the kids’ stories just scoffed at.

Everyone else was at the shrine and Imdarr was readily available. He was quick to go straight to Angelica and start talking to her. The party impatient about asking about purchasing healing potions.  Because of Angelica belonging to the Order of the Gauntlet, they were given a higher-than-normal discount, and most of them bought a few except Vladimir, who bought five. Imdarr also explained a bit more about the size of the River Dessarin and the fact that there are even pirates on the river.  Angelica did ask about her sister and wrote up a letter for her sister to be delivered.

Imdarr Relvaunder

The group then reconvened at the Blackbutter Inn. Ordering food and drink from Delilia.

Delilia Quelbeard

Gwendolyn brought out the drinks quickly and mentioned that she knew that they had met with her boss. She did not have too much more to add and went back to her bar.

Gwendolyn Venelli

The party discussed what each group had found.  A lot of the discussion was around what was found out about the golden statue.  They kept talking about wanting to test the magical powers of the statue, all of which would be casting damaging spells toward Fwoosh and hope that he is protected by the statue.

 After lunch one group consisting of Angelica, Fogo, ISAC, and Avery went to the shrine and the remainder group of Vladimir, Fwoosh, and Sky went to the smithery.

The group at the shrine were looking for toolkits for some of the party members, but not much was available, but Imdarr suggested the group head to the market that was open on then end of every ten-day.  They then headed that direction.

The other set of party members arrived at Tantur’s Smithery.  They were greeted by the dinging of metal on metal.  The heat of the forge made the day even more miserable than it already was.  A muscular family was working the forges.  On display there were a mix of weapons and armor, several of which were some of the best they had seen before.  The smith’s wife came out and after giving them some of the prices, the group was in shock for some time.  All the higher quality items were way out of their price range.

Eldras Tantur

Fwoosh seemed to have taken something from the conversations with the Laefra that triggered him.  With a few rude words he departed the smithery with Vladimir. When questioned about his attitude, Fwoosh revealed more about his history in Waterdeep and about how he had been kidnapped and forced to perform in front of nobles like circus freaks.

Both groups came together as they were all heading to the market.  It was an interesting mix of vendors having anything from used weapons, fresh fruits and meats, junk, and finally pickles. Oh, those pickles.  While shopping, the group heard some loud and raucous laughter coming from a large half-orc.  He seemed to be manning a booth selling pickles.


ISAC was looking for someone to purchase used weapons, and there was a booth for Ironhead Arms run by another half-orc.  Nothing was new, most were in mediocre condition, but he was willing to purchase and weapons and armor without too many questions.  What was most interesting was a set of axes he had on display.  While not the best of ironmongering, they were in fine condition.  Battle axes, great axes, and some others less important ones.  It was these that got Vladimir’s attention and to some extent horror, as they brought up his memories of the Iceshield Orcs from his past.  It seems that these axes, were from these same Iceshield Orcs.

Feng Ironhead

It seems that the Iceshield Orcs are in the valley, mostly to the east of the Sumber Hills.  They like to raid the farms and steal from where they can. For a final stop, the party went to visit the pickle stand.  The vendor was a very happy and friendly half-orc.  He did not really pay attention to his sales very much, and he seemed to be much more interested in just having fun and talking with people.  He offered dill, sweet, jalapeño pickles, and his extra special pickles.

Peppers with the Extra Special Pickles

While they were all chatting, Sky witnessed someone sneaking by and steal some of the pickles.  When confronted the thief tossed the pickles at Sky and ran off.  When asked about it, Grund claimed it was okay since it was just his friends that were playing pranks on him. Several members of the party bought pickles and when asked about his name:

“My name is Grund.  My mother gave me that name.  That was the sound that she made when she gave birth to me.”

It was at that point that Sky decided to sample one of the extra special pickles.  It went in easy enough, but it did not take long before Sky was writhing in pain on the ground with foam coming out of his mouth.  ISAC had to carry Sky back to the Blackbutter Inn.  As they walked back, everyone was reminded at how awful the weather was.  It was hotter than before, and the air was not moving at all.  The stillness was as bothersome as the heat. ISAC went to the room to retire early while Sky went to the outhouse where he had his own personal religious experience while the extra special pickles had worked their way out.  Fogo and Avery made their way to Helm at Highsun leaving behind Vladimir and Fwoosh at the Inn.

Fogo and Avery were on the hunt for some of the miners from the quarry.  While the Helm was busy and full, they were able to find a set of four that they recognized.  Avery headed to the bar to watch, and Fogo went to visit the miners. At the bar, Avery continued his delving into different ales. The bartender was a slender gentile looking man.  Avery was more concerned about watching the action with Fogo than a conversation with the bartender.

Garlen Harlathurl

With the miners, Fogo offered up some ale in exchange for a conversation.  When asking about the rumors of men in stone masks, the miners explained after a drink or two that they were concerned about their boss, and that she was upset from the visit earlier in the day.  She was always angry but seemed more angry than normal from that visit.  They did not know what had been discussed with her, but she was not happy at all.  They then told Fogo that the men with stone masks started showing up around a month ago.  They would be there at sunset and chase the miners around, there was magic and just general scary things.  Why would the miners be willing to work with that?  Their boss seems to be upset when people ask about it.

“Strange looking masks, stone masks. Chasing us around.  Are they bandits? Are they ghosts? It’s just scary.”

At the Blackbutter Inn, Vladimir started off with a couple of bottles of strong alcohol, very strong alcohol.  Fwoosh watched in amazement as his friend was quickly finishing off the bottles.  Fwoosh tried to pry information out, and Vladimir explained about his past as a soldier and that a devastating ambush had killed most of his friends and had been conducted by the Iceshield Orcs. It had a profound impact on him.

Once the two from the Helm got back, they could see the poor condition that Vladimir was in, everyone there decided to bring him up to his room and head to bed.  Angelica was able to drag and or carry Sky up to his room where Sky was a bit delirious and walking funny from his experience.

Eventually the group was able to settle somewhat in the rooms and went to bed for the night.

11th of Mirtul of the year 1492

In the morning everyone was feeling well except Vladimir who had an excruciating headache and Sky who kept a hold of his buttocks to ensure nothing was leaking. ISAC approached Dhelosk for some sort of elixir to help the boys in pain. Creating a mixture of different colored liquids and some sort of pill, the smoking drink was delivered.  Once quaffed, both boys in pain felt a lot better.

After a hearty breakfast, the party got on the road south.  Searching for several miles for any possible trail they spent the entire day finding not very much except old hunting and creature trails, but nothing recent, nor anything that led them to believe that they found any bandit tracks. After almost a week of camping with Otis and his sons, the group was proficient in setting up camp, however it seems that Fogo might have been watching George a little too closely and the meal he cooked was just as poor as most of George’s were.  Once the meal was completed, they started their normal watch rotations with a small campfire being left lit.

It was very quiet as the watches went by until the second watch which was Vladimir and Fwoosh.  Neither noticed the gentle vibrations in the ground.  The dirt erupted around Avery as a large insect rose and grabbed him.  It just as quickly dove back into the hole it had come from.


It quickly became a mass of confusion as the players started jumping into the hole to save Avery followed by the other characters as they awakened and followed into the hole.  They were able to catch up before it ran off with its Avery dinner. The battle did not last long, but they discovered that the first hit upon it made it spew acid from the wound, that it was able to attack with both claws and a bite, and when riled up would also spit acid in a 30-foot stream at them.

There was a lot of yelling, dodging, and bravery, and they were able to kill it without too much difficulty.  However, to their horror, they discovered that upon its death, it exploded into a spray of acid in a 30-foot radius which was able to cover almost the entire party.  Still, they all survived.

And that is where the session ended.

Campaign Notes

It was an interesting day in Red Larch.  The group got to experience different tastes, experiences, and the smells that went along with them.  They finally started hunting down the bandits moving down Cairn Road working their way along the south side of the road first and planning on covering the north side on their way back. Who knows what they will be encountering. Well, someone does and he is not telling them.

Mystryl/Mystra/Mystra (Midnight)


  • 1st Incarnation: The Lady of Mysteries, The Mother of All Magic, Mistress of Magic, Our Lady of Spells, The Mother of Mystery, Lady Magic, Lady of Magic, Lady of Might, One True Spell, Goddess of Magic, Derogatory: The Whore, The Harlot
  • 2nd Incarnation: The Lady of Mysteries, Lady of Mystery, Our Lady of Spells, The Mother of All Magic, The Muse, The Hidden One, Controller of the Weave
  • 3rd Incarnation: The Lady of Mysteries, The Mother of All Magic, The Lost Goddess

Portfolio: Magic, spells, the Weave

Domain: Arcana, Good, Illusion, Knowledge, Magic, Rune, Spell

Worshipers: Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellcasters, spellfire channelers, wizards

First Incarnation (Mystryl)

Mystryl (pronounced: /ˈmɪstrɪl/ MISS-trih), the Lady of Mysteries, was a greater deity and the first incarnation of the goddess of magic. Later incarnations of the goddess were named “Mystra”. Mystryl was most notably known as the being who embodied the Weave, the primary source of magic in the cosmos. She supplied and regulated magical energy to all, making possible spells and magical effects. But her portfolio also included knowledge and energy, invention and creativity, song, time, and the season of spring.


Mystryl manifested herself in many ways through many conduits, but her followers usually described her as a beautiful human woman with intense blue eyes that wore gracefully refined blue-white robes of fine, thick silk. Her skin glowed and her hair was every color of the rainbow.


When being mysterious, she was depicted as a swarm of rainbow-colored will-o’-wisps in the vague shape of a humanoid female, but usually a subtle manifestation was all that was necessary: her trademark blue-white aura pulsing on the person, place, or thing she wished to illuminate. Occasionally this aura would coalesce into a point of light that she used to lead her faithful in a particular direction, write a message, or even cast spells.

Mystryl’s followers and those who used magic for good or ill were sometimes made aware of her approval or disapproval by a gift, a message, or aid in some form. Gifts were often blue or clear gemstones (perhaps containing an agathinon), multicolored tourmalines, beljurils, shieldstones, or a rogue stone. Messages, aid, or warnings were usually delivered in the form of small, translucent, magical creatures or normal creatures such as blue jays; sparrowhawks; pseudodragons; white cats; dogs; beasts of burden (horses, mules, donkeys); unicorns; pegasi; selkies; and mephits from the Quasi-Elemental Plane of Radiance. For more exigent circumstances, the goddess might send hollyphants; gem or metallic dragons; guardinals of any kind; incarnations of hope, faith, or courage; einheriar; light aasimons; devas; or a dreaded marut. All Mystryl’s incarnations, messengers, and servants had blue or mismatched eyes.


Mystryl had a mercurial personality that reflected her chaotic nature. She could be coldly serious one moment and laughingly boisterously the next. She could be blushingly innocent or sagely wise, blithely unfocused, or relentlessly dedicated, but in all her capriciousness she tried to do what she thought best for the Weave and practice of the Art in Toril. If she had a flaw, it was that at times she seemed naïve and too trusting.


Being the embodiment and consciousness of the Weave, Mystryl could wield magic like no other being. She had no practical limitations on how many spells she could cast, how powerful they were, how often she could cast them, or what form they could take. Unless she willed otherwise, she was immune to all spells except those that bypassed her control of the Weave and drew on the raw magic from which the Weave was woven. She could withhold magic from any entity, making spellcasting impossible, and even prevent them from using magical items if she so desired. She could block other deities from accessing the Weave, but she could not prevent them from granting spells to their priests through prayer.


One of the aspects of her portfolio that Mystryl paid particular attention to was time and the continuity of the timeline. To prevent abuse of time travel, she created the time conduit spell and made its restrictions binding on all other attempts at traveling back in time. She was aware of anyone attempting time travel and caused all research into circumventing her rules to lead back to her time conduit spell as the only solution. Her awareness even extended to other planes of existence, preventing reentry to the Prime Material Plane for those that attempted anachronistic mischief.


Mystryl distrusted Shar, who was one of her progenitors, because Shar constantly sought to usurp her power and role. She regarded her other progenitor, Selûne, as overly maternal and sometimes acted contrary to her motherly advice. Mystryl was an eternal enemy of both Kozah and Moander, whom she saw as trying to corrupt or destroy all that she and her worshipers sought to build and accomplish.


Mystryl’s relationship with her worshipers and followers was open and welcoming to members of all alignments. Most of her venerators were human, but all seekers of arcane lore were accepted.


Legend has it that at the dawn of time Lord Ao created the universe, and out of the early chaos came twin deities: Shar of the darkness and Selûne of the light. Together, these two beings created the spheres in the firmament, one of which was the world of Abeir-Toril and its spirit, Chauntea. Chauntea desired new and more abundant life for her world and asked the sisters for light and warmth to nurture it. In this, the two beings could not agree. Selûne eventually acted on her own and gave Toril a sun, which Shar immediately sought to put out, thus beginning the battle between light and darkness that raged for eons.

At some point the Dark Goddess got the upper hand and doused many of Selûne’s motes of light. In a desperate move, Selûne tore a piece of magical essence from herself and hurled it at her sister. When it hit, Shar also lost a portion of her essence and was cast into the void for centuries. From the blending of dark and light energies, Mystryl was born as a being of pure magic inextricably tied to the Weave. Both twins were diminished as a result, with the Moonmaiden’s wound being graver. However, Mystryl was ideologically closer to Selûne, and being created from both light and darkness, Mystryl (and later goddesses of magic) acted as a balancing force between Selûne and the Lady of Loss.

In −339 DR (3520 in Netherese reckoning), the Netherese archwizard Karsus took it upon himself to defeat the phaerimm that were threatening the Netherese empire. He had spent years researching Karsus’s avatar, the only 12th-level spell ever created, which was designed to temporarily rob a deity of their power and grant it instead to the spellcaster. Karsus chose to rob Mystryl, and when her godly essence poured into him his mind and body were overwhelmed and he found that he was incapable of wielding such power. Mystryl’s hold on the Weave was weakened and it began to unravel. Magical effects doubled in power briefly, then became wild and chaotic. To save the Weave from permanent damage Mystryl chose to sacrifice herself, which broke Karsus’s connection, killing him, and stopped all magic for a short time. In the time it took for the mother of All Magic to reincarnate herself, most of the floating cities of Netheril crashed to the ground.

When the goddess of magic was reborn—this time as Mystra—she used as a vessel a beautiful peasant girl who was just learning cantrips but who had the capability of one day becoming an archwizard. She immediately took control of the Weave and magic returned to Toril. In the aftermath of the Fall of Netheril, the new goddess took a much more lawful view of magic use and laid down some rules, including a decree that the most powerful of spells would fail utterly.

Rumors and Legends

  • It was believed that the newly reincarnated goddess either destroyed Karsus’s notes on his ultimate spell or sent them flying off to the far corners of the multiverse.
  • Ancient Mystrylan tomes spoke of three-time gates—permanent edifices that were imbued with the time conduit spell. One was believed to be buried in a cave in the Spine of the World; another was atop Misken’s Peak north of Novularond, which was sheared off by the Great Glacier ages ago; the last was on Andrus Peak near the city of Cedarsproke in the Vilhon Reach, which has seen many volcanic eruptions over the centuries.

Second Incarnation (Mystra)

Mystra (pronounced: /ˈmɪstrɑː/ MISS-trah) was a greater goddess of the Faerûnian pantheon and the second incarnation of the goddess of magic after her predecessor Mystryl sacrificed herself to protect the Weave from Karsus’s Folly. The Mother of all Magic was destroyed by Helm when she defied the will of Ao the overgod and attempted to leave the Prime Material Plane during the Time of Troubles. At the conclusion of the Godswar, Ao offered the position of Goddess of Magic to the wizard Midnight, who reluctantly accepted and took Mystra’s name to smooth the transition after so much chaos.

I am Mystra. I am the Lady of Might and the Mistress of Magic! I am Power Incarnate! Wherever magic is worked, there am I – from the cold poles of Toril to its hottest jungles, whatever the hand or claw or will that work the sorcery! Behold me and fear me! Yet behold me and love me–as all who deal with me in honesty do. This world is my domain. I am magic, mightiest among all those men worship. I am the One True Spell at the heart of all spells. There is no other.

— The Mother of All Magic to young Elminster Aumar


The only known description of the mortal that became Mystra was of a “beautiful peasant girl” who was just beginning her studies of the Art.

As a goddess, Mystra could shape change at will and mortals who saw her reported she changed constantly. Others described her appearing in a form resembling a multicolored will-o’-wisp. When Mystra revealed herself to Midnight just before the gods were forced to walk the land of Toril, she was at first just a dark figure surrounded by an aura of blue-white light. As she created the pendant that held some of her power, the glow revealed the face of a “beautiful, willful young woman, with hints of a long-borne pain.” Mystra’s avatar at the time was a slim, young girl named Caitlan Moonsong who had a graceful bearing, large, dark eyes, and short-cropped blond hair. Caitlan went barefoot and wore plain ankle-length robes of a dark hue. When possessed by Mystra, she appeared taller, and her hair moved as if it were alive.


This incarnation of the mother of All Magic was quite the opposite of her predecessor, Mystryl. Whereas Mystryl was quixotic and quick to change, Mystra was said to be a manifestation of the Cosmic Balance—maintaining order in the world of magic by correcting great inequalities if things went askew. Indeed, in the wake of the Fall of Netheril, one of her first acts as the Lady of Spells was to ban the use of all magic greater than ninth level. Among sages and historians this was known as Mystra’s Ban. She was not as concerned with the ethics of Good versus Evil if the laws of magic were upheld.

Early in Mystra’s tenure, she chose a champion, called the Magister, to wander the Realms, applying the Art as he or she saw fit, choosing enemies that would bring glory to the title. She fully expected that her representative would be challenged and eventually defeated by other mages, only to be replaced by another spellcaster worthy of the office. It was her belief that in this way the Art would be strengthened and improved through conflict and adversity.

Toward the end of her reign as the keeper of the Weave, she had grown tired and bitter, fed up with the schemes, maneuverings, and blatant attacks that her preeminent position attracted from every power-hungry being, sycophant, and fawning parasite, for century after century. Her pride in her status, and the kindness and respect she received from those that aided or worshiped her for other than magical gain, kept her hopes alive.


The Lady of Spells could cast any spell ever known at maximum level, one offensive and one defensive spell per minute. The only exceptions to this were if she cast wish, time stop, alter reality, or gate, which required enough concentration that no other spell could be cast in combination. She could shape change at will and could grant other creatures spell knowledge by touching them. She controlled and provided the Weave, allowing (relatively) safe access to the power of raw magic to mortal spellcasters and magical craftsmen.


Mystra kept watch over magical research and regulated the advancement and dissemination of magical knowledge throughout the mortal world.


The first Magister was Azuth, a powerful and brash young wizard who found joy and beauty in works of Art. Eventually, she sponsored him to godhood to serve her and he became a demipower, the Patron of Wizards, passing the mantle of Magister on to his successor. Another strong wizard, this one efficient and methodical, caught Mystra’s eye and she also sponsored Savras the All-Seeing to godhood. Azuth and Savras both sought the favor of Mystra (some say romantically as well) and the two fought for many years, both gaining in power, becoming lesser deities in the process. Eventually, Azuth defeated Savras, reducing him back to demigod status and imprisoning him in a jewel-encrusted staff, the Scepter of Savras. Azuth grew to be Mystra’s friend and adviser and they had great affection for each other.

The Lady of Mysteries was known to work with Oghma and his cadre (Gond, Milil, and Deneir), although she had some sort of rivalry with Gond. Bane attempted to wrest power from Mystra at some point and he captured and tortured her avatar during the Godswar. Talos was another deity that did not get along with Mystra.

In the 8th century of Dale Reckoning, Mystra possessed a powerful sorceress named Elué, and in seven years she had seven daughters known collectively as the Seven Sisters. As a result of Mystra’s presence at conception and birth, all seven daughters were strong immortal spellcasters. They each served Mystra in their own unique way. Outside of Realmspace, Mystra was an ally of Wee Jas from Oerth.

Mystra’s Chosen

Mystra also had powerful unaging servants among her ranks of followers, including Elminster, Khelben Arunsun, the Seven Sisters, and the necromancer Sammaster.

The Church

All manner of spellcasters (clerics, crusaders, druids, monks, paladins, rangers, shamans, and wizards) were included in the hierarchy of Mystra’s church. Wizards who primarily followed Azuth or other deities would usually show some devotion to Mystra as well.


Moments after the Fall of Netheril, a peasant girl with rudimentary magical training but an aptitude for spells became the new Goddess of Magic and managed to catch three of Netheril’s floating cities as they plummeted, bringing them to rest on the ground and saving thousands of her people. Being of a more lawful disposition than her predecessor, she laid down new rules for all spellcasters, banning spells above 10th level, limiting who had access to magic, limiting how many spells of each level could be held in the mind, increasing the time it took to cast spells, and forcing long periods of memorization or prayer each day to replace spells cast previously. Arcanists no longer had to specialize in a form of magic but could generalize. This eventually led to arcanists being called wizards.

Little is known of the acts of the Lady of Mysteries except through the words and works of her church and her Chosen. Her known deeds are:

  • She established the title of Magister to be granted to one master of the Art at a time and let them do as they willed for good or ill.
  • She sponsored Azuth and Savras to godhood, asking them to help her govern her rather deep and vital portfolio.
  • In 240 DR, she made Elminster Aumar one of her Chosen.
  • In 292 DR, Aloevan of Ardeep became a Chosen of both Mystra and Sehanine Moonbow
  • In 464 DR, Mystra rewarded the self-sacrifice of a wandering wizard tutored in Myth Drannor by rescuing him from death and making him the Nameless Chosen, later known as Khelben “Blackstaff” Arunsun.
  • In 761 DR, Mystra schemed to create the Seven Sisters by possessing their sorceress mother Elué. All seven grew to be powerful in their own ways and became her Chosen.
  • In 851 DR, Sammaster the necromancer accepted the offer to become a Chosen of Mystra.
  • The House of Wonder in Waterdeep was dedicated to Mystra in 1215 DR.
  • In 1358 DR, in the last hour before the gods were banished to walk the land as mortals, Mystra entrusted Midnight with a portion of her power in the form of a pendant and asked her to keep it safe for a time.

As the centuries passed, Mystra grew tired of the ceaseless grasping for power through pleading, flattery, or treachery. She and her portfolio were the target of gods and mortals alike and that took its toll on the mother of All Magic. Being thrown down to Toril with all the other gods and then being captured and tortured by Bane was apparently the last straw; Mystra sought dissolution. After securing a portion of her power with Midnight, Mystra disappeared. Days later, Caitlan Moonsong pleaded to a group of adventurers (Adon, the mortal Kelemvor Lyonsbane, and the mortal Cyric) to rescue her mistress from imprisonment in Castle Kilgrave in northern Cormyr. Midnight accompanied the band of heroes on the rescue mission and with her help they succeeded in freeing Mystra from the clutches of Bane.

Immediately upon being freed, Mystra possessed Caitlan as her avatar and retrieved the pendant from Midnight, regaining much of her power. She then opened a gate to the Ethereal Plane and took the group to the Celestial Stairway, which was guarded by Helm. Mystra argued with Helm saying she had nothing to do with the theft of the Tablets of Fate and to let her pass so that she might speak to Lord Ao and regain her rightful place as keeper of the Weave. Helm steadfastly refused to let her pass and gave her fair warning.

Furious, she attacked him with bolts and beams of energy, fire and ice, mystic blades and magical hammers, and dread creatures with fangs and claws, coils and maws, wings, and tentacles. Helm held firm, absorbing, or brushing off each of her assaults. Weeping blue-flame tears of anger and frustration, she grappled with Helm and fire leaped from her mouth. Helm held her off with one hand and raised his visor. As their gaze met, Mystra let out a terrible scream heard across the Realms as she saw her doom written in his face. Helm drew back and punched his gauntleted fist through her chest and Caitlan’s body exploded in a blindingly hot flash of devastating power.

When the heroes regained their sight, they were standing on a circular stone foundation; all that was left of Castle Kilgrave. The landscape around them was charred and blasted for a half-mile (800 meters) in every direction. Helm had lowered his visor and stood in the mouth of the gate. He admonished the group to seek out the Tablets of Fate with more wisdom than the former goddess. He then vanished through the gate as it closed behind him. Midnight looked down to find Mystra’s pendant lying at her feet.

Rumors and Legends

  • Those who thought Mystra was eternal said that she gave the races of the Prime Material Plane the first lessons that unlocked the secrets of magic. Those with a wry wit said she regretted this ever afterward.
  • It was a widely held belief among practitioners of magic that Mystra adjudicated success in magical experimentation to create new potions, spells, and magical items, and with good reason.
  • It was believed that the newly reincarnated goddess either destroyed Karsus’s notes on his ultimate spell or sent them flying off to the far corners of the multiverse.

Third Incarnation (Midnight)

Mystra (pronounced: /ˈmɪstrɑː/ MISS-trah), formerly known as Midnight, was once a greater goddess who guided the magic that enveloped Toril and its surrounding space. The Mother of all Magic tended to the Weave constantly, making possible all the miracles and mysteries wrought by magic and users of magic. She was believed to be the embodiment of the Weave and of magic itself. Mystra’s symbol was a ring of seven stars surrounding a rising red mist, spiraling to the heavens.

You think that magic is a tool, like a hammer, something that you pick up when you need it, swing it around for a while, and put down again when you’re done with it. Not so. Magic is a living thing—part of the Lady of Mysteries, a deity to whom you only pay lip service. You can’t just grab onto her when you need magic, squeeze the power out of her, and discard her when you’re done. That sort of treatment comes back to you. There’s a reason why most old mages are obsessed or insane— Mystra punishes them for their lack of respect.

— Khelben Arunsun, a Lord Mage of Waterdeep


Mystra’s secret was that she was more powerful than any god, save for Lord Ao, but therein lay the secret. Roughly half of her power lay in her Chosen and in the lesser power Azuth, as planned by Ao so that Mystra did not rule all Realmspace. After the Second Sundering, being spread across the Weave on Toril made Mystra much harder to find, and even harder to target. As the Lady of Spells, she was the source for other gods’ spellcraft, making her normally immune to the direct effects of such spells, though not its after-effects.


Dracoliches such as Daurgothoth would become her targets only now they stepped beyond gathering magic (which she encouraged), and onto restricting it from others. Azuth and Mystra were likewise wary of Ioulaum and his attempts at controlling the Weave. They allowed him only minor successes, to keep him away from his more nefarious plans. Mystra and Azuth punished egregiously deceitful auctioneering of magical items, such as when an item was covertly exchanged for another or was not magical to begin with.

Divine Realm

Mystra ruled over the divine dominion of Dweomerheart. However, no mortal was aware that after the Second Sundering, Mystra abided within the Weave. In this way, she was ever-present & hidden across Toril, able to create other-dimensional spaces for mortals or servants seeking audience. Mystra’s failsafe ‘echoes’ resided in Azuth’s divine realm (also called Azuth), within a royal castle and surrounded by blue mists.


Mystra’s customary adviser was Azuth, and she was also served indirectly by Savras and Velsharoon. Other allies of hers included Selûne and Kelemvor, whom she knew as a man when she was a mortal. Mystra’s greatest enemies were Shar, who created the Shadow Weave to oppose Mystra’s Weave, and Cyric, who was a mortal along with Mystra and Kelemvor.


The church of Mystra preserved magical lore so that magic would continue and flourish in the future even if the dominant races of Faerûn were to fall. Its members also sought out those skilled in magic or who had the potential to use it, keeping a close eye on those who were likely to become skilled. Her clerics were encouraged to explore magical theory and create new spells and magic items. Sites dedicated to the goddess were enhanced by the Weave to allow any spell cast by her clerics while in them to be affected by metamagic. Mystra honored commitments to members of her predecessor’s clergy who’d joined the church before the Time of Troubles, preventing them from being forced to leave the clergy due to alignment differences.

Mystra’s Chosen

Mystra also had powerful mortal servants among her ranks of followers, including Elminster, Khelben Arunsun, and the Seven Sisters.


Before her ascension to godhood, the third Mystra was a woman named Midnight, who, along with several other individuals, including the future Kelemvor, played a large role during the Avatar Crisis, also known as the Time of Troubles.

Early Life

Midnight, born Ariel Manx in 1332 DR, was the second child of Theus Manx, a merchant, and his wife Paiyse. Midnight had an elder sibling named Rysanna who assumed the role of the family’s demure “princess” whenever wealthy suitors called. As a teenager, Midnight became familiar with the night’s populace of bards, thieves, sorcerers, and fighters and was eventually nicknamed “Midnight” by these friends, a name she immediately preferred to Ariel.

Midnight’s first taste of magic began with her tryst with the conjurer Tad, who set her on her path. She began to exhibit less interest in her hedonistic pursuits and more in the quest for magical knowledge and training, gradually becoming more obsessed with her magical quest. Eventually, Midnight moved out of the family home to seek her own path.

It was during this time that she fell into the worship of Mystra, whose attention Midnight attracted during her time of service in one of Mystra’s temples. From her 21st year on, Midnight began to feel a presence from time to time. She would feel her skin tingle coolly and began to feel that she was somehow being followed or observed. After such attentions, she always found that spells, which she had labored over for weeks, would suddenly work without any problem. Midnight soon suspected that she had been granted special attention by Mystra herself and believed that she was being groomed for the position of Magister.

Sunlar, high priest of the Deepingdale temple of Mystra, took Midnight under his supervision. It was during this time that Midnight’s knowledge of self-defense and magic improved leaps and bounds and Midnight spent a year in the temple at Deepingdale before she left. For the next three years Midnight devoted herself to Mystra’s worship and pursued every scrap of magic she could.


During the Time of Troubles, when the gods were cast down by Ao, Midnight joined with Kelemvor Lyonsbane, Cyric, and Adon in the search for the stolen Tablets of Fate. During this time, the previous Mystra was killed by the deity Helm for defying Ao’s command and trying to climb the Celestial Stairway back to the heavens. Her death caused great damage to the Weave, but eventually Ao selected Midnight to replace the destroyed Mystra, restoring the magic of Toril. Immediately prior to her ascension, Midnight killed Myrkul, the god of death, in a duel in the skies over the city of Waterdeep.


Midnight was not long the goddess of magic and in the Year of Blue Fire, 1385 DR, Cyric supposedly murdered her, at the behest and with the aid of Shar, who sought to obtain control over the Weave. The results of Midnight’s disappearance, however, were far worse than Shar had supposed it would be and the Spellplague soon followed, causing magic throughout the planes to go wild.

In the beginning, only Mystra’s temples knew that Cyric’s slaying of her had ushered in the Spellplague. Soon after, it became well known that she had sacrificed herself to save everyone.


In the Year of the Ageless One, 1479 DR, while recuperating in a cabin in the King’s Forest, Elminster felt Mystra’s presence calling to him. He found her much diminished, possessing the body of a bear that had guarded a cache of items Mystra’s still-mortal form had collected. She asked her most trusted servant to find new candidates to become Chosen and to recruit Cormyr’s War Wizards.

Only a few weeks later, having been restored to his full powers as a Chosen by absorbing the silver fire of the dying Symrustar Auglamyr and then that of the Simbul and Manshoon, Elminster returned to Mystra (in agony from absorbing too much of it) and returned much of it to the Lady of Mysteries, restoring much of her power and divinity. This event became known as Mystra’s Return. But it was not until 1487 DR that the goddess was whole again.

Church of Mystra     

The Church of Mystra, also known as the Church of Mysteries and by other names, was the primary religious organization dedicated to the worship and service of the goddess of magic, Mystra, or her successor, Mystra.

The church of Mystra is very powerful across Faerûn and includes many adherents among the populace. Were more wizards and sorcerers’ devout worshipers of the Lady of Mysteries, the faith would undoubtedly be the most powerful in all Faerûn. Mystra’s followers have lost a great deal of influence since the Time of Troubles when magic ran amok and caused great destruction. The deity’s actions over the past decade have only driven more worshipers, particularly evil wizards, and sorcerers, into the arms of Shar.

Mystran clergy work hard to preserve all magical lore so that magic can flourish in the future regardless of what befalls the thinking races of Faerûn or the powers of the planes. They maintain secret libraries, private safe holds, well-guarded research laboratories, and small, hidden stashes. Mystrans also search out beings skilled in spell use and keep watch on the power and behavior of individuals likely to become magic wielders of importance.

The clergy actively seek out sources of old magic, often from tombs, dangerous ruins—even liches. They consider it more crucial to know the precise location of artifacts and items of magical power than to possess them, but wherever possible, they work to wrest control of such things from the aggressively evil, the irresponsible, and the unsound of mind. While some of Mystra’s clerics follow the teachings of the older, lawful neutral incarnation of the deity, most have changed alignment in accordance with her current incarnation or have left the faith.

All clergy of Mystra are expected to devise their own new magic (whether it be spells or items) upon gaining sufficient experience. In this way, magical study remains a growing, vibrant thing, and magic is not merely seen as a handy tool for rulers and engineers to tame Faerûn but remains a thing of wonder. Mystra’s clerics usually multiclass as sorcerers or wizards.

All priests of Mystra can cause their own flesh—all of it, or specific areas, such as a hand—to glow at will with a soft, blue-white radiance as a boon from Mystra. This radiance, known as weaveglow, is enough to read by or to allow a priest to clearly see items and surroundings within 5 feet. Most Mystrans keep this sign of the favor of the goddess secret from nonbelievers. As something mysterious, it is more useful, allowing them, for example, to feign affliction or magical attack. Weaveglow is granted to priests after their initiation, which is often a Starflight ceremony.


The church of Mystra typically did not employ idols like statues of the goddess but had no commandments against it.


The church apparently sent out communiqués to its members with news of the opening of new temples and such. The church also found a duty to help folk driven insane by failed spellcasting. Many Mystran clergy wandered the land as itinerant clerics, seeking out and preserving old magic.

The church of Mystra preserved magical lore so that magic would continue and flourish in the future even if the dominant races of Faerûn were to fall. Its members also searched out those skilled in magic or who had the potential to use it, keeping a close eye on those who were likely to become skilled. Her clerics were encouraged to explore magical theory and create new spells and magic items. Sites dedicated to the goddess were enhanced by the Weave to allow any spell cast by her clerics while in them to be affected by metamagic.


From 1358 DR, the patriarch of the church was Adon, who had been the first priest of the new Mystra. Even itinerant clerics like Tunaster Dranik would remain in at least yearly contact with the church and be in good standing. They had superiors among the settled clergy at the temples.


The hierarchy of the Mystran faith is wide and varied, separating into orders concentrating on one form of magical energy or another. Clerics, specialty priests, wizards, and bards can all he found in its ranks without regard to experience level or origin. The general rule of the Mystran faith is that talent and ability outweigh social rank or legendary feats. Only those clergy members who gain their spells directly from a higher power gain their spells directly from the goddess, but all are welcome within the church’s hierarchy.

The priests of Mystra are known as Servants of Mystery. Higher level priests, both those with title and lands and legendary adventuring priests, are called Ladies or Lords of Mystery. Titles within the faith vary from temple to temple and follow no standard form across the whole of the church, though most temples are rigidly self-consistent.


Temples of Mystra can be almost any size and style of structure; some shrines are natural caves or grottoes. All are living works of art—or rather, “Art-raised” with magic and wrapped in countless spells. Most are filled with magic items, many of which are of an esoteric rather than practical nature. Most include an open central courtyard in which daily services are held and from which one can see the stars at night or a magical representation of them. Lesser rooms house libraries of magical lore or serve as workshops and laboratories for experimentation in the Art.

Sites dedicated to the deity are enhanced by the Weave to augment spellcasting power. Through the grace of the goddess, Mystran priests who stand in a place sacred to Mystra can cast spells for the maximum possible damage, duration, or extent of effect (their choice of which). The benefit ends if the recipient leaves the location of the temple.


One Mystran religious service took the form of an astronomy show, in which a priest pointed out, named, and revered various stars and constellations.

The Plea for Guidance was a simple prayer that was known to all devotees of Mystra. The clerics of the Lady of Mystery taught it to anyone who cared enough to learn it. The prayer was uttered while kneeling into the nearest lit candle or a visible star. The Plea was often evoked when followers Mystra faced with unknown magic or uncertainties of signs and dreams that their deity could’ve sent.

Magefire is renewal; it is the exciting feeling of great magical power surging through one’s body, blazing out as flickering blue fire as it spills forth, cleansing and renewing. With enough clergy powering it, this cooperative ceremonial magic can heal all sorts of fell conditions. Mystrans describe it as “the most blissful feeling one can know.” It is spectacular to watch. The Mystran to he affected lies down on the ground and the circle of celebrants pours power into the worshiper—until his or her body, blazing with blue fire, slowly rises to hang in midair above those fueling the ceremony, humming, and crackling with the power of the magic surging through it. Magefire often ends in a Starflight ceremony, provided the celebrants intone the correct incantation.

The Hymn to the Lady is a solemn ritual performed at funerals and mage-moots, that calls up visions of dead mages and Mystran clergy as a plainsong dirge is intoned by the living clergy present. Mystra often uses these visions to insert her own guiding scenes. A modified Magefire ceremony may be employed at the end of the Hymn to raise the honored dead aloft into a floating pyre on high.

Mystran clergy celebrate the 15th day of Marpenoth, the anniversary of Midnight’s elevation to divinity as the new Mystra, with a huge festival centered around the House of Wonder that ends in magical fireworks that go long into the night. This holiday is being gradually adopted by shrines and temples of Mystra throughout Faerûn. Otherwise, they have few calendar-related rituals, focusing more on a personal style of worship.

Wedding Ceremonies

The Mystran weddings were known for being short and simple with little fanfare. It allowed for small groups of guests and always at least one witness of the union. The ceremony was reformed by a wizard devotee of The Mother of Magic or one of her priests. If no clergy members were available, the ritual could be performed by an elder confidant of both newlyweds who prepared the Ring. The ceremony started with the officiator uttering the following words: “In the name of Mystra, be welcome.” This greeting was followed by striking a bell or a gong (deeper tones preferred). After the toll, newlyweds were escorted to the clergy person performing the wedding one at a time. The escorts were carrying sources of light, mundane or magical, while the newlyweds carried Mystra’s stars. Usually, the brides’ or grooms’ loved ones, most commonly their parents, were the escorts. The bride and groom were dressed in their best finery of no style.

The Ring was a circle drawn on the ground where the newlyweds were to stand after being escorted to the officiator. It was decorated with seven blue-white stars. The design left two gaps between the stars where two new ones were added during the ceremony, symbolizing the union in Mystra’s eyes. In the ceremonies lacking “the Art” users, the stars were made from paper, while when mages or clerics were present, these glowing stars were conjured through magic, reminiscent of Mystra’s holy symbol.

When the newlyweds reached the Ring, escorts extinguished their lights and stepped aside. The officiator continued saying: “In the name of Mystra, be welcome,” to which the newlyweds responded with, “In the name of Mystra.” Following the greeting, they tipped forward and lowered stars of Mystra onto the Ring’s gaps. Then, the newlyweds faced each other and answered the question: “Do you wish to become one?” As both confirmations were voiced, the officiator concluded with: “Before Mystra, these two desires to become one.”

After this, two newlyweds rose in the air through levitation or flying spells if possible. This was known as the “touch of grace,” during which the newlyweds recited their vows, embraced, and kissed. Typically, the votes were recited one at a time, traditionally starting with the older partner. “I am (full name), and I give myself to you,” was the final promise, followed by kissing of their own fingertips, then extending the kissed palm out and upright towards each other. Both parties moved closer, first locking kissed palms. Then the officiator announced, “The blessing of Mystra, Our Lady of Mysteries, be upon this union. Laugh together, and work magic together, and be greater thereby,” with a wizard’s wand lifted in the air. The officiator then stepped out of the Ring, and the couple locked lips.


The ceremonial garb of Mystran clerics consists of simple blue robes, sometimes trimmed with white, accented by a cloak of deep blue in colder climates. Some form of blue headgear is required, though this may range from a plain skullcap for the scholarly orders of the Sword Coast North to wide, ornate hats and helms in southern lands.

Mystra’s symbol was a blue-white star before the Time of Troubles, but both old and new symbols are still in use. Mystran clerics are very tolerant of the older worship of Mystra, as they feel that progress comes only by learning about the past. They let established symbols of the old faith stand, but when creating new symbols, they always use the new sigil of their deity.

In the field, priests of Mystra wear armor and bear the new symbol of Mystra on their shields as a display of their faith. If armor is inappropriate, they dress in the fashion of the land they inhabit appropriate for the inclement weather.


Lady Day, the annual spring multi-day festival, most prominently celebrated in Halruaa. The festivities ended in a grand magically illuminated skyship regatta above the waters of Lake Halruaa.


The Flame Blade was a magical artifact that once belonged to the Sisterhood of Silver Fire. The enchanted short sword usable only by Mystra’s clerics. It was shaped like the Lady of Mystery’s holy symbol and engulfed in her silver flames.


By 1374 DR, the kingdom of Cormyr did not have even one temple to Mystra. In that year, a Temple of Mystra was constructed in Wheloon, but it turned out to be a false temple run by cultists of Shar and Cyric.


The Church of Mystra was opposed to the church of Cyric, just as Mystra was opposed to Cyric.

Affiliated Orders

  • Children of the Starry Quill
  • Order of the Blue Moon
  • Order of the Shooting Star
  • Knights of the Mystic Fire
  • Sisterhood of Silver Fire

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