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Chapter 2: Icewind Dale (cont)


Poor_Knight

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Ten-Towns: Northern Light Inn


20 Kythorn at 4pm-ish; Illumination: Exterior - Dark; Interior: Bright Weather: High Winds

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Trovus flashes a large, toothy grin when he sees his half-brother. He does not seem bothered by the extreme cold out here a suit of splint armor. A pair of swords are sheathed at his hip and a crossbow is slung over his back.

"Markax?! It is you! What a glorious *hic* day! It's been a dragon's age since we've sat down and shared a tankard. Markax...Markax...did I ever tell you that time I tricked a group of kobolds into believing I was a dragon in humanoid form?!"

Trovus gives a breathy laugh that is stained with the smell of wine as he slings an arm around Markax's neck. His half-brother's disdain seems to be lost on Trovus.

"Not to *hic* worry," he says, playfully thrusting his empty bottle at Roscoe. "I've had to defend myself with less! Why don't we head over to the Northern Light. You can get some rooms there and I'll tell you all about it over a bottle of wine."

And then in a moment of sincerity Trovus adds, "But to answer your question about *hic* thieves, yes, the town has had some thievery troubles. No one's seen anything, really. Just the other night, the lantern over at the Northern Light was stolen. Cori won't let me hear the end of it because I haven't been able to find those *hic* responsible. Not yet, anyway. But I have a knack for this stuff. 

Come along."

Arm still around Markax, Trovus leads the way to the Northern Light. Along the way you pass shop called Frozenfar Expeditions. Attached to the shop is a wooden shed and a kennel where you can hear the playful barks of many sled dogs.

The Northern Light is an inn that gets its name from a magic lantern that once hung above the front door. Now an empty hook, meant to carry a lantern, hangs above the inn's entrance. 

The inn appears to be mostly empty. A young woman looks up as you enter, gives Trovus a chastising smile, and says, "Did you fall asleep outside again? I’m telling you, Trovus, one day you’re going to have to stop relying on the kindness of strangers."

The woman then opens a door into what looks like a kitchen and calls out, "Heat up something for Trovus. He's been out 'patrolling' again. And he's brought guests."

"Stran...wha..Allie, this is my brother, Markax, and his comrades! You remember? I told you about him...he leads of the Heroes of Ten-Towns."

From the kitchen you hear, "Heroes of Ten-Towns, bah. We’ve seen no hero-work in these parts. Thieves running off with naught but the clothes on our backs. Heroes, bah."

"My humble apologies. You must forgive Cori. And I've failed to make proper *hic* introductions. I'm Trovus, the town's Speaker. That lithe and charming young thing is Allie Shorard and her sister, Cori, is minding the kitchen. I know of your names and your deeds among the other towns. Ah, brings me back to my adventuring days."

Trovus leads you to a table where he waits to hear more from you.

OOC

Caer-Konig details: https://www.myth-weavers.com/index.php?/topic/6147-ten-towns/#comment-69708

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander background provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 16 +5 -5: 16
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

 

 

Edited by Poor_Knight (see edit history)
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Johnny Alpharius- Half Elf Artificer 5


HP: 38/38 | AC: 17 | Speed: 30ft  | HD: 15d8/15d8 | Spell Slots: Lv 1 4/4 Lv2 2/2

Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 

Statistics | Magic Items | Skills

Abilities

Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance
on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
These agents never risk their lives for you or risk revealing their true identities

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 )

Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Spells

Cantrips Known: Shocking Grasp Mending

Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary

Lv2 Spells Prepared Invisibility

Infusions

Infusions Known: 4
Infused Items: 2 Enhanced Studded Leather, Enhanced Arcane Wand
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables.

 


Johnny kept his frown on the way to the Northern Light. Clearly this fellow had been an adventurer who had fallen arse first into 'power'. The work was not suited to him. Adventurers rarely made great leaders of settlements. Sure they could lead men, and fight like demons, but they were not often good at settling down and making decisions on grain distribution, tax collecting and other mundane tasks. It is often what led to men like him getting into the dangerous profession in the first place. His mood warmed some when he was introduced to Allie. He gave her a slightly formal half bow which seemed awful strange in his present company. He introduced the others and then himself

"We thank you for your hospitality. Perhaps you have somewhere we can set down the great Speaker, before he falls over and breaks something?"

 

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5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness - X), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka couldn't keep the scowl off of her face as they made her way to the inn. She looked frequently over to Markax sympathetically.

After they reached their destination, they reception they received rather confirmed her opinion of Trovus. She waited for a moment when Allie didn't seem too busy and then approached the innkeeper. "We have some expertise in catching thieves," she said, making a point of punctuating her comments with a disdainful look over at Trovus. "Perhaps you tell us more. We not here long, but this should be quick work." She then glanced back at the kitchen and looked back with a strange - sheepish? - expression on her face. "You have food other than trout?" she asked, hopeful for the answer she wanted but pessimistic.

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RoscoeHuey1.png.e952bebc1c29056cbfad470fd083052c.png

Roscoe Huey Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut

AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft

Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3)

Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13

2 Attacks Per Round

Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4

Seeing the dragonborn put his arm around Markax, Roscoe raises an eyebrow. "Markax, I take it you know Trovus. Where do you know him from?" Upon hearing that they are brothers, Roscoe nods his head, "That would go a long way in explaining the greeting you got." As Trovus leads them to the Inn, the paladin glances around as best as he can trying to catch any signs of movement or townsfolk or more importantly, being watched and/or followed...............

 

Once they reach the Northern Light Inn, he heads inside with the others and after introductions are made, "Well met Allie and Cori. I'm Roscoe, would be adventurer in these frozen lands."

Helping Johnny get Trovus seated, as Vithka mentions quick work, "Easy Vithka. Let's not be too hasty here. We've still got our other mission that comes first. But, it can't hurt to hear what these lovely ladies have to say about the theft and if per chance our schedule can accommodate, I will be more than happy to help."

Edited by ballon (see edit history)
Name
roll
13
1d20+3 10
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wizard4altered.jpg.4b3a9e2c92fbbe17bc4858eabf613f52.jpgDarvin continued to frown in disapproval of the adventurer turned town speaker. He clearly seemed better suited to the task of militia captain, rather than the intricate, if mundane, needs of a town speaker or mayor. As they gathered in the common room, he excused himself with Vithka to approach the innkeeper. At her offer, he nodded. "We have not had the chance to visit your town, but we are trying to make the rounds as our goals permit. And if we can, we will help. If you do not mind me asking, who sees to the needs of the town while the 'good speaker' is off on his little patrols? No man rules alone after all, and someone needs to see to the little details." He asked with a raised eyebrow, giving her an appraising look as if he could see how well she would do at the task from just a glance.

 

Actions/OOC

 

Concentration:

Conditions:

HP: 32/32

Statblock

Darvin, Scribe of the All Seeing Eye

Str 8 (-1)
Dex 14 (2)
Con 12 (1)
Int 14 (2)
Wis 10 (0)
Cha 16 (3)
Proficiency Bonus: +3

 

INIT: +2
AC: 13
HD: 5/5d8
HP: 32/32; TEMP: 0
Speed: 30 ft
Passive Perception: 12

 

Gifts:
Charm of Bounty: Create Food and Water 3/3

Human:
Bonus Skill/Feat

Cloistered Scholar:
Library Access

Warlock:
Otherworldly Patron: Celestial (Savras)
Pact Magic
Healing Light: 6/6
Eldritch Invocations:
-Agonizing Blast
-Beguiling Influence
-Book of Ancient Secrets
-Repelling Blast
Pact of the Tome (Detect Magic; Identify)
Rod of the Packeeper: 1/1 (1 per day, regain a spell slot)

ASI:
Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex
lvl 4: Eldritch Adept

 

Attacks
Eldritch Blast +7 1d10+3
Club +2 1d6-1
Dagger +5 1d4+2

Spell Slots

Pact Magic:
LVL 3: 2/2


Magic Initiate:

Hex: 1/1
 

Spells Known

Spells Known
LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver
LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify
LVL 2: Lesser Restoration; Suggestion
LVL 3: Daylight; Hypnotic Pattern

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Markax, AC 16 HP 38/38

spacer.pngMarkax tries to shrug and brush Trovus' arm off, but his half-brother, ever stubborn, manages to get a firm grip on him. Scowling, he lets Trovus lead him to the inn.

As soon as Trovus' attention is distracted by the bar owners, Markax quickly escapes from his clutches and finds a nice sturdy chair to sit on. Trovus could fall and break his snout for all he cared.

"I never said... oh forget it."

The mention of Trovus' old adventuring days causes Markax's face to sour, but he does not say any more of it.

OOC

Statblock

MARKAX (Adventurer's League Log)

Male Dragonborn, Neutral Good, Level 5 Circle of Stars Druid

Armor Class 16 | Hit Points 38/38 | Speed 30 ft.

STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 () WIS 18 (+4) CHA 8 (-1)

Saving Throws INT +3, WIS +7

Skills Arcana +3, Nature +3, Perception +7, Survival +7

Senses Passive Perception 17

Spell Casting Wisdom, Save DC 15, Spell Attack +7, +1 Moon Sickle (DC 16, Spell Attack +8)

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 image.pngPaavu "Night Hunter" Akannathi (Twilight Scout)
Passive Insight: 12 | Passive Investigation: 12 | Passive Perception: 12
Darkvision: 300'


HP: 33/33
AC: 16 (Studded Leather) / 18 (w/ Shield)
Speed: 30'
Conditions: None
Equipped: Nothing

Ability ScoresSTR +1
DEX +4
CON +1
INT +2
WIS +2
CHA -1
 | AttacksLight Crossbow +7, 1d8+4
Moon-Touched Scimitar +7, 1d6+4
Shortsword +7, 1d6+4

Sneak Attack 2d6
| Saving ThrowsSTR +1
DEX +4
CON +1
INT +2
WIS +5
CHA +2
 | Skill ChecksAcrobatics +10
Animal Handling +2
Arcana +2
Athletics +4
Deception -1
History +5
Insight +2
Intimidation -1
Investigation +2
Medicine +5
Nature +8
Perception +2
Performance -1
Persuasion -1
Religion +2
Sleight of Hand +7
Stealth +10
Survival +8
 | Special FeaturesRacial: Goliath

Little Giant
You’re proficient with Athletics and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You have resistance to cold damage and naturally acclimate to high altitudes even if you’ve never been to one. This includes elevations above 20,000 ft.

Stone’s Endurance
When you take damage, you can use your reaction to reduce the damage taken by 1d12+1. You can use this trait 3 times per long rest.


Class: Cleric

Eyes of Night
You have darkvision out to a range of 300 feet. As an action, you can share this darkvision with up to 2 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing
As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.


Class: Rogue

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.
 | SpellsWisdom
+5 Spell Attack
13 Save DC

Cantrips:
Guidance
Light
Spare the Dying

1st Level Spells:
Bless
Cure Wounds
Faerie Fire
Shield of Faith
Sleep

 


Is this what can be expected for Oonagh?

Hopefully Easthaven is kinder than Caer-Konig has been to this fellow.

In any case, there'll be no end to the excitement and changes, at least not for the first few years or so...

Being fairly certain that one act of theft was that of the magic lantern meant to be kept aloft outside the inn, Paavu wondered what else might be the cause of the town's troubles recently, though -- once more -- her companions had asked Speaker Trovus, and Allie and Cori Shorard enough questions for the moment.

Surely they would be keen to elaborate on such since they and the others had reputations, a statement Paavu found herself accepting with equal parts unease and intrigue.

 

Active: Vigilant Blessing (on Vithka)

As an action, you give one creature you touch advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

 

Maps

Map that we found

image.png

 

Places we've been (current to Jan 5/24)

image.png.57f33ccd5c4b6b73bebaf25a552912a2.png

 

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Ten-Towns: Northern Light Inn


20 Kythorn at 4pm-ish; Illumination: Exterior - Dark; Interior: Bright Weather: High Winds

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Allie blushes at Johnny's bow and settles Trovus into a chair before she replies. 

"I'm afraid we only have knucklehead chowder right now," she says apologetically to Vithka. "But we could fix a venison stew if you plan on being here for dinner tomorrow."

"As for the thieves, well, the town has been experiencing break-ins and robberies lately, but no one has witnessed a potential culprit. The only clue is a set of tracks leading in the direction of Kelvin's Cairn. I think the tracks were made by dwarves who live in the valley at the base of Kelvin's Cairn. Likely the endless winter has made the dwarves desperate for food and ale, though that doesn't explain why the dwarves would steal the inn's lantern and other valuables. I'm surprised that no one in Caer-Konig has seen or heard the dwarves. 'Quiet' and 'dwarf' aren't often used in the same sentence."

Your interaction with Allie is interrupted when Cori exits the kitchen. The door to the kitchen swings open as a stern-looking woman enters holding a steaming bowl of chowder. She places the bowl down in front of Trovus and says, "No dwarf did this. Someone would have spotted 'em. Caught 'em. No, there's something more going on. Besides, what use do hungry dwarves have for a lantern?"

At Darvin's remark Allie adds, "While Trovus may be too blunt to be a good politician..."

"... and drinks too much," Cori interjects.

"...he has never let Caer-Konig down. Why, if it weren't for Trovus, who knows what kind of shape this town would be in."

Trovus begins spooning chowder down his gullet, seemingly oblivious that his capabilities as speaker are being called into question. Between bites he mentions, "So far *slurp* *slurp* we've lost the *slurp* *slurp* color-switching magic lantern, taken from the local inn, *slurp* *slurp* a pair of goats, stolen from the local tavern, *slurp* *slurp* and a small sack of pearls carved into decorative beads, gone missing from the stores of Frozenfar Expeditions *slurp* *slurp*."

Wiping the chowder that's dripping from his chin Trovus adds, "And now that Markax is here me and my brother will get to the bottom of this, right Markax? Maybe you can get your comrades to do some investigatin' for us."

Allie looks hopeful but Cori has her doubts.

OOC

Caer-Konig details: https://www.myth-weavers.com/index.php?/topic/6147-ten-towns/#comment-69708

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander background provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 16 +5 -5: 16
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

 

 

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5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness - X), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka's eyebrows raised when she heard about the dwarves that nobody had seen. "We deal with invisible dwarves before. That why we here," she said, looking at the others. "I think it worth finding these dwarves - it seem related to our mission."

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wizard4altered.jpg.4b3a9e2c92fbbe17bc4858eabf613f52.jpgDarvin nodded in thought. "Indeed, we are looking for duergar in the region. We have found some in Easthaven already and are investigating their actions. If you do not know, duergar are a cousin race to dwarves, much like the various forms of elves are to each other. And one of their notable abilities is the ability to turn invisible." He added, looking between their three hosts, pausing a moment as he decided how much to tell them. But, regardless of his current state, Trovus was the Speaker. "We actually have some evidence to suggest that they are involved in the eternal storm about Ten Towns. At the very least, they are using it to conduct raids on the surface. They normally avoid doing so, as they can not handle sunlight well, as is true for many of the underdark creatures. If the tracks are leading off towards Kelvin's Cairn, they perhaps they have set up an outpost there. That would also explain the items taken, jewelry and a magical item would be worth more sold elsewhere than given to an otherwise hungry people."

 

Actions/OOC

 

Concentration:

Conditions:

HP: 32/32

Statblock

Darvin, Scribe of the All Seeing Eye

Str 8 (-1)
Dex 14 (2)
Con 12 (1)
Int 14 (2)
Wis 10 (0)
Cha 16 (3)
Proficiency Bonus: +3

 

INIT: +2
AC: 13
HD: 5/5d8
HP: 32/32; TEMP: 0
Speed: 30 ft
Passive Perception: 12

 

Gifts:
Charm of Bounty: Create Food and Water 3/3

Human:
Bonus Skill/Feat

Cloistered Scholar:
Library Access

Warlock:
Otherworldly Patron: Celestial (Savras)
Pact Magic
Healing Light: 6/6
Eldritch Invocations:
-Agonizing Blast
-Beguiling Influence
-Book of Ancient Secrets
-Repelling Blast
Pact of the Tome (Detect Magic; Identify)
Rod of the Packeeper: 1/1 (1 per day, regain a spell slot)

ASI:
Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex
lvl 4: Eldritch Adept

 

Attacks
Eldritch Blast +7 1d10+3
Club +2 1d6-1
Dagger +5 1d4+2

Spell Slots

Pact Magic:
LVL 3: 2/2


Magic Initiate:

Hex: 1/1
 

Spells Known

Spells Known
LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver
LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify
LVL 2: Lesser Restoration; Suggestion
LVL 3: Daylight; Hypnotic Pattern

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Roscoe Huey Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut

AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft

Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3)

Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13

2 Attacks Per Round

Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4

 

"Dwarves you say? Well well well. Looks like we will be able to help you ladies after all as our path, as my friend Darvin just pointed out, involves finding a gaggle of duergar. And by the sounds of it, once we put a stop to them, then your 'problem' should be taken care of." Smilling as things seem to lining up proper like, Roscoe takes a seat.

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Johnny Alpharius- Half Elf Artificer 5


HP: 38/38 | AC: 17 | Speed: 30ft  | HD: 15d8/15d8 | Spell Slots: Lv 1 4/4 Lv2 2/2

Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 

Statistics | Magic Items | Skills

Abilities

Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance
on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
These agents never risk their lives for you or risk revealing their true identities

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 )

Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Spells

Cantrips Known: Shocking Grasp Mending

Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary

Lv2 Spells Prepared Invisibility

Infusions

Infusions Known: 4
Infused Items: 2 Enhanced Studded Leather, Enhanced Arcane Wand
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables.

 


Johnny began eating. He considered what they knew and wondered if things were converging, or they just hoped they were.

"Well it could be our invisible dwarves, or it could be some other thief. I guess we'll only know for sure if we investigate. Would someone be able to show us where the dwarf tracks were? It would be nice if both issues could be resolved at once!"

 

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Ten-Towns: Northern Light Inn


20 Kythorn at 4pm-ish; Illumination: Exterior - Dark; Interior: Bright Weather: High Winds

spacer.png

Trovus, Allie, and Cori utter in unison, "Invisible dwarves?"

"Yeees, Duergar," continues Trovus. "They're the last *hic* ones I would have expected up here. And they've been in Easthaven too you *hic* say? This is big, yes, this is big. I'm going with you."

Allie simply pats Trovus on the shoulder and then takes Johnny to the back of the inn when he asks to see the tracks. There he sees faint footprints leading toward Kelvin's Cairn... 

 

OOC

Caer-Konig details: https://www.myth-weavers.com/index.php?/topic/6147-ten-towns/#comment-69708

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander background provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 16 +5 -5: 16
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

 

 

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5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness - X), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka sneered when she saw the footprints. "These dwarves lazy, or careless," she said, the contempt very clear. She looked over at Trovus and added, "They leave their trail so open - I would be offended by such a gesture." She then shrugged and said, "It will be their undoing." With that, she prepared to head out where the tracks lead them, waiting for a moment in case anyone else had something to add.

OOC

Let me know if anything, such as a Survival check, is needed.

 

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RoscoeHuey1.png.e952bebc1c29056cbfad470fd083052c.png

Roscoe Huey Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut

AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft

Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3)

Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13

2 Attacks Per Round

Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4

Getting up from the table, Roscoe follows Johnny and Vithka out of the Inn to help look at the tracks that had been left behind. "Easy Vithka. It's been a long trek today and with the cold we should probably be getting something warm to eat and then get some rest and start out later this evening or leave tomorrow early morning. Wouldn't do for us to push it and not be at our best when we get to Kelvin's Cairn.  Besides, the way this wind is blowing any foot prints going across the tundra will probably be wiped out."

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