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Cataclysm of the Primordial Orders

Home Dungeons and Dragons Cataclysm of the Primordial Orders

Dessarin Valley

Dessarin Valley, a lightly settled region of caravan towns, isolated homesteads, and uninhabited wilderness just a week’s journey from Waterdeep.

Nothing of note to the wider world has happened here for hundreds of years.

The frontier long ago receded farther northward, leaving behind a quiet backwater littered with ruins. These days, the Dessarin Valley has little in common with the popular conception of the Savage Frontier. Winters are hard here, but the hordes of ores and other hungry monsters are a long way off from these parts.

 If the Dessarin Valley isn’t quite as wild and lawless as it once was, it’s still lightly settled territory that serves as a route to distant lands. Residents in places such as Red Larch or Triboar boast that their humble settlements are “the Gateway to the North.” Through these lands pass hundreds of caravans and keelboats each year, linking the great ports of Waterdeep and Neverwinter with places such as Everlund, Mirabar, or Silverymoon. The steady caravan traffic breathes life into the towns of this area, supporting businesses in the settlements along the Long Road. Inns cater to travelers anxious to sleep safely within sturdy walls and enjoy good food by a warm fire instead of camping by the side of the road.

In addition to catering to caravans and travelers heading to or from the far North, the Dessarin Valley is a breadbasket for the hungry populations of Waterdeep and Neverwinter. The farms and pastures of the area produce grain, livestock, poultry, apples, and hops, then ship them downriver (or drive them down the Long Road) to the coast. Few people become rich from farming, but farmers in the region do well for themselves provided the weather cooperates.

Combat

The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of f1ame blossoms from a wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in Dungeons and Dragons can be chaotic, deadly, and thrilling.

This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player, or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.

The Order of Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about six seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Combat Step by Step

  • Determine surprise. The DM determines whether anyone involved in the combat encounter is surprised.
  • Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the roam or other locations, The DM figures out where the adversaries are – how far away and in what direction.
  • Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants turns.
  • Take turns. Each participant in the battle takes a turn in initiative order.
  • Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Interacting with Objects Around You

Here are a few examples of the sorts of thing you can do in tandem with your movement and or action.  Only one of these can be accomplished per round:

  • Draw or sheathe a sword.
  • Open or close a door.
  • Pick up a dropped axe.
  • Take a bauble from a table.
  • Remove a ring from your finger.
  • Stuff some food into your mouth
  • Plant a banner in the ground.
  • Fish a few coins from your belt pouch
  • Drink all the ale in a flagon.
  • Throw a lever or a switch.
  • Pull a torch from a sconce.
  • Take a book from a shelf you can reach.
  • Extinguish a small flame.
  • Don a mask
  • Pull the hood of your cloak up and over your head.
  • Put your ear to a door.
  • Kick a small stone.
  • Turn a key in a lock.
  • Tap the floor with a 10-foot pole.
  • Hand an item to another character.

Bonus Action Options

Besides the stated rules for Bonus Actions that are available to characters the following are also allowed:

  • Drink a potion that was in your hand, pouch or on a belt.

Full Action Options

  • Feed an unconscious person a potion.
  • Withdraw a potion from your backpack.

Size Diagram

Creature Size

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

Size Categories Table

SizeSpace
Tiny2½ feet by 2½ feet
Small5 feet by 5 feet
Medium5 feet by 5 feet
Large10 feet by 10 feet
Huge15 feet by 15 feet
Gargantuan20 feet by 20 feet or larger

Space

A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.

A creature’s space also reflects the area it needs to tight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If five large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty medium creatures can surround a Gargantuan one.

Size Diagram (Squares vs Hexes)

Squeezing Into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

Playing on a Grid

Squares. Each square on the grid represents 5 feet.

Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5.

For example:

A speed of 30 feel translates into a speed of 6 squares.

Entering a Square. To enter a square, you must have ai least 1 square of movement left, even if the square is diagonally adjacent to the square, you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play.

If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left lo pay for entering it.

For example:

You must have at least 2 squares of movement left to enter a square of difficult terrain.

Corners. Diagonal movement cannot cross the comer of a wall, large tree, or other terrain feature that fills its space.

Ranges. To determine the range on a grid between two things – whether creatures or objects – start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.

Cover

To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the attacker’s space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.

On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover it up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target.

Flanking

A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking if at least one square or hex of its space qualifies for flanking.

You cannot flank a creature more than two sizes larger than yourself.  Some creatures are immune from flanking as well as some abilities might allow for that.  Large creatures only need two opponents to be flanked, while Huge require at least three and Gargantuan four.  These numbers are assuming those doing the flanking are smaller than the target creature.  If all the creatures are the same size, then flanking always only requires two attackers to flank properly.

Flanking and Cover Diagram (Squares)

Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.

When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.

Flanking on Hexes. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy’s space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are two hexes between them. Against a Large creature, the allies flank if there are four hexes between them. Against a Huge creature, they must have five hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.

Flanking and Cover Diagram (Hexes)

Opportunity Attacks

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.

For example:

You don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

Facing

Combat is a dynamic set of actions.  It is assumed that all creatures unless otherwise specified are moving around within their entire space as well as looking around attempting to be alert for danger.  This means that there is not any specific facing for characters or creatures.  Everyone is assumed to have full vision around them and able to see anything that would normally be visible.

Readied Action

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.

Examples include:

“If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must’ have a casting time of one action and holding onto the spell’s magic requires concentration (explained in chapter 10 of the Player’s Handbook). If your concentration is broken, the spell dissipates without taking effect.

For example:

If you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together.

For example:

If a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Half Cover

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

Three-Quarters Cover

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

Total Cover

A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Critical Hits and Misses

All critical hits and misses still follow the original 5e rules of rolling another set of the attacks damage dice. This includes rolling extra dice for abilities that are a part of the attack such as damage from sneak attack, hex, or the initial strike of green flame blade.

These tables simply contain a list of additional effects that take place on top of the existing critical roll rules. There are individual tables below for both weapon attacks and spell attacks because let’s be honest, there is a difference between missing with a bow and missing with a scorching ray.

Use the Critical Hit Tables below for all natural 20 rolls and the Critical Fumble Tables for any natural 1 roll.

Weapon Attacks: Critical Hits Table

Roll %DescriptionEffect
1You feel accomplished, but nothing remarkable happens.Regular critical hit.
2-5You feel it is imperative to press the advantage no matter the cost.You can choose to gain advantage on all attacks against your target until the end of your next turn, but if you do, all enemies have advantage on their attack rolls against you until the end of your next turn.
6-9You feel it is imperative to press the advantage but remain aware.You can choose to gain advantage on all attacks against your target next turn, but your target will have the same against you until the end of your next turn.
10-14You know how to gain advantage.You gain advantage on all attacks on your target until the end of your next turn.
15-19As you are fighting, you notice an effective route to escape danger.You can use the disengage action after your attack.
20-24You feel the flow of the battle and know where to make your next move.After your turn you move to the top of the initiative order.
25-29You begin to recognize patterns in your opponent’s fighting technique.You gain +2 to your AC against your target, and advantage on all savings throws from effects originating from your target until your next turn.
30-39You can move towards your target while attacking and can attempt to harass them.After your attack you can choose to attempt to grapple your opponent if you have a free hand or attempt to shove your opponent if both hands are in use.
40-49You can move towards your target while attacking to harass them.After your attack you can choose to automatically succeed in grappling your opponent if you have a free hand or shove your target if both hands are in use.
50-59You attempt to disarm your target.You can take the disarm action after your attack.
60-69You kick your target’s weapon out of their hands.You can take the disarm action after your attack and steal your target’s weapon if you have a free hand. Otherwise, it’s knocked away 20 feet.
70-74Your senses heighten and you become aware of threats around you.You can use the dodge action after your attack.
75-79Your attack knocks your target over.Your target is knocked prone.
80-84Your strike surprises your opponent.Your target is surprised until the end of their next turn.
85-89You strike with great force.Roll an additional set of damage dice above and beyond your normal critical roll.
90-94You strike with extreme force.Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion.
95-99You strike with debilitating force.Roll an additional set of damage dice above and beyond your normal critical roll. The target suffers a permanent injury (chosen by DM). It can be healed with extended rest of a length determined by the DM but leaves a scar.
100You strike with devastating force.Roll an additional set of damage dice above and beyond your normal critical roll; the target suffers 1 unit of exhaustion and gets a permanent injury (chosen by DM). The permanent injury can be healed same as above (95-99).

Weapon Attacks: Critical Fumbles Table

Roll %DescriptionEffect
1You are embarrassed, but nothing remarkable happens.You miss your attack.
2-5You lose your combat footing, exposing yourself to your target.Your target has advantage on their first attack roll against you next round.
6-9You lose your combat footing, exposing yourself to your enemies.Your enemies have advantage on their first attack roll against you next round.
10-14You lose your combat footing and have difficulty recovering.Your enemies have advantage on their attack rolls against you until the end of your next turn.
15-19Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver.Melee: You are knocked prone, and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check, or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your “environmental interaction”, or the “Use an Object” action to nock your bow.
20-29You lose your balance.You fall prone and your movement is reduced to 0.
30-39As you attack your opponent you begin to fear that they are the superior combatant.Disadvantage on your next attack roll against your target.
40-49You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter.Disadvantage on your next attack roll against any target.
50-59You lose your grip as you attack.Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet.
60-69Melee: The weapon slips from your hand as you attack. Ranged: Your ammo gets lodged in its container.Melee: Roll a DC 10 DEX Check; on failure you throw your weapon into your enemy’s space. (DM’s choice on large+) Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack.
70-79Melee: You lunge past your target, exposing yourself. Ranged: Your attack startles your allies near your target.Melee: Enemy you were attacking can use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range.
80-84Missing what you thought was a critical blow causes you to panic.End your current turn and you are surprised until the end of your next turn.
85-89You attack wildly and lose track of the fight around you.End your turn and move to the bottom of the initiative order at the start of the next round.
90-94You lose your footing while attacking and fall to the ground bumping your head.You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are stunned for 1d4 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
95-99You lose your footing while attacking and fall headfirst.You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are stunned for 1d6 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
100You lose your footing while attacking and slam your head into the ground.You fall prone, take 3d6 damage, and become stunned for 1d8 rounds or until you receive damage from any source.

Spell Attacks: Critical Hits Table

Roll %DescriptionEffect
1You feel accomplished, but nothing remarkable happens.Regular spell critical hit.
2-5You feel it is imperative to press the advantage no matter the cost.You can choose to gain advantage on your next attack roll against your target, but all enemies have advantage on their attack rolls against you until the end of your next turn.
6-9You feel it is imperative to press the advantage but maintain awareness of your surroundings.You can choose to gain advantage on your next attack roll against your target, your target has advantage on their attack rolls against you until the end of your next turn.
10-14As you are fighting, you notice an effective route to escape danger.You can use the disengage action after your attack.
15-19You feel flow of the battle and know where to make your next move.After your turn you move to the top of the initiative order.
20-29Your spell cripples your opponent.Your target’s movement speed is cut in half for their next 2 turns.
30-39Your spell knocks your target over.Your target is knocked prone.
40-49The light from your spell flashes near your target’s eyesYour target is blinded until the end of their next turn.
50-59You blast the target’s weapon out of their hands.Your target’s weapon is flung 1d6*5 feet away in a random direction.
60-69The sight of your magic fills the target’s heart with fear.Your target is frightened by you until you stop casting magic. You can discern the source of your target’s fear.
70-74The force from your spell stuns your opponent.Your target is incapacitated until the end of their next turn.
75-79Your spell is incidentally infused with fey energy.Roll 10d8. If your targets current health is lower than the number rolled, they fall asleep for 1 minute.
80-84Your spells strike surprises your opponent.Your target is surprised until the end of their next turn.
85-89Your spell strikes with great force.Roll an additional set of spell damage dice above and beyond your normal critical roll.
90-94Your spell strikes with extreme force.Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion.
96-99Your spell strikes with debilitating force.Roll an additional set of spell damage dice above and beyond your normal critical roll and the target suffers a permanent injury (chosen by DM). It can be healed with extended rest of a length determined by the DM but leaves a scar.
100Your spell strikes with devastating force.Roll an additional set of spell damage dice above and beyond your normal critical roll. The target suffers 1 unit of exhaustion and gets a permanent injury (chosen by DM). The permanent injury can be healed same as above (96-99).

Spell Attacks: Critical Fumbles Table

Roll %DescriptionEffect
1You are embarrassed, but nothing remarkable happens.You miss your attack.
2-5You get wrapped up in your casting and forget to watch your target.Your target has advantage on their first attack roll against you next round.
6-9You get wrapped up in your casting and forget to watch around you.All enemies have advantage on their first attack roll against you next round.
10-14You are so wrapped up in your casting that you forget you are fighting a battle.All enemies have advantage on their attack rolls against you until the end of your next turn.
15-19Your spell creates a large plume of smoke obscuring your location.The area in a 5-foot radius around your location becomes heavily obscured for 1 minute. A strong breeze can blow away the smoke in 1 round.
20-29You misfire and get knocked over.You are knocked prone.
30-39The spell fires in an unexpected manner, causing your confidence in your abilities to falter.You have disadvantage on any spell attacks, and enemies have advantage against your spell savings throws until the end of your next turn.
40-49The placement of your spell startles your allies near your target, causing them to drop their guard.Your target can use their reaction to take an attack of opportunity on one of your allies in melee range.
50-59You scramble the contents of your component pouch, or your focus becomes overloaded with energy.You are unable to perform material components to cast spells until the end of your next turn.
60-69Your arm cramps as you cast.You are unable to perform somatic components to cast spells until the end of your next turn.
70-79You bite your tongue as you cast.You are unable to use verbal components to cast spells until the end of your next turn.
80-84Your spell misfires and dazes you, causing you to lose track of the fight.End your turn and move to the bottom of the initiative order at the start of the next round.
85-89You misfire and panic.End your current turn and you are surprised until the end of your next turn.
90-94Your spell backfires and causes you to fall and bump your head.You fall prone. Roll a DC 10 Con save; on failure you take 1d6 bludgeoning damage and are stunned for 1d4 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
95-99Your spell backfires, creating an explosion and causing you to fall and bump your head.You fall prone. Roll a DC 15 Con save; on failure you take 1d6 bludgeoning damage, 1d6 thunder damage, and are stunned for 1d6 rounds or until you receive damage from any source. On success take half damage and you remain conscious.
100Your spell totally backfires, creating a large explosion and causing you to fall and bump your head.You hit yourself with your spell. If the spell effect is instant, you take the full effect and if the spell requires concentration the effect persists until the end of your next turn. You also take damage same as above (95-99).

Damage and Death

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example:

A cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A in the Player’s Handbook). This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your tum with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success. you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains I hit point after Id4 hours.

Monsters and Death

Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Creating a Character

There are not any significant changes from the Player’s Handbook on the process of creating a character.  We will be using D&D Beyond to maintain and manage all the player characters.  Any Homebrew content that is required will be created within that application.

Determining Ability Scores

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.

The six abilities and their use in the game are described in chapter 7 in the Player’s Handbook. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.

You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. This is repeated seven times, so that you have seven numbers in total. Choosing the best of the six rolls will make up your base attribute pool for you to select where to place them into your attributes.

Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores because of your race choice.

After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.

Describe Your Character

Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Using the information in chapter 4 from the Player’s Handbook, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 in the Player’s Handbook also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.

Your character’s background describes where he or she carne from, his or her original occupation, and the character’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included in chapter 4 of the Player’s Handbook and might be willing to work with you to craft a background that’s a more precise fit for your character concept.

A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.

Your Character’s Abilities

Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.

For example:

High Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.

A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick fingered.

A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or Frail.

A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.

A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.

A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.

Choose Equipment

Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5 in the Player’s Handbook.

Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. The Player’s Handbook Chapter 7 has more information on carrying capacity.

Beyond 1st Level

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

When your character gains a level, his or her class often grants additional features, as derailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum.

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained.

For example:

When Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8, one per level he has achieved.

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.

While there are two normal methods of advancement; Milestone and Experience Points, we will be using Experience Points for this Campaign.  I prefer the more gradual incremental increases of the advancement to show the growth and to give the players a more gradual feeling of accomplishments.

Tiers of Play

The shading in the Character Advancement Table shows the four tiers of play. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.

In the first tier (levels 1-4), characters are effectively apprentice adventurers. They are learning the features that define them as members of classes, including the major choices that flavor their class features as they advance (such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype). The threats they face are relatively minor, usually posing a danger lo local farmsteads or villages.

In the second tier (levels 5-10), characters come into their own. Many spellcasters gain access to 3rd-Ievel spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.

In the third tierer (levels 11-16), characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access lo 6th-leveI spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.

At the fourth tier (levels 17-20), characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures.

Character Advancement Table

LevelProficiency BonusExperience Points
1+20
2+2300
3+2900
4+22,700
5+36,500
6+314,000
7+323,000
8+334,000
9+448,000
10+464,000
11+485,000
12+4100,00
13+5120,000
14+5140,000
15+5165,000
16+5195,000
17+6225,000
18+6265,000
19+6305,000
20+6355,000

Lord’s Alliance

The Lords’ Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don’t follow the rules seldom last long. Trade along rivers and roads links the cities of the Lords’ Alliance, so its operatives eliminate threats to that trade as soon as they appear.

Session V, Prelude

7th of Mirtual of the year 1492

With the ambush behind them, the group made their way a little further north and were led off the road by Bart to camp and hide a bit further than normal, in case any additional foes were chasing.  It was at that point the night became all too familiar to the party.

George unharnessed the horses on the wagons, did his normal nighttime activities.  Brushed the horses, checked the wagon axles for cracks and sufficient grease, the wheels for any cracks, the cargo for safety and tightness of load, and anything else to ensure that everything was in a condition for travel the next day.

George Samael

Again, dinner was made by George.  Even with a low standard, George had managed to make mud pies look appetizing.  Even William seemed unwilling to eat the glop that had been made.  Fogo created some Good Berries so that everyone would be able to eat safely.  Only ISAC attempted the obscene thing called food that George had made, and even he, with his create fortitude against poison did not feel so well.

William Samael

A bowl was made for Otis, with which he ate his meal like he did every other night.  He would slowly spoon it into his mouth without expression or care.  He would finish the bowl completely, hand it back to George, and then crawl into his tent for the night’s rest.  The party had watched with great fascination as Otis was able to consume the “meal” without any difficulty or complaint.

Otis Samael

While the camp was getting readied, Nathan expressed his happiness with the events, and cautioned about wandering around.  The Deathguards stood around Nathan’s cart, with their swords out, ready for action at any time.  They did not move much, they did not eat, did not look like they were planning on sleeping, and never departed for any personal business.

Deathguard

They would remain in this position all night without any change except for rotating around the cart to give each guard a slightly different viewpoint as the night went on.  The Deathguards never spoke during any of the watches, and only seemed to communicate by some sort of hand signals that no one recognized.  Even though they were armored in chain mail, no noise came from them.  The normal soft jingle of chain was not there.

At some point in the night, Fogo went into the woods to conduct his ceremony to summon and then connect himself to his new companion, a wildfire spirit. A mischievous fey spirit that only druids of a certain circle can even convince to assist them in the human realm.

During the first watch with Fogo and Angelica, they were able to hear something from the road that was about 100 feet away from them, but they did not leave the camp and waiting for the morning to look at it if they remembered.  Nothing disturbed the normal night sounds of insects and odd wilderness noises, but something had been on the road.

It was during the third watch that Sky thought it wise to approach the Deathguard.  Once he was within ten feet, all three jumped forward and threatened him with their swords.  They waved him back and once he had properly retreated, they went back into position, except that at least one of them started keeping a closer eye on all the party members, especially Sky.

8th of Mirtual of the year 1492

The last watch passed without any issues and morning arrived.  The morning was like all others.  George got up, made breakfast, fed Otis, got the wagons ready, and the camp was broken down. William was immediately pestering Vladimir for some additional sword fighting training.

It was clear that the guards had not rested, nor left their posts since their arrival.  They have remained, silent, wary, and ready for action.  Bartholomeus prepared their wagon while Nathan slowly awoke from the top of the cart.

Bartholomeus
Nathan Axedredge

Fwoosh, after completing the creation of his new studded leather mask disguise, went around and showed everyone his new look to ensure no one would be confused in the future about who he might be.

Fwoosh’s New Mask

Everyone got back on the road with Otis in front, followed by George, and finally Nathan and his cart with the Deathguard walking on the side and rear of the cart keeping their vigilance.  While this was going on, Fogo snuck in another detect magic to look over the Deathguard and seemed a little surprised by his findings.

Everyone progressed at their normal pace.  Otis led, and he was not in a hurry, nor was he moving the group slowly.  It was a normal movement to not tire out the horses too much for the day’s travel.  As they progressed, Fogo noticed something somewhat unusual.

As they headed north, the horizon and the sky above had an orange tinge in it.  Like a haze and head from a forest fire, but there were not enough woods ahead to have caused this.  It was disturbing to Fogo.  As they day got longer, others notice the strange coloration of the sky.  All that saw it felt uncomfortable, the hair on the backs of their neck rising from the unnaturalness of it.

At some point, Nathan who had been working on something on top of his wagon, seemed to have finished it, and upon that he gave a slightly demented giggle, stood up and with a flash of fire, the paper in his hand burned into ashes, with those ashes slowly floating away from the group. The party looked forlornly at the ashes of what most likely the message that Fogo had found on the dead leader of the bandits of the previous day.

Fogo began asking the question of everyone about what everyone else’s were plans once they reach Red Larch.  Avery expressed his interest in following whatever mystery was upon them with Vladimir agreed wholeheartedly.  Fogo wanted to find the source of this unnaturalness.  Eventually ISAC revealed that he might have some business with a friend up there.

Avery talked about his partner’s death in Waterdeep.  He laid the blame on a person called Gabriel Crowe.  All he knew was that the person was dirty because of being able to show his wealth in unusual ways.

Once again, they camped further away from the road than previous camps.  Bartholomeus once again chose the location and assigned four members of the party to assist in removing any trails they might have left between the road and the camp sight.

Again, the oddity of normalness filled the camp.  George settled the wagons and horses, prepared the camp, and made dinner.  Vladimir went forward to chat with Nathan about the Deathguard.  It was revealed that these were specially assigned to Nathan by his father and that they only truly only obeyed his father.  They should not be seen any time in the future unless his father was involved with something.

Nathan also talked a little about his siblings.  While he is a mage, he told Vladimir that his older sister Oedelphina is much more skilled in magic and his older brother Drake prefers the sword.  He also revealed that his father Alexander has been the head of the family for the last 30 years, and that the Axedredge family has been around for over 400 years. He also told Vladimir that while his brother is a nice guy, they should watch out for his sister who is well known for being manipulative and cunning.

While waiting for Vladimir to come back and help train him with the sword again, William was completely surprised by Fwoosh who had snuck up on him and made him fall and toss his weapon.  Fwoosh delivered a lecture in which Vladimir also agreed about being prepared and be watchful of his surroundings.

Once the watches started, Fogo started by testing his new Wild Shape and transforming into a Giant Rat, a shape he only recently became familiar with.  The sky continued to concern the party members as they could see the ominous orange sky to the north.  They also noticed that even without any light, the Deathguard seemed to be completely at ease in the darkness and did not seem to have any difficulty in seeing in the dark. It was odd that they never seemed to be exhausted, even though they have not yet rested since they showed up.

Vladimir continued to have difficulty in sleeping.  The disease wracking him in pain and uncomfortableness.  Wrought with hot and cold chills, his sleep was disturbed at best.  Tonight though, his sleep seemed much more difficult than normal, he seemed to be rocking back and forth as if dreaming something truly horrifying.  He was relieved from being forced to handle the second watch as Fwoosh took all the responsibility himself.

Otherwise, it was a normal night.  The same as usual.  No extra noises, the horses were not nervous, Otis snored gently, and the Deathguards kept guard against anything that might show up, including members of the party.

9th of Mirtual of the year 1492

The next morning was almost monotonous.  It was the same as every morning.  George got up, made breakfast, fed Otis, conducted his wagon check, and finished by harnessing the horses.  Bart took care of Nathan’s wagon and horses.  ISAC was feeling uncomfortable about the Deathguards, something just did not feel right.  Something was seriously wrong about those guards.  Fogo relayed that he had seen magic within the Deathguards to ISAC and the others.  It left a lot for all of them to ponder on.

Fogo, using his magic was able to confirm that Vladimir had caught some sort of disease from the Giant Rats and would need a magical healing more powerful than what the party could deliver.  They would need to see a priest in Red Larch and hope that they would be able to assist.

As they moved north the ominous and dark orange sky became clear to everyone.  It was like a large haze hanging in the sky.  The weather itself was dry and very hot, much warmer than what it should be at this time of the year.  It should be a cool sprint day but felt more like the beginning of a hot summer.  Again, it was something not so natural. The air was very still and stagnated.

When asked about the weather, Otis explained that while the weather has been odd, nothing like this.  Besides the weather, Otis plans on taking some alternative routes after Red Larch.  He did not like the weather, and he really did not want to get in-between the Axedredge boys in some sort of family squabble.

“It’s like playing politics, it’s the quickest way to get your throat cut, usually in a dark alley where no one is watching you.”

They continued to travel north with nothing occurring during the day.  It was just another slow and boring day for everyone.  Being on guard for so much time looking for additional ambushes or bandits was slowly dragging everyone down.  It was getting dreary, dusty, and uncomfortable. As they moved on, they began seeing more farms, but the road was lonely.  The was no one else on the road, not merchants, not guards, like it was an abandoned road.

About midday they finally caught sight of Red Larch.  It was a welcome relief for many reasons.  They stopped at Bethendur’s Storage.  It was four large buildings made of big stones.  All the wagons were led around the back and parked.

Aerego Bethendur

They were greeted by and well-dressed man and several large burly men.  A quick negotiation between Otis and the man resulted in Otis being able to store his cart in a regular storage room.  George maneuvered their cart over and then he and the large burly men unloaded the cart and sealed the door.  The horses were put in a pasture that was just behind the buildings.

Otis paid the party the promised 100gp, minus the penalty from Rassalantar, and an additional 50gp as a bonus for helping so much.

Nathan on the other hand, requested a high security location.  They backed his wagon into the secure area and the three Deathguards all went in with it.  With some familiar chanting and a flash of light, Nathan came out alone from the room. The stone doors were pushed closed.  Doors that were a foot and a half thick.  With a flash of magic circles on the door, Nathan and the proprietor locked the doors.

Nathan then paid the party their promised 250gp.  He expressed his happiness in the employment of the party and looks forward to a future employment of them.  It was revealed that the cart had come from the Axedredge gnomish workshop.  

When asked for directions, he directed them to the Allfaiths Shrine further up the street. The entire party headed to the shrine hoping for a priest of better magical ability than they had.  They were greeted by the two priests within.

Imdarr Relvaunder
Lymmura Audarhk

They were quickly able to explain the issue and because of Angelica belonging to the Order of the Gauntlet Vladimir was able to get the healing for free and he finally felt healthy and relieved. Imdarr took Angelica to the side and wanted to know if she was here to investigate the issues in the area. She queried about the current issues and what was happening.  He talked about the odd weather and how the whole town seems more suspicious of each other.  There were strange men in stone masks, and word of a plague at Lance Rock. He directed them to the constable for more information and assistance.  They were also told Gaelkur’s is a hotspot for old men to gossip.

The party then decided to divide and conquer their information gathering. Angelica and Avery went to the constable, whereas Fogo, ISAC, and Sky went to Gaelkur’s, while Vladimir and Fwoosh stayed at the shrine. They agreed to meet later at the Blackbutter Inn.

At Gaelkur’s, it seems that it was a used tool and barber shop, and possible dentist.  A group of several old men were all chatting on the side while one of them was getting a haircut. Fogo and Sky wandered the crowded aisles while eavesdropping on the old men gossip.

Marlandro Gaelkur

While his companions were snooping, ISAC found a seat and contemplated his existence.  He seemed to be suffering some sort of existential crisis. Having a one-sided conversation out loud to himself, ISAC seemed confused on how to move forward. During the one-sided conversion he expressed his feeling that they should stay with the current group, it should provide some safety.

With Fogo approaching the old man group asking about what there was to do in town.  He was told about the different places to drink and eat as well as a few other stores that were in town.  Red Larch is just a small town.  He asked about the ghost in town and was corrected that there was some girl that had claimed she had talked to a ghost.  The girl was the daughter of Minthra “Minny” Mhandyvver.

Not gaining much more, they all headed to the Blackbutter Inn to meet the rest of the party.

Meanwhile at the shrine, Vladimir chatted with Imdarr.  They talked about possible employment with the constable and the issue with bandits in the area.  The primary focus of the discussion was around a dream that Vladimir had.  Asking for help to interpret it, and any details about demons and devils.  Imdar told about other types of elemental dreams that others have had, but nothing concrete.

“Fire, a lot of fire.  Some sort of figure. Towards the end of the dream, two horns split out from my head while I was burning. But it could have just been my fever.”

Lymmura and “Pick” talked about where clock towers might be and about geography in general.  He also attempted to get his ring identified and find a possible contact.  Fwoosh seemed concerned about finding someone can help identify magic items.

Before the two departed, they looked for any similarity with the different statues of the gods and their symbols with the one that they had found on the dead body in the middens in Amphail as well as the mysterious golden statue.  With nothing else needed at the shrine, they decided to head to the Blackbutter Inn to find the others.

On the way to the Inn, Fwoosh showed the golden statue to Vladimir.  Fwoosh was concerned that it was sucking his energy because it was warm to his touch, but cold to anyone else’s. They decided that Vladimir would hold the statue for now until they were able to figure out more about it.

Golden Statue

At the butcher’s location, Angelica and Avery approached and went into the store front where they met a large woman wielding a pair of massive cleavers. They purchased a very small amount of meat before heading to the last building to find her husband Harburk Tuthmarillar the constable.

Jalessa Ornra

At the last building they found Harburk sharpening a bunch of knives. Angelica took charge about asking about any details on current issues in the area.  They were told that bandits were the most immediate concern.  Given a map of the area with several points marked, they were requested to handle them with their mercenary friends.  The group was also given some history about the area.  The oldest civilization was the drow, followed by orcs, and then finally dwarves before mostly humans moved into the area.  The whole area is littered with ruins and old remains from thousands of years.

Harburk Tuthmarillar

The conversation also led to the Axedredges and that there was a family issue in progress.  He said that Nathan was not a bad sort, just peculiar.  The town of Red Larch needed that family for bringing in different metals that they do not have locally.

Deciding to go to the Blackbutter Inn and let everyone know about their new assignment from the constable, the two stopped at the shrine to satisfy Avery’s curiosity about who the two priests worshipped.

With everyone together again at the Blackbutter Inn, they were greeted by a young half-elf.  She seemed surly and unhappy but seated them and took their orders. While it is hot outside, the inside of the inn was cool, almost cold.  Though the walls were thick stone, it would not have been enough to have kept the building at such a low temperature. They all noticed that there was a slight breeze in the room, but from where they could not determine, just that the air was just swirling around.

Delilia Quelbeard

Their drinks were served by a youngish red head who seemed willing to tease and flirt with the group.  When she dropped off the drinks, she chatted up the group.  She told them about the strange men in stone masks that had been going around frightening the quarry workers but blamed it on the old men group at Gaelkurs for playing pranks.  She also talked about how the occasional dead body has shown up at Bethendur’s Storage, and then just quietly burned by Aergo and his men.

Gwendolyn Venelli

She did reveal that her boss was a wizard and that the other girl was the boss’s granddaughter who was brought out here after her parents had perished. She told them that he occasionally will sell magic items and will usually purchase magic items that had been “found”.  Avery jumped on the possible chance of finding an instructor to teach him magic.  She told the party that they should come back in the morning to meet Dhelosk.

Once she left, the group shared about what they had found and talked about deciding what their plans would be in the following few days.  Getting two rooms for the night, they split into two groups with Fogo, Fwoosh, Sky, and Avery in one room and Angelica, Vladimir, and ISAC into the other.

At some point before everyone went to bed, Vladimir realized he no longer had the statue in his possession and that he must have lost it, until a knock at the door revealing Fwoosh with the statue in his hand.

And that is where the session ended.

Session Notes

It was a great session. A 100% role play episode. The party finally reached Red larch and are almost ready to start the main adventure. Did they pick up the clues they needed?

Session I, Prelude

The session started on the road a day outside of Waterdeep.  Our seven heroes, Angelica the dragonborn, Avery Rockwell a gnome, Fogo the Firbolg, Fwoosh a kenku under disguise as “Pick”, ISAC hiding his warforged looks and nature, Sky Zephyr an air Genasi, and Vladimir Miller a human set out under the auspices of being under contract from Otis Samael.

Some of the group had been contacted by different factions, all of which gave pretty much the same request.  Investigate the odd things happening around Red Larch, find out what is causing the unnatural weather in the Dessarin Hills and make it go away.

Angelica being a starting initiate of the Order of the Gauntlet, was also requested to meet up with the Knights of Samular in the Sumber Hills at Summit Hall.  The Order would like to improve relations with the Knights.  Avery on the other hand had a very loose association with the Harpers and was sent forth with only basic instructions, while Vladimir was a staunch mercenary for the Lord’s Alliance was given much more strict directions.  “Pick” while escaping his captivity had managed to contact the Zhentarim.  He was given a small ring with their symbol and told that hiding up north was the best for him, and while there he should investigate the oddities happening, someone would contact him there.

Those with factions and those without, were all hired at the Mercenary Hall by Otis without much negotiation.  The pay was very good, and most if not, all had some reason to head that direction.

Otis Samael

The trip started with Otis in the lead wagon and his two sons George and William in the second wagon.  The wagons were not overly large but were clearly heavily laden with large barrels.  Everything in the wagons were set in very solidly and none of the barrels had any movement in the wagons and were obviously filled to the brim with something and made no noise when Avery listened to them closely.

George Samael

George appeared to be about 20 years old and gave off a serious but somber mood and attitude.  He did not speak much unless asked a question, but just did his job quietly.  Whereas his younger brother William at 15 years old continued to play around as much as possible.  He would frequently jump off the second wagon and run around the characters while swinging is wooden sword around claiming he was practicing.  William started pestering the group about who was a swordsman, but there were none in the party disappointing William, not that he remained unhappy long.  

William Samael

About halfway to the camping area, a very loud sound started off in the distance from the group coming from the road.  Dust could be seen coming closer with the sound.  Something was coming fast down the road.  The wagons took to the side as two very large box wagons came by with the Ammakyl family crest on the sides.  Avery was able to identify the family and that these were most likely produce wagons going to Waterdeep.

Ammakyl Family Crest

Further down the road the group ran across a patrol of 20 Waterdeep Soldiers and Timmer Longschal, the sergeant who was leading them.  Timmer was a grim older man that did not seem to have much time to chat, nor the inclination to waste any time with the guards of a merchant group.

Timmer Longschal
Waterdeep Soldiers

At the first campsite the party started chatting with each other and began sharing a little about themselves.  Avery seemed the most interested in everyone’s past and profession.  In fact, Avery had a nagging suspicion that there was something wrong with Otis and his cargo.  All of this without any facts or details, just his hind lizard brain making things up.  The rest of the group were more non-committal about Otis and his cargo.

A lot of the discussion occurred with William due to his openness and willing to talk about anything, and George about what things were like up north, and why did Otis need so many guards.  Finding out that this was the largest contingent of guards hired so far, made the group a bit more worried.  Banditry was an all-time high, especially north of Amphail.  The guards were needed to help protect the cargo of Dwarven Ale that Otis was bringing north.

The guards were always hired for a one-way trip to the north, and occasionally some might come back with Otis.  Usually there were only two or three guards, but the last trip saw some casualties and Otis decided to increase the number a fair amount to ensure that he and his cargo would be able to arrive safely.

With everyone getting along, George cooked the food at the campsite.  The food left a lot to be desired since the taste was at best bland and at worse seemed like George was using sand as an ingredient.  While it was not poisonous, it needed a lot of assistance.  Fogo jumped in and gathered a bunch of herbs and field onions to help make it taste a bit better than it would normally.  No one was happy with the end results except maybe Otis who ate whatever George gave him without changing his expression.

It was very evident that George took care of most things related to the camp and settling down the horses for the evening.  William was more interested in swinging his wooden sword around carelessly claiming he was practicing being a swordman.

“Pick” continued to hide in his disguise of a plague doctor’s mask and goggles to hide his Kenku nature.  This only interfered with his ability to eat and later he had to sneak around after everyone else was asleep to grab that food.

The rest of the trip was uneventful until the group reached the town of Rassalantar.  A small town of about 650 in town and another 200 in the surrounding farms.  A heavily fortified camp was situated just behind the Sleeping Dragon where 60 Waterdeep soldiers and their commanders ran patrols both North and South of Rassalantar searching for bandits and protecting the Long Road.

The Sleeping Dragon Inn is a fine establishment run by Yondral Horn, a middle-aged dwarf.  It has an extensive menu, great food, much better than anything George has ever cooked, and an excellent selection of different drinks.

Yondral Horn

Arriving around lunchtime, everyone had to stay at the only Inn in town the Sleeping Dragon.  Given the earliness of the arrival, several members decided to wander around a bit before dinner time.

Fogo, ISAC, and Avery all visited the sole store in town the ‘Tween Keep and Stump.  A small establishment run by Lily Phen, and thin old lady with sharp eyes.  Picking up a few small supplies but nothing very excited given that this was more of a farm store than a normal general store.  She seemed a bit suspicious of the group, especially Avery since he kept pestering her with questions.  She gave them a bunch of local gossip, but no information of importance.

Lily Phen

The rest of the group sat around the open room in the Sleeping Dragon.  There always seemed to be a set of Waterdeep soldiers in the room.  Their normal schedule seemed to coincide with watch duty, then an amount of time in the tavern, and then back to the barracks.

The party was able to overhear all the grumbling about the bandits and the fact that the bandits seem to be able to avoid the patrols completely.  The guards were speculating that there was a bandit outpost close by, perhaps in the Stump Bog that was just south of town.  Squads had investigated the edge of the bog, but the overly poisonous nature of the bog and the dangerous creatures there prevented them from going in very deep.

The same group that visited Lily’s store decided that the Church of Torm would be another good location to scope things out.  At the church was Imar Feldar who was the garrison priest as well as managing anything religious needed for the village.  A gregarious and engaging young man, Imar was quick to relay any of the local gossip as well as mentioning the issue with the bandits and most likely bandit spies nearby.  He also mentioned the unnatural and horrific weather that has been hitting the north.  It in fact was also impact the farms of Amphail to a certain degree.

Imar Feldar

Once everyone was back at the Sleeping Dragon, everyone had a wonderful meal.  In fact, the meal was one of the best any of them had ever had.  The group all finally went to bed breaking up into two rooms. Vladimir, Avery, and “Pick” were in one, while Angelica, ISAC, Fogo, and Sky were all in the remaining room.

At about two in the morning, ISAC decided to go outside and stare at the stars from the back of the Sleeping Dragon.  After a few hours, the constant flow of guards between the fortified barracks and the Inn diverted to where ISAC was standing.  Given the paranoid nature of the guards and concerns about bandit spies, ISAC was instructed to go back into the Inn and rest there.

Within another hour, Sky also decided to go outside and wander around more.  He was seeking a way on the roof to give his natural state a more comfortable place to rest.  The guards were much quicker to approach him and guide him back to the Inn.  At this point the guards had decided to station a group in the Inn to stop the outflux of people leaving the Inn at night to prevent any misunderstandings.

“Pick”, not having eaten all day, had taken off his disguise and hidden it in his room that he was sharing with Avery and Vladimir.  Upon coming down the stairs and expressing his hunger the soldiers gave him some rations as well as a ration of questioning.  The basic issue was that Fwoosh without his disguise was not one of the recognized people that had arrived in Rassalantar.

At this point the situation quickly went bad for Fwoosh.  When questioned about how he had arrived at the village, he claimed that he had stowed away in a cart. With the concern about the bandit spies and an unknown person, the soldiers told Fwoosh that he needed to come with them to talk to the captain.

Uttering an ear breaking shrill screech of a child being tortured and murdered, Fwoosh expressed his worry about the situation.  This awakened the rest of the Inn, especially the party.  The soldiers were quick to draw weapons and summoning additional guards.  Tossing a set of manacles to Fwoosh, they ordered him to lock up and come with them.

Just in time, the rest of the party arrived.  While being ordered to remain in place, Sky ran forward to place himself between Fwoosh and the action.  His assumption that a child was being threatened, a feather small child.  While moving quickly and putting himself into a defensive mode to dodge anything incoming the scene then exploded.

Another half dozen soldiers joined the six already there and all of them had their weapons out at the two.  More manacles were thrown to the floor for Sky and a lot of harsh vulgar words were uttered by the soldier in charge ordering compliance to put on those manacles or else.  Additional orders were given to those that were gawking to return to their rooms while the soldiers began dragging the two to their captain in the garrison.

Fogo reacted quickly and ran to bring Otis to assist what was going on, while Avery and Vladimir realized that “Pick” was missing.  Spending time to search their room they found the disguise the Fwoosh had been using.  They finally put together the idea that the person captured was their “Pick”.  Taking the disguise down to the soldiers, Avery was brought to the garrison as well.

Fwoosh and Sky were brought to garrison’s main room where Captain Gheldram Tassor and his sergeant Blaskus Ulraven were waiting with an additional dozen or so troops.  It seems that the trouble was only giving the captain a larger headache than he had.  When he started asking clarifying questions, Fwoosh continued his story about being a stowaway.

Gheldram Tassor
Blaskus Ulraven

While summoning the merchants to see if a stowaway would have been possible, Otis and Fogo arrived.  To Fogo, this strange little bird person was clearly not one of theirs, and to Otis, well he did not say much.  The rest of the merchants arrived and gave additional information on their cargo.  At that time, Avery and the accompanying soldier arrived with the disguise.  This seemed to be a breaking point for several of those there as they were finally able to connect the dots between “Pick” and Fwoosh.

With a lot of forehead slapping and groans, the captain levied a 100gp fine on Otis since this was one of his guards and sent everyone on their way.  While everyone was departing, the captain told the party that they were prohibited from ever returning or there would be severe consequences. Otis made sure the party knew that this was coming out of their pay once they arrived at Red Larch.

Starting early the next day, barely into dawn, the entire group left along the Long Road toward Amphail.  No one seemed to be in the mood for any conversation and they reached their campsite without an issue.  Otis just quietly sat by his tent and waited for George’s cooked dinner.

Dinner was as wonderful as normal, not, in fact it tasted worse than the previous time.  Maybe having had that wonderful meal at the Sleeping Dragon skewed everyone’s taste.  While dinner was quietly being eaten Fogo was observing Otis.  His concern about how angry Otis might be led to some confusion on his part as all he could determine was that Otis was simply indifferent to everything happening around him.  He ate without an expression as always, almost mechanically.

The party started querying William a lot more on what should be expected on the trip, especially what would be in Amphail.  He described all the unnatural weather north of Amphail including tremors and tornados.  He did say that they might consider avoiding Gouland Sester’s since a lot of nobles seem to hang out there.  He also gave them a warning about the local lord.

Sometime during the night while Fwoosh and Fogo were on watch, they heard two horses with lots of jingly sounds ride by very rapidly on the Long Road going south to the North.  They were not able to identify the source or even who it might be.

Morning came, and the wagons hit the road.  It did not take long to reach Amphail.  Arrival happened before noon again.  The smell of horse dung was the most abrupt greeting the party had experienced so fart, except maybe being manacled. The first stop was at Wescott’s Saddlers, a large storage facility for merchants to leave their wagons and horses, and to even get repairs if needed.  A small dragonborn with reddish scales named Nesbis Westcott ran the place.  Otis left the group somewhat quickly while George took case of settling the wagons and horses.

Nesbis Wescatt

Looking around, Fogo, Sky, and Vladimir noticed an unusual wagon in the corner of the building.  It looked like a heavy-duty smaller box wagon, but the box was not at all normal.  It was a box made of steel with extensive burn marks on all the sides of the box.  In fact, when looking closer and seeing that a lot of the wood of the wagon has a bit burnt, it seems that the entire wagon was made of metal.

Looking to Nesbis for some answers, she relayed what happened as far as she knew.  The wagon belonged to Nathan Axedrudge, someone claiming to be a merchant.  She did not know that the wagon had been made of metal but a day ago it had somehow caught fire and burned all the wood off the box part.  Nathan had tried to contract with the local carpenters, but they had recently gotten a huge order which would occupy them for at least five-day.

What she finds interesting, is that the wagon always seemed to have guards with it, and they were missing when the fire occurred.  She said that Nathan’s gigantic half-orc bodyguard was so pissed she thought he was going to rip the guards in half.  She told the party that Nathan and his bodyguard were sulking in the Stag n’ Flag.

Nesbis was surprised by the whole thing since she had never seen an entire wagon made of metal before.  She now understands why they needed four horses to pull it.  The only other point she mentioned was the increase of large rats at the Middens and how irritating they were.

Discussing with George on what was in town and what they might do, he suggested that the check-in at the Stone Stallion soon, get food at the Stag-Horned Flagon, also known as the Stag N’ Flag, and avoid Mother Gothal’s.  he explained that it was an establishment for drink, dancing, and companionship.  A lot of nobles were known to have rendezvous at Gouland Sester’s, and nobles are known to cause trouble for commoners.

Once he finished settling the wagons and horses, George dragged William away to their accommodations at the Stone Stallion.  At this point the party split up into three groups.  Vladimir to the Stone Stallion to check-in, Fwoosh, Fogo to a sundries store, and Avery, Isac, and Angelica to the Stag N’ Flag for some food and drink.

It turned out that the Stone Stallion was a huge Inn.  It was four stories with what appeared to be several rooms per floor.  After ringing the bell on the desk several times and waiting a fair amount of time, the proprietor Thorn Tlassalune. With a small amount of chit-chat and Vladimir having identified himself as one of Otis’s guards, Thorn gave Vladimir a single key for a room and told him that he and the rest were all put on the troublesome fourth floor.

Thorn Tlassalune

Going up the narrow staircases to get to the floor, Vladimir was able to get a glimpse of each of the floors.  As he passed each one, he could see that the décor became rougher the higher he went.  All of it was opulent, but more worn the higher he went.  Once on the fourth floor, he could see that there were 20 rooms on this floor.  The walls, floors and even the doors contained scars, burn marks, and what appeared to be dried blood in a few locations.

Vladimir could hear screaming from one room, what seemed to be an ongoing sword fight in another, and just odd sounds in general.  Even with all the heavy damage, none of the walls, nor doors had holes, or were scarred through their material.  Whatever everything was made from, it was tougher than a regular inn.  Opening the door to their room, it was much larger than expected.  With three double beds and a private area for a bath, it was surprising, nice.  Tapestries covered the walls, and plush rugs the floors.

Given some time before meeting the others, Vladimir settled in for a nice hot bath.  Wash away his worries and the events from the last couple of days.

Fwoosh, Fogo, and Angelica asked for directions to a sundry store from Nesbis.  She directed them to Sammy’s Sundries.  There Saul Blockgnasher a gnome was manning the store.  Fwoosh was desperately trying to find a replacement for his mask that had been left in Rassalantar.  No matter what was offered, nothing seemed to work.  Saul did suggest going to Shrunedalar’s Secrets and get some makeup to minimize Fwoosh’s beak.

Saul Blockgnasher

The last group of Sky, ISAC, and Avery all headed to the Stag N’ Flag to see what is happening in town.  Upon entry they were seated at a table in the middle.  There were what was clearly several groups of nobles in the room, and in the corner was a young man with a very large half-orc standing behind him.  These two were most likely Nathan and his half-orc guard.

Nathan Axedrudge
Bartholomeus

Getting some food and drink from the unusually dressed waitress, the group settled down.  They could see a waitress going over to one of the tables containing some nobles.  The nobles seem to be negotiating something with the waitress.  They finally hand her a platinum piece.  She places on one of the heavily pock-marked columns in the room.  Stepping back 20 feet, and she quickly tossed the daggers on her waist trapping in the platinum piece tightly.  All the patrons give a soft applause, and she claimed the coin.

Stag N’ Flag Waitress

Session Notes:

The occurrences in Rassalantar proved to be a surprise to everyone, including the DM that rolled harshly with the flow. We will have to see if the characters try to come back another day, or just avoid the village moving forward. A lot of the time was spent with the players and the characters learning more about each other, and the sudden arresting event made a lot of things clear about each other on how each person and character responded.

Session 1 – Overland Travel

Campaign Notes:

I wanted to limit the races that were available for a variety of reasons and wanted a way of documenting any variation from the rules as written, any home brew as an example, as well as add clarification anywhere I thought was needed, so I created a Players Books and Table rules for everyone and update it as needed.

Session VI, Prelude

10th of Mirtual 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:

Air
Earth
Fire
Water

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.

Grund

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 Mirtual 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.

Ankheg

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.

Sessions

“Be copy now to men of grosser blood,
And teach them how to war. And you, good yeoman,
Whose limbs were made in England, show us here
The mettle of your pasture; let us swear
That you are worth your breeding; which I doubt not;
For there is none of you so mean and base,
That hath not noble lustre in your eyes.
I see you stand like greyhounds in the slips,
Straining upon the start. The game’s afoot:
Follow your spirit, and upon this charge
Cry ‘God for Harry, England, and Saint George!”

Henry V by William Shakespeare

The campaign has started, people are playing, players are meeting, cats and dogs are sleeping together, it is a joyous occasion. As stated previously we are running a heavily modified version of a “standard” campaign. We record it, track our progress, and post those results here.

The accounting of each session is done by the DM (which is me). The accuracy of the report is mostly correct. Some things might be left out, and some clarification to others. There is also a DM’s version of each session with more details and specific notes for the campaign. These will be posted when the information contained within them no longer have any importance or relevance.

So, here they are in all their glory and poor English and Grammar.

The first set of session are titled “The Prelude” This is because everyone started at level one while the normal module suggests a level three start. Silly module, why should we follow those instructions? There are some side adventures to get the characters to about third level before the real campaign gets started. Some I took, some I tossed, and that were left were modified fairly heavily. I also wrapped the game with extra information and details to tie in the different character’s back stories.

My expectation is that the characters will probably be at least level three if not level four at the end of the prelude. It just means future encounters would need to be re-balanced, but pretty much everything needed some tender loving care, because none of it was perfect the way it was.

The Prelude

  • Session I (Departure from Waterdeep)
  • Session II (Arrival at Amphail and the Rat Warrens)
  • Session III (Finishing the Rat Warrens and onward)
  • Session IV (Huge ambush and arriving at Red Larch)
  • Session V (A Day in Red Larch)
  • Session VI (Starting the bandit hunting)
  • Session VII
  • Session VIII
  • Session IX
  • Session X

Chapter One

  • Session Future

Customization Options

The combination of ability scores, race, class, and background define your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who-with the DM’s permission – want to go a step further.

This chapter defines two sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels.

Multiclassing

Multiclassing allows you to gain levels in multi pie classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this role, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level.

For example:

If you have three levels in wizard and two in fighter, you’re a 5th-levei character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. Vou might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus on exchange for versatility.

Multiclassing Example:

Gary is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to progress as a fighter. Gary’s fighter has been spending a lot of time with Dave’s rogue and has even been doing some jobs on the side for the local thieves’ guild as a bruiser. Gary decides that his character will multiclass into the rogue class, and thus his character becomes a 4th level fighter and 1st – level rogue (written as fighter 4/rogue 1).

When Gary’s character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter S/rogue 1), another rogue level (becoming a fighter 4/rogue 2), or a level in a third class, perhaps dabbling in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/ wizard 1).

Further details are in Chapter 6 of the Player’s Handbook.

Feats

A feat represents a talent or an area of expertise that gives a character special capability. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. Vou can take each feat only once unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

For example:

The Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse- you can’t benefit from the Grappler feat until your Strength is restored.

All the possible Feats are available for Players to choose for their characters except the Lucky Feat.

Homebrew Feats

As the Campaign progresses more Homebrew feats will be discovered and made available to the characters.

Blindfighting

Extensive and continuous training in complete darkness or in some cases with the aid of blindfolds, have allowed you to hone your remaining senses to a razor’s edge. This specialized combat training has granted you the ability to perceive your surroundings in ways others couldn’t begin imagining. Must have proficiency in Perception.

  • You develop blindsight up to a range of 20 feet.
  • Your blindsight can only work in a setting where your character can use his other senses, like hearing and smell.
  • You gain advantage on Perception checks relying on hearing and scent.

End Him Rightly

You have mastered a little-known sword technique. As an action, you can unscrew the pommel from your sword and throw it at a creature within 20 feet of you. When you do so, you make a ranged weapon attack against it using your Strength modifier (you are proficient in this attack). On a hit, the target takes bludgeoning damage equal to 1d4 + your Strength modifier and must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be stunned by the impracticality of your tactics until the end of your next turn. The pommel lands within 5 feet of the target, and you have disadvantage on all attack rolls made with the sword whose pommel you unscrewed (due to it being imbalanced) until you pick it up and use an action to screw it back on.

Requires proficiency in at least one kind of sword.

Resourceful

You’ve always hated leaving anything to waste and have always made sure you get the most out of any situation.

  • You gain proficiency in the harvesting kit and the herbalism kit.
  • You ignore any penalties for harvesting a creature that died a particularly violent death.
  • Both appraising and harvesting a creature take half the time than it normally would.

Town Drunk

You have been drinking for years and have gotten used to the effect of alcohol.

Once you have this feat you gain the following benefits:

  • Tipsy and Drunk are now the same level (1/2 your intoxication level)
  • You no longer have disadvantages until you reach Wasted.
  • You gain a +2 to reach the “Blackout” stage.
  • You won’t get hungover if you don’t pass Drunk.

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