Heart of Darkness Discovery Thread

The 5th Editon playtest campaign.
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EvilGenius
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Heart of Darkness Discovery Thread

Post by EvilGenius »

Ken, can you stickey this thread?

I'm going to keep track of all of the campaign info that you've discovered in this thread. Since we don't play every week, I think this will be a good touchstone for everyone to keep abreast of important discoveries and events.

I'll be adding all of the relevant information to this thread over time, and then I'll keep it up to date after each adventure.
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Re: Heart of Darkness Discovery Thread

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Oh, I figured out how to sticky. Yay! :)
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Re: Heart of Darkness Discovery Thread

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Strange Items:

Balisar has a torn map showing the floor plan of an unknown stronghold. Jareth recognizes the floor plan, knows it very well, and can fill in the missing parts but can’t remember why he knows this place.

Brigga has a blank book whose paper pages cannot be marked in any way (that you know).

Erk has a diagram of a complex mechanical device that looks like some sort of furnace maybe? In the corner, barely legible through some stain, is Brigga’s name, as though she drew the diagram. Brigga recognizes the machine as a secret dwarven design, specifically from the 'new' dwarves but doesn't remember creating the diagram.

Mordai has a vial of dragon’s blood.

Quarion has a caltrop made out of bone. It is not clear from what animal the bone was taken.

Jareth has a bottle containing a dead sprite.



Mordai has found a holy item (sword) dedicated to Rudd that seems connected to him, somehow.

Quarion has found a set of Elven Chain that seems to be connected to him, somehow.
* Belonged to his father
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Re: Heart of Darkness Discovery Thread

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Strange Memories:

All of the PC’s instantly recognize all of the other PCs. All of you can remember these other people from very vivid dreams that you’ve had but you can’t seem to recall any details of those dreams.

The exception is Jareth. He seems familiar to you but seeing his face isn’t like seeing a dream made real. Jareth recognizes all of the other PCs as above.

Mordai seems to have some strong connection to the abandoned keep you found in the forest. He knew the layout, knew where to find secret doors, and instinctively knew how to open a hidden section of the tower, finding a disused and undisturbed bed chamber and a diary with his (Mordai's) name on it.

Brigga has found a stronghold that somehow belongs to her but has been violently relocated to the Elemental Plane of Earth. The stronghold seems to have been dedicated to the dwarven god, Moradin.

Onarra recognized the ruined Druid's Grove has her former home, now infested with undead and a portal to the Shadowfell.

Jareth has found a ruined tower that used to be his home but has been violently relocated to the Elemental Plane of Water. The Tower holds a djinni named Alizar.

You have now all realized that you are clones of your original selves. More memories of your former lives continue to surface as you find more relics of your past.
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Re: Heart of Darkness Discovery Thread

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Farweald: General Facts

Farweald isn't technically in any country. To the north is the former Rovers of the Barrens, now a largely abandoned wasteland. To the south, on the other side of the forest are the Bandit Kingdoms. To the east lies the now shattered remains of one of the former Bandit Kingdoms, Grosskopf, and further to the east, the equally shattered remains of Tenh (from whence you have all recently arrived). To the west, on the other side of the forest, is the land of Iuz, much reduced now, but still dangerous.

You are in the Fellreev Forest in a town of my creation, Farweald. The town is located on the Cold Run river, about a hex south from the northern edge of the forest.

You were hired by Lonz to help bring a small caravan back to distant Farweald. As far as you know the caravan carried raw materials not easily found in the Fellreev Forest (metal and stone).
Balfhe and Markel work with Lonz and were on a second caravan (which Naziah joined).

There is a sizable population of Tieflings in town and they are very much second class citizens.
* They live in a section of town called The Invisibles.
* The section of town called The Invisibles is sunken in relation to the rest of town. The buildings are all ramshackle and falling down. Many are burned out husks.
* You have also discovered that the Tieflings are the result of Farweald’s voluntary association with Iuz and his demonic servants during and after the Greyhawk Wars.
* Some tieflings have gone missing in the past year. Some have come back, some haven’t. Those who have come back seem a little different.
* There have been several incidents of violence and unrest in town, mostly directed at the Tiefling population over the allegations of kidnapping.

There used to be a few Dragonborn who lived in town. They were well respected.
* You have investigated their former home and found several things.
* There is an upstairs room with a hole in the roof. It looks like someone has been living there occasionally, maybe in the past month or two.
* There was a secret door in the basement that led to two rooms. The first room had cages sunk in an earthen floor and a few dead animals. The second room was a large bedroom with a mimic. :D

You encountered a Jackalwere in town. He escaped into the forest.
* He directed the party towards an ambush by Kobolds.
* The name he was using in town was Jans Hackett. He was known as a half-beggar/half-woodsman.
* The Jackalwere seems to be the occupant of the hidden basement room in the Dragonborn's house.

Farweald's palisade wall seems to have several hidden entrance/exits.
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Re: Heart of Darkness Discovery Thread

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Leigha

A girl from town, Leigha, is missing.
She is the daughter of a town Councilman, Lemend.
Leigha worked at a shop in town called Feats of Clay.
Leigha has a boyfriend, Balfhe.
Leigha’s mother has had some sort of prophetic visions of Leigha in the thrall of ‘a dark and fiery creature’. Councilman Lemend thinks that means the Tieflings.

When the PC's helped interview possible witnesses to the kidnapping, they discovered the following:
* A few people saw a cloaked and hooded figure escorting a blond haired young woman toward the southwest side of town.
* Tiefling laborer, Remin, saw the hooded figure and Leigha walking toward a spot in the wall where the river flows under it.
* Human laborer, Ganshy, saw a large blond man accompanying a hooded figure and a blond girl. They were hurrying toward the river.
* Human woman, Serilda, who works at Paquet's Mill, saw a few people escorting a blond girl who looked sick. Serilda thought they were causing mischief for the Mill because they were headed into the lumber piles near the south wall. When Serilda investigated, she smelled wet dog but did not find anyone.
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Re: Heart of Darkness Discovery Thread

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Farweald: Businesses

Burt’s Mundanities – very poor and dirty ‘general store’. Burt seems to be a hoarder. All items are poor quality and often dirty or slightly broken. But there is a Very high chance that Burt has what you’re looking for.

Buzzsaw Tavern – located near the mill, frequented by working class, especially those connected to the Mill.

Ciande's Steeds - stables in southeast of town, by river.

Feats of Clay - potter who alchemically makes unbreakable pottery.
* Owned by Joseph

Forms in Wood - master carpenter/woodworker
* Owned by Ilorg, master dwarven artisan.

Grandwood – on the tall hill in the northeast corner of town. Super fancy Inn, not open to general public.

Haupt’s Wonders – very high end General Store carrying only the finest, and most expensive, goods.
* Managed by Dendy Hawkins

Hilma’s – herbalist. Excellent Radish Paste.

Jolgard’s Drovers – run small caravans in and out of town.

The Lodge – a sizable Inn next to the East Gate. Frequented by those who venture into the forest.
* Owned by Peften (Pef) Mathers, master fisherman, and his daughter Julia.

Lolm's Livery - stables across the street from Tinker's Rest.

Paquet's Mill - lumber mill
* Owned by Chriselda Paquet, widowed human woman.

Smithies?? - the party has not investigated any smithies yet.

Tinker’s Rest – Inn frequented by traders, has a large secured yard for wagons.
* Owned by Gellund and Irild Hodzik, gnomes.

Two Birds - bowyer and fletcher

Ye Old Gaming House (used to be Ye Old One’s Gaming House, sign has been repainted)
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Re: Heart of Darkness Discovery Thread

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Farweald NPC's:

Sheriff:
Harkin Tierney
Constables:
Archibald - human. Soft spoken, congenial, polite, not very smart.
Hania - ??
Dunaric - dwarf. Sort of suspicious of these 'new dwarves'.

Tieflings:
Akriah - witty, irreverent
Thosos - vaguely menacing, concerned with helping the Tiefling population

Dragonborn:
Balrakas - ??

Town Councilman:
Lemend

Dwarves:
Hammerheart family - mostly in the guard and constablery. A daughter is apprenticed to Virceran, elvish mastersmith.
Drunakar family - mostly merchants. 2nd son apprenticed to Ilorg.
Baramek family - silversmiths and jewelers. Eldest son and only daughter turned away from the family business to become adventurers.

Woodsmen:
Peften (Pef) Mathers - owner of The Lodge


Drovers:
Lonz - harsh and bullying. Seems deadly and competent.
Balfe - brash. Tries to be intimidating but in real danger, he is revealed to be little more than a boy. Has been in a relationship with Leigha.
Markel - quiet and menacing. Eager for violence.
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Re: Heart of Darkness Discovery Thread

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Discovered Documents:

Note found with kobolds at ambush site:
Adventurers left town, should be there later in day. Be ready and send gear on to Lucky Break.
Beware of the Dragonborn and the Dwarf. This group seems more capable than the last few.
Note found at ruined keep, Lucky Break:

The Master wants this girl, and says she is NOT TO BE HARMED IN ANY MANNER!!! He will NOT lose his bargaining chip with the Fire Lord!!
Have Balrakas take her on to the Master at once!



Journal found in Lucky Break with Mordai's name on it.
Mordai, of K’Sograh,
Moonday 17th, Planting, CY 640

If I can catch a break with the weather today (heh), construction will begin on my new home, Lucky Break! Rudd be praised!

Freeday 27th, Planting, CY 640
Maybe today, Rudd? It’s not like I’m trying to build it in a swamp, you know ….

Godsday 18th, Flocktime, CY 640
Finally, everything seems to be proceeding! Brigga and her dwarven friends have dug and built the foundations! Uh, praise be to Moradin? I guess?? That’s what she says anyway. Although that’s usually after she hits something in the face with that loud hammer of hers ….

Freeday 14th, Wealsun, CY 640
Erk might be a little spooky (STILL don’t know who his pact is with!! It’s literally been YEARS now!! Cagey basterd! I like that in a guy, but maybe it’s time to ask Grandmother?), but his summoned Earth Elementals and Dao can accomplish an amazing amount of work in a short time!! Praise Rudd, Lucky Break is almost done!! Brigga thinks that we should be done in time for Richfest!!

Starday 1st, Reaping, CY 640
Rudd save me from ever trying to win drinking games with dwarves again! I don’t know why I thought this year would be different. Every festival week with Brigga requires two more weeks of recovery! And that’s with all of the Cure Disease and Lesser Restorations I can cast!! I think I had to use Find the Path to make it back to my room last night …..

Godsday, 11th, Reaping, CY 640
Today is the day everyone else is coming to see Lucky Break! Quirin should be transporting them sometime around lunch. Hmm, I wonder if he’s going to fly them in or ‘port them in? Well, I’ll put out the big banner on the roof, just in case.



A big chunk of pages are torn/burned out of the rest of the journal.


Fireseek, CY 646
Haven’t heard from Erk sinc (burned portion)
Going to meet everyo (burned portion)
From there we’ll proc (burned portion)
Rudd, If you’ve ever favored m (burned portion)


Reaping, CY 646
Dammed fools! (literally!) I don’t see why we have to leave that stupid little nothing of a town alone!! I could claim all of their souls in a damned afternoon all by myself!! He better watch his damn back ….


Final Entry
Harvester, CY 646
HA!! I CAN’T EVEN BELIEVE IT!!!! That stupid magical trap turned him HUMAN FOR HELL’S SAKE!! HAHAHAHAHAHAAA!!!
Erk and Amadi laughed as hard as I did! There’s no way they’re turning him back. Serves him right, pompus jerk!!
Oh hells, I have to remember to ask if either of them can turn him into anything else fun!!!
Whelp, off to hunt that damnable Quirinseyru!! I can’t wait to see the look on his face when he sees us again! Maybe I’ll keep a souvenir ….

Journal found in the secret basement of the Dragonborn house. The journal is written in a strange language that uses Abyssal vocabulary and grammer but the Draconic alphabet.
** After magically deciphering the mixed languages, Mordai discovered that the damn journal was still written in code. Using the two journals together, though, he has been able to decode this strange writing.
Jackalwere’s Journal

Sunsebb, CY 646
I cannot believe that I am given a chance to corrupt and twist mortals on this plane and I’m stuck in this stupid backwater where I can’t even feast properly!! My new So-Called-Master failed again last night, even though his magic was boosted by the celestial positions of this place’s two moons. Though he is powerful, The Master failed to locate his lost lieutenants. If they were simply dead, their souls would at least be reachable. If they had merely abandoned him, either they or their items would be locatable via divinations. But there is nothing, for months now.
It is just as well. If he were to somehow recover his missing servants, then he might try and dismiss me back to the Abyss. I wouldn’t care if he sent the others back, but I’m not done having fun here yet!


Fireseek, CY 647
It’s been pitifully easy to infiltrate this stupid town. They actively shun any use of magic so there are none who can detect us, let alone oppose us. Still, there may be a few useful mortals here. The Dragonborn shows promise, as do a few of our Cousins. We’ll let the Master decide who is turned and who is …. Not.
The Master has suggested that we leave that insufferable Sherriff untouched. I admit, it is wonderfully devious having a genuinely honorable person in a position of authority. As long as he remains unaware of the true state of things, he will provide excellent cover for us!!

Readying, CY 647
The novelty of mortal seasons never wears thin! And with the spring, a new influx of adventurers and travelers to send off into the woods, never to be seen again! I enjoy hunting but having my prey willingly come to me for advice and direction is the most fun I’ve had in centuries!

Goodmonth, CY 648
The last batch of ‘heroes’ had to be the dumbest yet. Even after finding the ‘missing elf’ in the Weeping Boughs AND having her turn out to be a demonically possessed vampire, they still tried to ‘save’ her!! How are Mortals such FOOLS!?!?!
Luckily, two that fell to her succumbed to vampirism themselves, otherwise her ultimate destruction would anger The Master greatly.

Goodmonth, CY 648
Someone new came to town who bears watching. He’s not an adventurer, but he bears the symbol of K’Sograh!! I have dispatched our cousin to alert The Master. Perhaps this Mortal knows something of the Master’s Lost Lieutenants!

Harvester, CY 648
Apparently the fool K’Sogrite knows nothing of interest. The Master has ordered that we continue to watch him in case he stumbles into something or in case anyone seeks him out.

Planting 4th, CY 649
There are new adventurers in town and they bear TWO items from the Masters’ Lost Lieutenants!!! Maybe more! We have seen the Warlock’s Periapt and the Elf Lord’s Armor!! The Master has instructed that we be wary but take them alive. We need to find out what they know!!

Planting 18th, CY 649
These new adventurers were formidable but after Hravja paid them a nighttime visit they quickly withered. It’s pitiful how even the mightiest mortals are brought to nothing by a simple lack of rest.

Wealsun, CY 649
Finally disposed of this last group. Hravja certainly enjoyed getting information from them, though they didn’t HAVE much useful information about recovering the Periapt or the Elf Lord’s Armor. Apparently they recovered the items from some giants in the Bluff Hills. But the Master’s Lost Lieutenants were far too mighty to have fallen to paltry giants, and again, if they were simply dead we would be able to contact their souls somehow.
I suppose I’m going to have to go to the Giant’s lair and see what I can find. I’m not expecting much. Lonz and his lackeys can take me most of the way. Actually, they’re going to accompany me the entire way. In case I get hungry ….

Flocktime, CY 650
There are new adventurers in town. These show some promise and even have some powerful magical items, for a change! I think those fiery gauntlets will certainly impress The Master, and perhaps the dragonscale armor.


Journal found in the blocked room upstairs in the Dragonborn house. The journal is written in a strange language that uses Ignan vocabulary and grammer but the Draconic alphabet.
Dragonborn Journal

Fireseek, CY 647

It looks like I’m finally going to get my due in this stupid backwater town! I’ve been contacted by the servant of someone verrrry powerful who needs MY help!! I’m riding out to meet this “Master” tomorrow. The servant seems pretty shifty though. This better be legitimate or someone’s going to get some acid in the damn face!


Readying, CY 647

I can’t believe my luck! This is better than the best scam I could have ever dreamt of!


Coldeven, CY 467

The winter is finally breaking. Lonz ran his first caravan and brought back a few likely prospects. They seem pretty competent, so Hackett is going to send them out to those old Standing Stones and let the forest creatures deal with them. After it’s done, the kobolds will go and collect the loot and send it on to that Lucky Break place (heh, not so Lucky after all), then on to The Master from there.

Reaping, CY 647

Hackett is a stupid prig!! I swear I’m going to tear his throat out if he doesn’t stop spreading lies about me to Haupt! I don’t care if it’s ‘his nature’ or not. Next time I’m going to find out if he can regrow his dammed liver!

Patchwall, CY 647

Another incident in the woods. Those stupid kobolds can’t get the job done on their own. The Master wants to send me out to directly oversee them. Thinks they’ll listen to me better since I’m part dragon. I think they’ll listen because I’m going to rip a few of them in half when I get there ….


Fireseek, CY 648

Finished the ‘adjustments’ to the house in town. This way the others and I can get to a safe place in town without just strolling in through a gate. Or one of the secret gates. Pretty sure the Tieflings are watching the ‘secret’ exits.

Hackett can keep the secret cellar in the house. It must date back to when the town was in bed with Iuz. I bet there are hidden cellars and rooms all over this stupid town. Wouldn’t even be surprised if there were still a few devotees of The Old One laying low here.



Planting, CY 648

The woods are getting weirder and weirder. I know The Master is powerful but it’s beyond me how these places keep appearing in what used to be damn normal trees!! That old druid’s grove that they showed me, The Weeping Boughs I think they called it, that place just creeps me the hell out. And the old Standing Stones? That whole area is always winter now, even during the summer! How the hell does THAT work?


Harvester, CY 648

I don’t know what the hell Hackett is playing at. The last few adventuring groups have wiped out all of the vampires from The Weeping Boughs now. Are the stupid elves and dwarves and gnomes that goddam powerful? Or is something else going on ……

Ready’reat, CY 648

Demonspit! How did The Master come up with something EVEN WORSE to put in The Weeping Boughs?!?!! I’m staying the hells away from there, I don’t care WHAT orders Hackett gives!!!


Wealsun, CY 648

The goddamm gnolls are getting out of hand. They slaughtered another bunch of my kobolds and even picked a fight with the hobgoblins and bugbears! Can't wait to see how THAT turns out ....

Wealsun, CY 649

Well cross off another damn place in these godsforsaken woods!! The Singing Pools used to be a decent place to go and relax, even with its stupid, fruity name. The hot springs and the little waterfall were nice, you know? I could scrub my hide, clean a few rabbits for roasting, carve up that stupid dryad’s tree a bit for fun… you know, relax. But not anymore. I can’t even find the waterfall now, even when I follow the friggin river!!! It’s like it’s not even in the same place anymore, not that I’d want to go there anyway, with what lives there now …


Planting, CY 650

The Master has made contact with an Efretti lord. It seems this genie has been spying on this realm for some time and some girl from town has tickled his fancy. No idea how THAT would work ….


Goodmonth, CY 650

The genie seems to be dealing with The Master in good faith. Hackett and some of Lonz’s boys just have to deliver the girl to my kobolds and I’ll take it from there. Don’t know why we have to wait a few more months though. Something about ‘phases of the moon’ on the portal or something crazy like that. We’ll be ready when they give the word, though.



Patchwall, CY 650

Going to be busy in these here woods right about now! FINALLY got the word about the girl. It’s about damn time! Also, some fresh adventurers in town. I told Hackett that I wanted to try out my new log trap on them! Can’t wait!!!

DAMN IT!! Hackett says the stupid girl is more important than the adventurers, so now I’m not even going to see how the log trap works on them!

Slim Journal found in the Elven Burial Chamber. It appears to be written in the same type of code as the previous journals. The script uses Infernal vocabulary and grammer but the Draconic alphabet. You have not yet deciphered this journal.

There are many entries detailing tieflings’ status as an oppressed minority in Farweald. These entries are not encoded, but you do pick out a few interesting tidbits here and there.
Something strange is happening in the Invisibles. I know the grownups aren’t telling me everything! People disappear for a few weeks and then come back mysteriously. And when they come back they seem, I don’t know, braver? More self-assured? And they don't like to be told what to do anymore, either. They keep saying things like, they'll figure it out on their own and they can do it for themselves and the like. What’s going on?

Coldeven 18, CY 645

Akriah gave me a ring for my nameday. She said it’s to help me know the right path, whatever that means.

Reaping 10, CY 647

I ran into Thosos again today. I don’t know what he actually does. I’ve never seen him working in town. He’s just … here, you know? Whatever. He asked me if I’d had any trouble in town lately. I don’t know why but he seemed really intense about it. I don’t know if he knew about me trying to sneak into Haupt’s or not but I sure wasn’t going to tell him!

Harvester 15, CY 649
Something weird happened today. Some old lady in town told me that I had ‘potential’ and that she knew someone who could give me whatever I wanted. Sure, that doesn’t seem sinister AT ALL. Maybe I should tell Akriah about her ....

Harvester 19, CY 649
Saw the old beggar woman again while I was in the marketplace. She said I have a special soul and someone wanted to meet me. I told her I wasn’t interested but she said that it would be good for my people, that if I had power I could help the tielfings in town. She told me that this person would meet me at the statue of Telchur at midnight and that it wouldn’t hurt to at least see what he had to say. I don’t know, maybe I’ll go and see who it is, at least.

Harvester 20, CY 649
I’ve never seen anything like this Hravja character. But the Power! There’s no denying that!! And he can teach me. It seems incredible that I could do anything special but I want to believe it. Akriah does her best to protect our people in Farweald but nothing ever gets any better! We need someone with the power to change things! Hravja thinks I could be that person. I’m skeptical but with his teaching maybe I could at least help?



The next journal entry is a year later (the current year) and is in the strange encoded script that you have become familiar with.

Readying 27, CY 650

How could I ever have been impressed with the fool of a flameskull? All the thing does is babble about ‘great secrets’ and how wonderful the Master is. Now that we’ve completed the ritual and I’m keyed to the Portal I could destroy it if necessary but that would anger the Master. At least I can order it away, though since its soul is also bound to the Portal, it cannot go too far.

Planting 2, CY 650
My fear at giving up a part of my soul to the portal was completely without merit. Who cares if I can’t remember some details of my childhood? What are memories compared to tangible Power? The part of my soul that I gave up wasn’t even very large, certainly not like that required to open a portal in the first place!
Miette's Journal
(translated from Elven)

There are many entries alluding to Miette’s life as a a rogue but they all seem to be dated several decades ago. About ten years ago, though, she apparently settled down in this grove with her sister, Onarra, a powerful druid. For a few years, the entries are fairly mundane. Miette notes when Onarra was off with her adventuring companions, and there are several entries detailing how happy Miette is about having left that life behind.

There are occasional, minor mentions of most of you by name, but with small details that don’t make sense. For example, in one entry Miette alludes to Mordai and Brigga as being powerful healers, and in another she notes that Balisar’s technical lockpicking skills have greatly improved, especially when using the mage hand spell. Miette also mentions her distaste for Bannock because he is from the savage tribes of humans to the north, noting that he shared more in common with a pack of wolves than with men. That same animalistic nature is why Onarra trusted him so deeply, though, and Miette trusted her sister’s judgement.

There are a few entries that stand out even among those discrepancies, though. For several months, Miette makes frequent mention of your companion Naziah. Apparently Miette was harboring a secret crush on him, though her descriptions of Naziah are quite unlike the man you know. Miette describes Naziah as an accomplished bard with a generous and open nature, quick to smile even in the face of danger, and a loyal and steadfast companion. As you read these entries you can clearly see Naziah’s face in your memories, with a smile of pure mirth. Somehow you feel, in your very soul, that you trusted him with your life and he never let you down. That thought makes you feel inexplicably guilty, though...

Miette also notes though that Naziah seemed to have an unrequited crush on another of your companions, Gwen. And it seems as though maybe Erk was jealous? Miette couldn’t be sure because she didn’t see Erk much, noting that he was often away working on tasks for his mysterious patron. Miette also notes that Onarra was concerned about Erk. As his arcane power grew, he was growing more distant and often seemed to be cloaked in darkness. Miette didn’t seem to be exactly sure if Onarra was speaking literally or figuratively.

In another section, Miette talks about Quarion and Jareth, and their martial skill being a credit to the ancient elven traditions. Miette clearly states that Jareth is an elf, and he and Quarion are brothers! Apparently Quarion had sworn a great oath of vengeance after their father was slain by a necromancer. And Jareth apparently wielded one of the legendary elven Moonblades, which had been a symbol of their elven family for almost a thousand years! Miette speaks of her great respect for the brothers, a feeling echoed by Onarra.

About four years ago, you find more passages of immediate relevance.


Onarra and Brigga came to the grove today and started planning an addition to the cottage. When I asked what it was for, Onarra looked at me strangely and replied, ‘storage’. Brigga looked amused but said it was Onarra’s secret to tell. For all of their differences, these new dwarves from the far western lands can be just as stubborn as those here in the Central Flaness.


I’ve enjoyed Onarra and Brigga’s company these past few weeks. I enjoy my life here in this ancient forest, but occasionally it’s nice to be reminded of civilization. Maybe I’ll take a journey soon. I wonder what Rookroost is like these days?
But the addition is completed. Thanks to Brigga’s craftsmanship I can’t even tell that the addition wasn’t constructed with the rest of the cottage. Apparently the only furnishing is to be a plain stone table. I’ve no idea why, but they both insisted. I don’t understand but they’re both acting like they’re sharing a joke that they don’t want to tell me just yet.



Sehanine above! I’ve finally met the mysterious Quirin! He showed up late last night with Erk. I’m sure they teleported here. Quirin seems a fairly serious type. There was a quiet dignity about him, though. Maybe it was the silver hair. He seemed old, even beyond the hair, but I always have trouble judging age in humans. Erk was unusually somber, too, but I don’t wonder why after seeing their purpose!
All four of them were holed up in the addition for hours, talking, then chanting. Some kind of powerful magic was being crafted and when they were done, they all looked exhausted, but proud of themselves.
There was a large wooden box on the table. It took me a moment to realize that it was a coffin! Onarra reassured me that everything was alright and led me over to the top of the coffin. There was a glass pane in the lid and when I looked inside my heart almost failed me! There’s a body in the coffin, but not just any body, it’s Onarra! Which of course, means that I was also looking at myself in a coffin.
Everyone had a good chuckle at my reaction, but they all assured me that everything was ok, that this was just a copy of Onarra’s physical form, in case she were to be slain somewhere. I don’t care what they call it, it’s damn creepy!!




Over the next few years it appears that Miette got more comfortable with the clone lying inert in the next room, often talking to it as if Onarra was really there, just sleeping. Miette notes that Onarra’s visits home are getting more infrequent and that she seems much more interested in the savage power of nature rather than the power of life and growth, as she used to. The final entry again jump out at all of you.


I can scarcely believe the events of the last two days! I was awoken at night by a loud crash from Onarra’s bedroom. I rushed to the room only to find Onarra’s bed lying cracked and broken on the floor, obviously fallen off of the stone table. And Onarra was awake, but dazed, supporting herself on the table. I rushed to her side but she looked at me wild eyed, with no recognition at all! I tried to grab her, to explain where she was but she pushed me aside and ran out of the cottage, into the night. I would have followed immediately but I cracked my head against the stone table when I fell and I must have passed out.

When I awoke, I dressed and grabbed some of my old gear but she was gone. I searched for hours in the night, calling for her, to no avail.

I have only returned home for a brief rest and then I will set out to find Onarra’s adventuring companions. I fear something terrible has happened if Onarra’s clone was activated. I’m going to try Lucky Break first, since it’s the closest of Onarra’s companions. If I don’t find anyone there I’m going to try and find Erk’s tower. He or his apprentice, Ulheln, have to know something!
Ripped out pieces of Jareth's Journal:
Jareth’s notes:

The ritual was a success. Erk harvested our blood, just as he said he would. I feel bad about forcing Naziah but I don’t understand why he refused in the first place! I know he felt more for her than he let on. It makes no sense to me, but he’ll thank us when we succeed. It’s what’s best.
There was a weird tugging sensation in my head, and then a kind of ripping sensation. I looked around and everyone else looked similarly discomfited. The promised portal opened in front of us though. I could clearly see into the fire blasted land beyond. Searing heat pounded us like a hammer. We raised our defenses and charged through the portal. We would not leave Gweyndolyn to the mercy of the Fire Lord!!! Bannock is readying his Horn. To Battle!!

A separate page of script:
It feels strange now, with a small part of my soul missing. My emotions seem … subdued. And I can feel a tugging, pointing me toward the portal that we opened, no matter where I go. Or maybe it’s just the guilt at not saving Gwen …

And the final page:
I can remember feelings, like hope and love. Honor, loyalty. But they seem just words to me now, bereft of meaning or context. Even the guilt over Gwendolyn or Naziah seems a distant thing now. Most often, all I feel is anger. Anger and resentment. I don’t care about losing childhood memories, we all agreed that was a small price to pay. But I do wonder if something deeper is happening now. I’ll have to remember to ask Erk about it, the next time I see him. Whenever that will be …
Last edited by EvilGenius on Fri Feb 17, 2017 5:08 pm, edited 26 times in total.
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Re: Heart of Darkness Discovery Thread

Post by EvilGenius »

General Plot So Far .....

The PCs fled the chaos of ruined Tenh and the constant strife therein. PCs joined small caravan to remote town, Farweald.

Farweald is a large town in the northern Fellreev Forest, on the Cold Run River.

A girl, Leigha, has apparently been kidnapped from Farweald, and was apparently taken the same night the PCs got to town.

The girl's family are important in Farweald and have accused the large population of Tieflings of taking her. This has inflamed tensions in town and led to several incidents of unrest.

There were witnesses who saw 1 or 2 figures escorting the girl toward the southwest side of town.

The PCs found a secret door in the wall and found tracks leading from the town wall to a small camp nearby in the woods. At the camp they found tracks that they couldn't identify.

The town sheriff directed the PCs to a woodsman, Peften Mathers (who owns the Lodge), thinking that Pef might be able to identify the tracks.

Pef positively identified the tracks as belonging to kobolds. The PCs and Pef tracked the kobolds several miles into the woods to a large rocky outcropping. The tracks ended there. After an exhaustive search, the PCs determined that the kobolds climbed some of the trees but the tracks again ended there with no further leads.

Back in town, the PCs discovered that there was another person in town who claimed to have run across kobolds in the woods. This person, Jans Hackett, encountered some kobolds out to the east/southeast of town, near his favorite raspberry patches.

The PCs headed out into the woods and found the Raspberry Patch and did find kobold tracks. The PCs tracked the kobolds southwest to a stone bridge crossing the Cold Run River, then another two miles to a decent sized ravine.

Kobolds ambushed the PCs at the ravine, utilizing a clever swinging log trap. There were several flying kobolds in this group. The PCs found a Note to the Kobolds from someone in town, warning the Kobolds to expect the PCs and send any recovered gear onto someplace called Lucky Break.

The PCs continued tracking the kobolds west and found an abandoned keep.

Mordai seemed to have intimate knowledge of the keep that he could not explain. But he did find several secret doors, a few religious magical items and a Journal with his name on it.

The PCs also found a largish wagon loaded with loot from the abandoned keep and several chests, which also proved to have a fair amount of magical treasure in them. It seemed the wagon was all packed and ready to be taken somewhere.

There was another note talking about taking 'the girl' to 'the master' to be used as a bargaining piece with 'the firelord'. Someone named Balrakas was to take her.

That night while camping in the woods, the PCs had strange dreams.

The next day, back in Farweald, the PCs reported back to the Sheriff and realized that Jans Hackett had directed them into an ambush, and probably did not expect the PCs to return.

The PCs spread out and searched town, finding Hackett in the central marketplace. Hackett also spotted them and fled through the market.

As the PCs chased Hackett, a riot broke out in the Marketplace, hindering the PCs pursuit.

The PCs were still able to catch up to Hackett, who turned into an old woman, then into a humanoid/canine creature that Mordai recognized as a Jackalwere.

Hackett eluded the PCs and was later seen outside of town, in jackal form, fleeing east into the forest.

The Sheriff recognized the name Balrakas as one of the dragonborn who used to live in town and gave directions to the house.

The PCs waited until dark and broke into the house, finding a room they could not get into upstairs. They also found a secret door in the basement leading to an abattoir and a bedroom. The bedroom smelled vaguely of dog and had two large chests. One of the chests was a Mimic.

The PCs also found a Journal that they couldn't read.

Later that night, 3 PCs were attacked by something that wore their faces, then disappeared after scoring one hit on each of the PCs. Those 3 PCs do not currently gain any benefit from short or long rests.

The next day, the party went back to the Dragonborn house with the Constables and broke their way into the upstairs room, discovering that there was a hole in the roof and some kind of magic had been used to seal the door into the house.

The PCs also found another Journal they can't read in the sealed upstairs room.

Meanwhile, Naziah and other loggers were attacked by hobgoblins at a logging site in the forest. Several loggers were killed and they all came back to town.

On his way to the Sheriff, Naziah ran into the PCs and they all decided to go and talk to the Tieflings, who thought there might have been some sign of one of their missing people in the Dragonborn house (there wasn't).

The PCs met with Akriah in the Invisibles. Akriah revealed that Jans Hackett was known to them, but not that he was a Jackalwere. He was seen in the woods east of the Raspberry Patch where the PCs had found the kobold tracks.

The party also traded with the tieflings for magical potions which restored their ability to sleep restfully.

The party set off towards the Raspberry Patch with the intention of tracking the Jackalwere, and possibly investigating the Standing Stones, if their search led them that far.

In the woods just beyond the Raspberry Patch, the party encountered several plant creatures surrounding a dead wizard. The plants proved no match for the party's might, and you recovered several items from the decaying human.

The party found an area of unnatural winter further east/southeast of the Raspberry Patch. On their second foray into the winterlands, the party was able to locate the Standing Stones, and discovered a tear in the fabric of reality, which seemed to cause the unnatural winter in the area.

The party fought and slew Hackett the jackalwere, a tiefling in black studded leather armor and several yeti and winter wolves. When the tiefling was killed, some glowing energy pulled his body back through the tear, closing the portal and immediately improving the natural conditions in the area.

There is also a Flameskull at the Standing Stones, which started out hostile to the party but seems to recognize all of you and is now asking you questions. The Flameskull said that someone named Gwendolyn was also lost to the Firelord, and at the mention of her name, all of the PCs felt deeply ashamed ....

The party found an Elven Burial Chamber below the hill with the Standing Stones where the tiefling was living. There is a largish chest, similar to the chest in the jackalwere's lair below the dragonborn house and also the chests you found at Lucky Break.

After closing the Rift above the Standing Stones, the weather in the area turned unnaturally violent, with hurricane force winds, deafening thunder and lightning and flash flooding as the deep snow started to melt. The party was forced from the burial chamber after several thunderclaps deafened and stunned them, and icy cold water started to seep into the chamber.

As the party struggled to leave the area, another huge thunderclap, directly overhead, knocked them to the ground, and the party witnessed lightning bolts chaotically arcing between and around the Standing Stones. The lightning apparently energized the Standing Stones in some way, as the small carvings on the Stones were all pulsing with strange lights.

Before the party could leave the clearing, Brigga and Quarion were struck by lightning and apparently disintegrated. The rest of the party struggled to make the tree line but everyone ended up being blasted by lightning from the Standing Stones. Once in the woods, the howling winds and driving rain easily split up the party. Everyone stumbled through the storm-wracked woods for hours, well into the night.

Jareth and Balisar found each other in the woods and were able to make their way generally back toward Farweald.

Mordai found his way to the Raspberry Patch and found Brigga and Quarion entering the clearing from a different direction. The three of them decided to head back to Farweald.

Naziah remains unaccounted for.

Separately, on their way back to Farweald the party observed a flying figure, about man sized, also flying toward town. Both groups followed the flying figure. Eventually the flying figure descended into the forest. Brigga, Quarion and Mordai crept closer and used magic to observe a group of hobgoblins talking to a (red) dragonborn. Jareth and Balisar crept closer from a different direction but also noticed a human ranger, Bannock.

The party engaged and killed the hobgoblins but the Dragonborn escaped. Going through the camp, the party discovered a note that instructed the hobgoblins to meet the dragonborn at this location in order to kill or drive off the gnolls which were massing to attack Farweald. The instructions mentioned that the gnolls were gathering at an old quarry in the woods. Bannock knew this place and led the party there.

The party engaged and killed a fairly large group of gnolls, including a Fang of Yeenoghu, and explored the quarry. At the bottom of the quarry, they found a partly open concealed door. After a short rest, the party ventured into a freshly dug cave complex where they encountered a strange elven rogue whose face looked all too familiar. The party was soon engaged by multiple Umber Hulks and after a protracted battle, the party was victorious. In exploring the rest of the complex, the party also found a strange red-skinned troll, which had to be killed with magical cold instead of with fire.

The party secured the complex as best they could and took a long rest before setting out for Farweald.

When they arrived in Farweald the PCs found that some of their companions, Erk and Naziah, were nowhere to be found. The group approached Haupt's Wonders about selling some of the valuable items they had recovered but decided to wait upon their master negotiator, Balisar, in order to get the best price.

After a day without their companions showing up, and with no more leads on The Master or Leigha's fate, the group asked Mordai to setup a group meeting with the Tieflings. Mordai made the arrangements and the following night the rest of the PCs met the Tieflings in a burned out building in the Invisibles. The Tieflings were not able to provide any more direct information, though they did know of a possible way to get more information. There is a mysterious being in the forest that calls itself the Oracle. This Oracle knows many secrets, and may barter for them, but the price is steep.

With no better options, the party set out in search of this Oracle. With the vague directions from the tieflings, plus Bannock's knowledge of the woods, Bannock was able to guide the party to the right location. The PCs found a strange altar and were accosted telepathically by the Oracle, who tried to read their minds and find out their secrets. Growing weary with the strange creature's attempts, Brigga initiated combat with the hidden creature, when a small hoard of barbarians appeared out of thin air. The party fought off the summoned berzerkers, then set searching for the Oracle. Even Bannock's connection to the forest could not find the creature, though, so the PCs settled for dismantling the weird alter. Unfortunately, that triggered the trap left for them and a large Fire Elemental was summoned! However, shortly after the monster appeared, Quarion was able to dismiss it back to its own plane.

The party rested in the clearing after the two difficult combats. At the end of their rest, a sound drew their eyes skyward. There appeared to be a roiling black cloud quickly descending on their location. The PCs scrambled out of the way only to have the cloud land in their mist and unleash several waves of magical fear, sending the entire party scattering into the woods.

Before long, the PCs regained their senses and set out to find each other. But some strange feeling was starting to affect certain PCs. They could feel that they were being drawn to something, several days to the south.

Everyone decided to follow this strange sensation and the PCs found the Weeping Boughs; several miles of dead and decaying forest surrounding a ruined druid's grove that now housed a portal to the Shadowfell. Onarra immediately recognized it as her former home. The PCs fought the undead infesting the area and after dispersing a ghost, they were able to put the ghost to rest by reuniting it with it's Ring of Mind Shielding, thus reuniting the disparate pieces of its soul. When the ghost was laid to rest, it severed the connection to the Shadowfell and closed the portal, causing a strange energy to wash over them. The PCs feared some sort of damaging attack but the energy only seemed to cause a slight buzzy-tingle inside of them.

After the battle, the PCs rested in the ruined cottage in the former grove. There they found a bare stone table in a bare stone room that Onarra immediately recognized as the room she woke up in and escaped from, years ago. The party also found a chest that seemed identical to the chest you found in the jackalwere's lair below the dragonborn's house in Farweald, the chest in the elven burial chamber below the Standing Stones, and also the chest you found at Lucky Break.

The other interesting find was Onarra's sister's journal. From it, the PCs discovered that they are actually clones of their former selves. Shocked at the revelations, the party set out to Farweald.
Last edited by EvilGenius on Fri Feb 17, 2017 5:48 pm, edited 16 times in total.
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Re: Heart of Darkness Discovery Thread

Post by EvilGenius »

Treasure!!

450 sp (Nyrondese coin)
200 gp (Tenh coin)
Rich Golden piece of Amber (100gp)
Pale Green Chrysoberl (200gp)
Cracked and Flawed Peridot (150gp)
a. Maybe damaged by a weapon?
b. If it could be repaired somehow it may be worth more …

600sp (Tenh and Theocracy coins)
1000gp (Nyrond and Great Kingdom)
Given to tieflings as payment - 500gp diamond

600gp (Theocracy coins)
200sp (coins from the Land of Iuz)

An emerald charm with a crow and a bell on the front and a scepter on the back. (100gp)
Bolt of Silver Cloth (300 gp)
Carved Wooden Staff studded with Electrum (100 gp)
Lacquered Wooden Comb inlaid with Brass (75 gp)
Small Bag of Exotic Spices (100 gp)
Box of Perfumed Candles (10 gp)
Jade locket worth 25gp
Ivory-framed small mirror worth 25gp
A medium-sized gold sculpture of a ring and a lizard. It is in decent condition (100gp)
Carved harp of exotic wood with ivory inlay and zircon gems; solid gold idol (10 lb.) (250gp)
Silver circlet in the form of a snake – its eyes are tiny emeralds, positioned in the middle of the wearer’s forehead (200gp)

1200 sp of various mintage
200 gp of minted in Nyrond

1 Garnet (Precious), 500 gp
2 deep blue Spinels worth 300 gp each

polished wood ornate gem-studded chalice worth 750 gp
onyx-plated sword with a gemmed hilt worth 350 gp

Potions:
Given to tieflings as payment - Potion of Greater Healing Red, glimmering potion (greater healing)

Zack - Potion of Greater HealingRed, glimmering potion (greater healing)
You regain 4d4+4 hit points when you drink this potion.
Given to tieflings as payment - Potion of Clairvoyance yellowish potion with an eyeball floating in it (clairvoyance)

Lance Potion of Invulnerability- syrupy potion that looks like liquefied iron (invulnerability)
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
Nate - Potion of Heroism

Potion of Greater Healing
Potion of Hill Giant Strength
Potion of Resistance (Necrotic)
Potion of Mind Reading x2

Ken
There are two small, clear bottles with wax sealed stoppers. Inside of each is a dense purple liquid with an ovoid pink cloud floating in it.

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13).

Scrolls:
Jim 1 clerical scroll (Mass Healing Word, written at 4th level, so 2d4+7)
Lance 1 druidic scroll (Moonbeam x2) (lance has used one spell)
Zack 1 arcane scroll (Darkvision, Misty Step)


Armor:
Jim - +1 steel shield, Beacon quality, ornamental, religious: Lyndor, songcraft quirk
A beautiful, round, steel shield. There is some kind of script engraved along the inside edge of the shield, and the outside edge is marked with 14 gemstones; alternating moonstone and blue spinel. If you listen closely you can almost hear some kind of music coming from the shield. The gemstones seem to capture light and glow slightly.

Ancient Suel make with Suloise script along the inside edge commemorating “The Rite of the Cerulean Moon”. Song is ancient suloise song telling the tale of a great battle against illithids. Bards would probably value this song very highly and knowing the song might help them make bardic lore checks against illithids.
Beacon - The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Songcraft - Whenever this item is struck or is used to strike a foe , its bearer hears a fragment of an ancient song.


Lance - +1 dragonscale armor: bronze. Waterborne and Slothful. Very Rare, Requires Attunement
A suit of exquisite scale mail. Scales are a deep, rich bronze color. The armor seems lighter than it actually is, and when you touch the armor, you feel relaxed and find yourself staring off into the distance contentedly, absently stroking the armor.

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (Bronze = Lightning).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

Waterborne - This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Slothful - The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest.


Jim - Elven Chain (shirt) +2 (Elven, Gleaming, Guardian, Conscientious) Rare
This set of reddish gold chain mail is incredibly light, the delicate chain loops deceptively strong and flexible. Woven through the breast of the mail are supple red, orange and yellow-gold leaves, and the entire suit seems to catch, reflect and amplify the light. The effect is mesmerizing, and calls to mind a beautiful, sunny autumn day. As you handle the exquisite armor you become more aware of your surroundings and of your own emotions.

You are considered proficient with this armor even if you lack proficiency with medium armor.
Elven - weighs half as much as a normal item of its kind.
Gleaming - The item never gets dirty.
Guardian - The item whispers warnings to its bearer, granting a +2 bonus to Initiative if the bearer isn't incapacitated.
Conscientious - When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.


Weapons:
Jon - Dagger +1 (Elvish make. Silvered Weapon, Sentinel vs Lycanthropes. When lycanthropes are detected, the gold pattern on the blade shines brightly and spells out the type of lycanthrope(s) detected, in Elvish)
There is a dagger with a slightly curved blade. The hilt is wrapped silver wire with a large iridescent moonstone capping the pommel. There is a beautiful gold pattern etched into the gleaming silvered blade.
Jon - Flametongue (Rare, Requires Attunement. Human make, House Cranden of the Great Kingdom, Symbol of Power, Confident)
The gleaming steel of this longsword has a golden tint to it and the grip looks like dark red, worked scales of some sort. The hilt looks like burnished bronze, but seems much harder than bronze. The pommel is a large translucent orange stone with smaller matching stones on either quillon. The overall effect is quite striking. You could certainly see this weapon in the hands of a fine nobleman. The word Scorch, in Old Oeridian, is engraved into the base of the blade on one side, and the other side has a strange symbol. You feel eminently powerful and assured with this sword in your hand. (Symbol is of House Cranden, Scales are from a Salamander)
You can use a bonus action to speak this magic sword command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Nate - Greataxe +1 (Vicious, Dragon Slaying, Temperate, Unusual Material, regenerating ice, Painful) Rare
You see an unusual Greataxe. The grip is wrapped in some sort of mottled greyish white leather, the shaft is a darkened steel and the blade looks like it is made out of opaque ice. The air around the axe blade continually mists like warm breath on a frigid morning. Carved into the shaft of the axe, just below the blade, is the profile of a dragon’s head on one side and on the other side is carved the word Frostbite in Flan.
When you pick up the weapon you feel a burning sensation that builds for a few moments to a painful level, but when you look at your hands they seem discolored and cold instead of burned.
Dragon Slaying Weapon - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Vicious Weapon - When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon's type.
Painful - The bearer experiences a harmless flash of pain when using the item.
Temperate - The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Ken - +1 handaxe, Language: Ignan, Metamorphic
A finely crafted hand axe. The handgrip leather is dark red and the steel of the axe is reddish black. The blade is slightly wavy. When seen from the corner of your eye, the coloration of the handle and blade slowly change from dark red to orange to bright yellowish red, and the blade seems to ripple.
Metamorphic - The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use.
Language - The bearer can speak and understand Ignan while the item is on the bearer's person.

Jim - +1 longsword, glows blue when within 120’ of orcs or goblinoids, Gleaming quality
A finely crafted longsword, very light and slightly curved with a leaf and vine motif. Beautiful craftsmanship and completely free of any rust, discolorations or dirt. Elves can tell that the blade is very, very old.
Elven - weighs half as much as a normal item of its kind.
Gleaming - This item never gets dirty.
Sentinal - This item glows faintly when Orcs or Goblinoids are within 120 feet of it.

Damon - LongshotLuckblade, +1 (no wishes left), Confident quirk, Guardian (+2 Init), Religious: Rudd. Legendary, Requires Attunement
A beautiful steel shortsword, ‘leaf’ style blade. There is a stylized archery target etched into the blade and inlaid with ruby and moonstone. The name “Longshot” is etched on the other side of the blade near the hilt in a flowing script. When you pick it up, you feel like you could take on the world!

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck - If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Guardian - The item whispers warnings to its bearer, granting a +2 bonus to Initiative if the bearer isn't incapacitated.
Confident - The item helps its bearer feel self assured.

Ken - Mace of Smiting (Dwarven, Key)
You have recovered your uncle Vardal's prized Mace of Smiting. The leather grip is well worn but meticulously maintained. The head of the mace is mithril and bears your family crest, however something new has been engraved into the lustrous metal. There is a deeply etched rune on one of the flanges. It appears to be a dwarven arcane rune of opening, but you have no idea what it would open.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Dwarven - The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.
Key - The item is used to unlock a container, chamber, vault, or other entryway.

Eric - WindfallShort bow +1, Confident quirk. Windfall grants the user the use of the Luck feat. Very Rare, Requires Attunement
A beautiful short, re-curve bow made of white ash. There is an inlaid archery target on the side of the bow, and 3 small moonstone chips in the handle of the bow. When you pick up the bow you feel a thrum of potential and confidence that makes you grin.
Confident - The item helps its bearer feel selfassured.
Luck Feat - You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome o f a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.



Rings:
Tom - Ring of Mind Shielding

Lance - Ring of Protection (Dwarven make, Gleaming, Sentinel: Golems. When golems are detected, the blue stone pulses with light). Rare
This is a thick, heavy ring of polished mithril, set with a sparkling blue stone. Just handling the ring makes you feel safe. There are small dwarven runes beautifully etched into the metal, both inside and out. The runes outside are of protection and wholeness, while the inside runes seem to be warning runes of some sort.

You gain a +1 bonus to AC and saving throws while wearing this ring.
Dwarven - The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.
Gleaming – This item never gets dirty.
Sentinel - This item glows faintly when Golems are within 120 feet of it.

Jim - Secret Ring

Damon - Ring of Warmth (Halfling make, Harmonious, Beacon; warm, yellowish light. When the Beacon is activated, the ring provides its warmth to everyone within 10’ radius. Only the wearer has resistance vs Cold damage, however.) Rare
This gold ring seems to shimmer slightly. The craftsmanship is simple and functional. The ring is comfortably warm when you hold it though, calling to mind cozy hearths and wholesome meals shared with good friends. After only a moment the ring’s warmth and good cheer seem to permeate your very soul and you cannot help but smiling contentedly.

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as - 50 degrees Fahrenheit.
Beacon - The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Harmonious - Attuning to this item takes only 1 minute.
Beacon - The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light.


Rods/Staves/Wands
Zack - Wand of Secrets. Dwarven, Delver, Religious: Dumathoin.
A thick, fluted stone wand of polished, gold flecked marble, with a deep red cylindrical crystal embedded in the stone near the top. There is a knob of burnished bronze at the top of the wand, with an etching of a faceted gemstone under a mountain.

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn.
Dwarven - The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.
Delver - While underground , the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. ** Bearer can also switch to know nearest path leading deeper underground.


Zack - Wand of the War Mage, +1. Strange Material, Elemental Water. Waterborne. Sentinel; water rushes back and forth and turns blood red when within 120’ of Fire elementals and Effretti. Very Rare, Requires Attunement by a Spellcaster
A fragment of living water, roughly wand shaped. The water seems to rush back and forth, generating small waves and frothy foam and it always sounds like waves against a rocky shore (faint noise). The item can be gripped like any normal, solid object, and the water stops moving underneath a bearer’s hand, though the water continues to move on either side of the item. The water randomly changes colors from clear crystal blue to opaque green to steely grey to a shiny pearlescence. The wand dampens anything it comes into contact with.
Ancient Baklunish make

While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Waterborne - This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Sentinal - This item glows faintly when Fire Elementals or Effretti are within 120 feet of it.


Ken - Wand of Misty Step, (rare, requires attunement by a spellcaster).
You see a thick, tapered wand made of a lustrous silvery metal. There are faint etchings in the metal that call to mind tendrils or maybe smoke of some sort, and they seem to writhe slowly when seen out of the corner of your eye. As you are examining the wand, various parts of it slowly to disappear then reappear after a few moments. Several times, an entire middle section of the wand fades away! You pass your hand through the empty space and verify that it is indeed empty space, but instead of falling apart, the two seeming disconnected pieces still behave as though they are one solid item.

This wand has 3 charges. While holding it, you can spend 1 charge as an action to cast the Misty Step spell from it. The wand regains ld3 expended charges daily at dawn.


Wand of Detect Magic (Uncommon)
You see a slender, tapered wand of black ash with a handle of wrapped platinum wire. There are mystical glyphs and sigals engraved all over the surface of the wand. When activated, the various runes glow with a golden light to signify what type of magic is detected, and the brightness of the glowing rune suggests the relative strength of the magic.

This wand has 3 charges. While holding it, you can spend 1 charge as an action to cast the Detect Magic spell from it. The wand regains 1d3 expended charges daily at dawn.



Wondrous Items:
Ken - Beaker of Plentiful Potions; Fire Resistance, Diminution, Levitation, Potion of Fire Giant Strength (+5). Can pour 5 potions per week.
Medium sized Jug, shiny reddish brown glaze. Maker’s mark, Joseph Ohlson, Farweald. You hear sloshing from inside.
** Currently, one potion of Fire Giant Strength has been poured out into another container, so only 4 potions may be poured per week until it is consumed.


Tom - Deck of Illusions (Fey, Metamorphic) Uncommon
You see a small beautifully shaped box with rounded corners. It looks the size and shape to contain playing cards. The bone white, lustrous wood gives off a soft pearly glow and it seems the box top flips open on delicate, beautifully ornate silver hinges. On the front and back are faded paintings, cracked with age. You see a green forest on one side and a wonderfully detailed bronze dragon with gossamer wings on the other.
As you handle the strange box, wisps of ethereal mist rise from the wood and you see that the painting of the forest seems to gain depth and solidity. The colors become richer, sharper, and the foliage begins to rustle in an unfelt wind. Amazingly, it seems like you are looking at an actual forest now!! Entranced with the lifelike painting, you see the forest begin to change, as though with the seasons, but you are distracted by a buzzing against your hand. You look at the other side of the box and the small dragon animates and looks at you, wings fluttering like a hummingbird, causing the buzzing against your hand as the miniature dragon flits about in his picture.

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically
anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Fey - The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius.


Ken - Gauntlets of Ogre Power (Strange Material; living stone, Painful, Metamorphic, Frail) Uncommon, Requires Attunement
You see a pair of cumbersome gauntlets, apparently made out of a dark grey stone. The gauntlets look pitted and heavily used, with several cracks running through them and even with a few chunks missing. As you don the strange gloves, more and more cracks appear and parts of the stone crumble away. Incredibly though, these cumbersome gauntlets don’t seem to impair either your movement or sense of touch. You flex your hands, feeling a surge of strength like you have never felt, and you see a bright red-orange glow from deep within the seams and cracks in the gauntlets, causing the cracks to shine like fiery veins.
You heft your weapon, which now seems as light as a child’s toy, and the bits of stone dust and flakes that continually fall from the gauntlets ignite, causing a flash of pain in your hands! You thrust your hands away from you in concern, but the molten bits that now continuously drip from the gauntlets seem to evaporate in midair.

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
Painful - The bearer experiences a harmless flash of pain when using the item.
Frail- The item crumbles, frays , chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
Metamorphic - The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use.


Zack - Periapt of Wound Closure (Fiendish, Hungry, Metamorphic, Hidden Message, Key, Unbreakable) Uncommon, Requires Attunement
This necklace is quite unusual. The chain seems to be made out of a dark metal that you cannot immediately identify; it is very dense and heavy, though flexible. It is also somewhat grotesque, as each link is fashioned to look like an open, screaming mouth. There is also an irregularly shaped, dark red crystal attached to the necklace by more of the strange metal. The necklace is slightly warm to the touch.
While handling it, you accidently prick your finger on an unnoticed, jagged spike on the metal holding the stone. A small drop of blood beads on your finger and you unexpectedly shiver as the stone seems to move toward the blood as a magnet toward iron, and you see a small pulse of red light in the depths of the crystal. You pull the necklace away from your finger, pulling against the magnetic attraction, but as you move the necklace away, the drop of blood flies from your finger and splatters on the stone! Immediately, the blood is soaked into the stone as ink into parchment, and the whole crystal begins to glow softly red. The magnetic pull of the necklace has abated and you notice it is now very light, almost floating in your grasp. Looking closer, you see that the stylized mouths of the heavy metal chain are writhing slightly, no longer screaming, they now instead seem to ask for more to eat. Shuddering, your gaze is wrenched from the necklace to the pulsing red stone. Spidery silver characters float across the surface of the stone, then seem to melt away. This continues for a few minutes, then the light fades from the stone and the necklace returns to its original state.

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Fiendish - The item is warm to the touch. Celestials find the item 's presence repulsive.
Hungry - This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
Key - The item is used to unlock a container, chamber, vault, or other entryway.
Hidden Message - A message is hidden somewhere on the item. It is only visible when activated with Blood.
Unbreakable - The item can't be broken. Special means must be used to destroy it.
Metamorphic - The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use.


Zack - Pearl of Power. Uncommon
You see a large pearl, perfectly round, softly shining with a fuzzy pearlescent light. The pearl is pleasantly warm to the touch and seems to be vibrating slightly. The buzzing tingle builds as you hold the pearl and after a moment a deep, audible thrummm bursts forth and an invisible wave of barely perceptible force, reminiscent of a sudden puff of wind, rushes away from you in all directions. You mind feels …. tingely…

You can use an action to speak this pearl's command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn.



Lance - Fey Lantern: Faerie Fire as per spell except 30’ radius. Bright Illumination 30’, faint illumination another 10’ radius. This light is moonlight; (Fey made, Unusual Material, Bearer understands the language of Treants).
You see what appear to be several very large oak leaves covering a helmet sized, somewhat irregularly shaped object, with the leaf stems elongated and twisted into a loop handle. The strange bundle gives off a faint silvery glow, but the light doesn’t behave exactly as you think light should. Rather than illuminating the area, as would a torch, the silvery light seems to just curl around the leaves like some kind of luminescent mist.
You pick up the bundle by the handle and the oak leaves begin to rustle then slide together, neatly stacking one on top of the other, to reveal an irregularly shaped wooden latticework cage. Within the cage you see dozens of small sparks, of all colors, lazily floating within. You see that the entire area around you is now filled with bright silvery light, as though the full moon were right overhead, though the light doesn’t seem to be radiating from the wooden cage, per se. Motion brings your gaze back to the cage as the colored sparks begin to zip around the inside of the cage, faster and faster, until several sparks shoot out through the lattice and strike your companions, outlining them in blue, purple, green or pearlescent light.

When open, the Fey Lantern emanates a Faerie Fire effect in a 30' radius. Additionally, the Fey Lantern has 6 charges, and regains 1d4+1 charges every day at twilight. The bearer of the Lantern can use an action to expend 1 or more charges to cast one of the following spells: Magic Stone (1 charge), Goodberry (1 charge), Speak with Animals (1 charge), Conjure Animals (3 charges), Speak with Plants (3 charges).



Jim - Corellon’s Shroud (Very Rare/Unique, Religious, Unbreakable)
You see a fine silk netting. The threads are silver and blue colored silk adorned with tiny moonstone and sapphire chips at each juncture. Though the effect is beautiful, you cannot tell what this item would be used for. Quarion instantly recognizes it as a traditional elven burial shroud, often used for elven nobility. When you spread out the netting, you can see that the silver and blue threading forms a crescent moon pattern, which Quarion explains is the holy symbol of Corellon Larethian, the head of the Elven pantheon.

Corellon’s Shroud has 3 charges and regains all charges every day at midnight.
If a dying creature is covered by the Shroud the sapphire chips begin to glow softly and the creature is automatically affected by Spare the Dying.
If a dead creature is wrapped in the Shroud the moonstones begin to glow softly and the creature is affected by Gentle Repose (no additional abilities can be used while the Shroud is providing Gentle Repose).
A conscious being covered by the Shroud can use an action to expend 1 or more charges to cast one of the following spells: Sanctuary - 1 charge, Cure Wounds - 1 charge per level, Prayer of Healing - 2 charges, Augury – 2 charges


Cory - Ufar’s Bracelets[/color] (Djinni Bracers of Defense) (Rare, Requires Attunement)
You see a set of simple but beautifully made bronze bracers. They are mostly unadorned but each bracer has a large, sparkling diamond in the middle of the forearm. When you pick them up, you find that they are vibrating slightly, and you feel a slight breeze where there wasn’t one before.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Once per round, the wearer can use a bonus action to invoke the Gust cantrip (from EE Supplement).
In addition, the Bracers have 3 charges. The wearer can use an action to expend a charge to cast one of the following spells: Levitate: 2 charges, Create Food & Water: 1 charge (the water can also be wine, at the wearer’s choice). The Braces regain 1d3 charges each dawn.



Ken - The Wyvern’s Talisman
Amulet of Health and Poison Resistance (Rare, Requires Attunement, Sentinel: Wyvrens)
You see a necklace of sturdy looking silver links securing a silver amulet in the shape of a roaring wyvern’s head. Looking closely you see that the amulet’s eyes are lustrous black gems. As you hold the amulet, you suddenly experience a strong shiver of fear and you feel compelled to scan the skies.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.

You also have Resistance to Poison while wearing the amulet.
Sentinel: Wyvrens – The user experiences a harmless but unmistakable shiver of fear when within 120’ of a wyvern.


Lance - Pearl of Power (Uncommon)
You see a large pearl, softly shining with a warm, reddish light. The pearl is pleasantly warm to the touch and seems to roll lopsidedly in your hand even though it appears perfectly round. The warmth quickly builds as you hold the pearl and after a moment there is a quick flash of reddish light and a soft but audible fwoosh sound. You feel … powerful, in a way that’s difficult to determine.

You can use an action to speak this pearl's command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn. If the spell slot expended is higher than 3rd level, the slot regained is still only 3rd level.



Lance - Shesad’s Lamp (Driftglobe, Uncommon, requires attunement, Baklunish make)
You see a medium sized lamp in the Baklunish style (think middle-eastern). The lamp is dark when you first look at it but as you pick it up, a speck of golden light inside begins to grow until it is the size of your fist, providing bright and inviting illumination. As the light grows, you also see that the lamp panes are made of multi-faceted crystal which refracts the light into pleasing geometric patterns all around you.

This lamp weighs 2 pounds. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


The Lamp is home to a very minor, imprisoned djinni named Shesad. Shesad is very concerned with social status and wealth, and frequently asks the Lamp’s owner about his status, how many slaves he owns, how large a palace, etc. If Shesad learns that his new master is poor, he is insulted and may refuse to work at all until he is possessed by a greater lord.
Shesad can use the Prestidigitation and the Viscous Mockery cantrips and the Unseen Servant spell at will and uses them to either enhance his master’s presence or to impede a master that he doesn’t like.
Shesad
Int 12, Wis 10, Chr 12
Alignment: Chaotic Neutral
Personality Trait: I am completely obsequious to anyone with great wealth or great power.
Bond: I desire to only serve the most wealthy and powerful master.
Flaw: I will always abandon my current master to serve a more powerful master.


Unseelie Bracers
Bracers of Archery (Uncommon, requires attunement, Fey make, Slothful, Songcraft)
You see a strange set of bracers seemingly made out of a flexible bark with thin vines for straps. Carved into the bark is a full moon, filled with the same type of liquid silver material you see in the bottom of the chest. As you reach for the bracers, your hand seems to slow down for a second, then you see your hand pick up the bracers in a blur of motion.

The wearer seems very slightly out of step, time wise. This has no game mechanic effect other than taking longer to complete a long rest, but for the wearer, time does seem to subjectively be distorted.
When using a bow, snippets of a haunting elven tune can be heard, as though from a great distance.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.



Dawn Pipes
There is an odd bundle of brilliant copper pipes protruding from a softly glowing, golden-white sack of some sort. You pick up the strange sack by a pure white leather strap secured with a golden buckle, and the glow bursts into a brilliant golden light, like the glorious dawn bursting through a cloudy morn. The bright golden light lifts your spirits and you feel a confidence that is literally echoed by the crisp sound of a drum ruffle, though there is no drum present.

You know that these used to belong to Naziah in your former lives.



Damon - Necklace of Adaptation (made out of elemental sky, can speak with birds and understand Auran)
You eye is drawn to a bright patch of deep blue and brilliant white. As you look closer, you realize the white parts are slowly moving though the blue, but it takes a moment for you to recognize what you are looking at. You feel like you are holding a thick cord but the necklace appears to be a loop of clear blue sky, with occasional fluffy white clouds drifting through the deep blue.

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).



Jon - Cloak of Elvenkind (Elven make, Compass, Waterborne)
There is a beautiful deep green woolen cloak with faint patterns of lighter browns, reds and yellows worked around the edges. The clasp is an acorn made of gold framed by two jeweled oak leaves. Jareth recognizes the symbol as that of a Knight Captain of the Rangers of the Gnarley Forest, far away to the south. How it ended up here in the Fellreev is a mystery.

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.



Dust of Disappearance (Uncommon, crystal container is worth 500gp)
You see a strangely shaped crystal that fits into the palm of your hand. The crystal is a pale rose color and sparkles all over, though as you look more closely, it appears that the sparkle is from something inside of the crystal. Turning it over, you see that the beautiful crystal is actually a stylized carving of a pixie holding a small stoppered jug. It looks like you could remove the stopper from the jug.

When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.



Ken - Decanter of Endless Water (Unbreakable, Waterborne)
You see a slender decanter made from a deep blue crystal and is carved to resemble a cresting wave. When you pick it up, you can hear the soothing sound of distant waves crashing upon a rocky beach.

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked
over or pushed up to 15 feet away from you
.



Ken - Serpentine Owl (Rare, Sentinel vs Dwarves)
You shake out a small leather pouch and a gleaming, green carving falls into your hand. Examining it closer you see that it is a carving of an great horned owl, but curiously, the owl has a mystical symbol that resembles a third eye, carved into its forehead. As you are handling the strange figurine, the intricately carved wings seem to momentarily flutter and a hint of green light momentarily shines from the third, mystical eye.

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.



Damon - Yeenoghu’s Torc (Rare/Unique) (Transmutation)

You see a necklace, in the style of a torc. The woven cord appears to be twisted copper strands, capped at each end with a piece of polished bone. As you examine the torc, the copper strands appear to twist and contort, forming small runes in repeating patterns.

After holding the torc for a few minutes you notice that it’s getting warmer to the touch. Alarmed, you put it down, only to notice that some of the runes from the torc are imprinted on your hand, almost like a tattoo. After a few minutes, the markings fade and the torc no longer radiates heat.

(Donning the Torc causes a searing heat to magically tattoo the wearer with ancient and forbidden arcane symbols mixed with letters from the infernal alphabet, which appear around the base of the wearer’s neck. If the wearer breaks attunement with the Torc, the tattoos quickly fade, though no other method can remove them.)

While attuned to the Torc, the wearer benefits from the Beast Speech (always active, don’t have to cast it as a spell) and Devil’s Sight Eldritch Invocations.



Mysterious Chest??
You have found several chests on your adventures that all look the same as this chest. It is a largish chest, made out of lustrous harwood with a reddish finish. The chest is bound with brass studs and there is a brass sunburst symbol just below the keyplate.


SpellBooks:
A fine, waterproofed leather spellbook. The leather is dyed deep red and the title "Elemental Musings" is written on the front in a flowing golden calligraphy.

Spellbook: Elemental Musings

Cantrips
Acid Splash
Fire Bolt
Ray of Frost
Shocking Grasp

1st Level
Burning Hands
Chromatic Orb
Feather Fall
Thunderwave

2nd Level
Continual Flame
Flaming Sphere
Levitate
Melf’s Acid Arrow

3rd Level
Protection from Energy
Sleet Storm
Waterbreathing

Non-Magical Items:
Ken - A beautiful, long coat made of white dragon hide. The scales are supple and the workmanship on the coat is masterful. The coat is heavier that it looks but it provides the wearer with resistance to non-magical cold damage.

Unclaimed:
Dagger of Venom (Rare)
You see a wickedly curved steel dagger with a blood grove running just behind the blade. The hilt is wrapped in dirty, stained brown leather and the pommel is set with a sparkling black stone. When you pick the weapon up, you feel a shiver of dread and the world around you seems to darken slightly….

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Wielders of the Dagger have Disadvantage on Saving Throws vs Mind Affecting magic and also have Vulnerability to Necrotic Damage.
Last edited by EvilGenius on Sun Feb 12, 2017 11:31 am, edited 55 times in total.
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Re: Heart of Darkness Discovery Thread

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Hearth and Home .....

The whole party found Mordai's former home, Lucky Break, in the Fellreev.

Brigga and Quarion were pulled into the Elemental Plane of Earth where they discovered Brigga's former home.

The whole party found Onarra's fomer home, now called the Weeping Boughs, in the Fellreev.

Brigga, Quarion, Jareth, Onarra, and Bannock were pulled into the Elemental Plane of Water where they discovered Jareth's former home.
Last edited by EvilGenius on Sun Feb 12, 2017 11:45 am, edited 3 times in total.
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Re: Heart of Darkness Discovery Thread

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Added a Treasure thread to consolidate all treasure descriptions.
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Re: Heart of Darkness Discovery Thread

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Updated the Treasure thread to include magical item descriptions from the DMG where appropriate.
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Re: Heart of Darkness Discovery Thread

Post by EvilGenius »

Added a Side Quest thread. Updated the General Plot thread.
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