Show Log Entry
Adventure Title
WBW-DC-ANDL-3 The Crossings of Fate (Part 2)
WBW-DC-ANDL-3 The Crossings of Fate (Part 2)
Session
29
29
Date Played
2022-08-10 03:00:00 UTC
2022-08-10 03:00:00 UTC
Levels Gained
GP +/-
833
833
Downtime +/-
-90.0
-90.0
Location Played
Amn
Amn
DM Name
Daran
Daran
DM DCI Number
3456789
3456789
Notes
Rewards: 1 optional level, 10 DTD Gold: 833 gp each from Edward Dannihyr shows up in your bedroom along with potions below Potions: Potion of psychic resistance, Potion of force resistance, Potion of necrotic resistance Story Awards: ***Vecna's Eye*** You have slowed down the progress of the Votaries of Vecna in their research towards developing new forms of undead. Know that Vecna may have noticed you, as the Arch-Lich keeps his gaze on the worlds and planes. ***Bridge Between Worlds*** Later in your adventuring, and through your adventuring contacts, you hear that the Treaty of Amn and Andelein was created. The inhabitants of both planes have committed to cooperating with each other in times of need, and you know that your heroic deeds played a role in forging this. The world is left in a better place than you had found it. ***Knight of the Fey Wilds*** You have sworn your everlasting fealty to Alindaya. You vowed to forever protect nature, and to answer the call of Andelein in its time of need. Through the magical bond of your word, the blade Manthor was gifted to you. ***Gift of Magical Training: INSIGHT*** For seeing the truth in others, the good that could be, and bringing it into the world, Alindaya gifts you with magical training. With a wave of their hand, you become proficient in the Insight skill. You must spend 100 downtime days plus 100 gp to gain this benefit. Training. This normally costs 250 downtime days and 1gp/day (PH 187) and is also limited to languages or tool proficiencies. The archfey instead grants a specific training or daily inspiration. The adventure must specify which language, tool proficiency, or skill proficiency the archfey grants through training. A character may only possess one magical gift from an archfey at a time; if another archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the gift. ***House Brynhildr-Morningstar logs, Waterdeep:*** > An ear-piercing screech was heard coming from Young Lady Asteria's chambers followed by what the servants could only describe as "the sound of a storm through the forest". It was later found that a nobleman from Amn came to visit her chambers in apology (something about what occured in the Fey Wilds), but the sudden appearance shocked the young sorceress, causing her to blast a hole through the east wing of the manor unconsciously. > > Fortunately, no casualties were ommited, but Sir Dannyhir was singed and suffers some burns from barely dodging that spell. Lord Morningstar is currently treating the man's injuries with his cleric magic while his other children, Lady Sigrid, the eldest, and Young Lord Calven try to comfort their now distraught and shook sister.
Rewards: 1 optional level, 10 DTD Gold: 833 gp each from Edward Dannihyr shows up in your bedroom along with potions below Potions: Potion of psychic resistance, Potion of force resistance, Potion of necrotic resistance Story Awards: ***Vecna's Eye*** You have slowed down the progress of the Votaries of Vecna in their research towards developing new forms of undead. Know that Vecna may have noticed you, as the Arch-Lich keeps his gaze on the worlds and planes. ***Bridge Between Worlds*** Later in your adventuring, and through your adventuring contacts, you hear that the Treaty of Amn and Andelein was created. The inhabitants of both planes have committed to cooperating with each other in times of need, and you know that your heroic deeds played a role in forging this. The world is left in a better place than you had found it. ***Knight of the Fey Wilds*** You have sworn your everlasting fealty to Alindaya. You vowed to forever protect nature, and to answer the call of Andelein in its time of need. Through the magical bond of your word, the blade Manthor was gifted to you. ***Gift of Magical Training: INSIGHT*** For seeing the truth in others, the good that could be, and bringing it into the world, Alindaya gifts you with magical training. With a wave of their hand, you become proficient in the Insight skill. You must spend 100 downtime days plus 100 gp to gain this benefit. Training. This normally costs 250 downtime days and 1gp/day (PH 187) and is also limited to languages or tool proficiencies. The archfey instead grants a specific training or daily inspiration. The adventure must specify which language, tool proficiency, or skill proficiency the archfey grants through training. A character may only possess one magical gift from an archfey at a time; if another archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the gift. ***House Brynhildr-Morningstar logs, Waterdeep:*** > An ear-piercing screech was heard coming from Young Lady Asteria's chambers followed by what the servants could only describe as "the sound of a storm through the forest". It was later found that a nobleman from Amn came to visit her chambers in apology (something about what occured in the Fey Wilds), but the sudden appearance shocked the young sorceress, causing her to blast a hole through the east wing of the manor unconsciously. > > Fortunately, no casualties were ommited, but Sir Dannyhir was singed and suffers some burns from barely dodging that spell. Lord Morningstar is currently treating the man's injuries with his cleric magic while his other children, Lady Sigrid, the eldest, and Young Lord Calven try to comfort their now distraught and shook sister.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Liwanag (Staff of the Woodlands with flavor) | Rare | true | |||
staff, weapon, rare (requires attunement by a druid), simple weapon, melee weapon, major tier This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. ***Tree Form*** You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. ***Versatile*** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. ***Andelein Flavor*** This staff was created by Alindaya from one of the plants in their garden as a symbol of gratitude for your heroic deeds. The same fireflies that guided you through parts of the Domain of Andelein, and back home, illuminate this staff, and can be called to guide you once again. The wielder of this staff cannot get lost in Andelein as the fireflies will guide them to wherever they wish to go in that domain. In addition, this staff has the Beacon minor property: 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. | |||||
Manthor "Vow of the Forest" (Scimitar of Speed with flavor) | Very Rare | true | |||
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it. Flavor text: You have promised to forever protect nature, come to Alindaya's aid in their time of need, and sworn your everlasting fealty to Alindaya. In exchange, they knighted you as a protector of the Feywild. This sword manifested itself from the power of your binding pact, that you may carry out your promises. It is yours to keep. This star metal blade is incredibly light and embossed with imprints of leaves. It is enchanted with magic from the Feywild that allows the wielder to use it with superior speed. The hilt bears following words written in Sylvan using the Espruar script: “Only those who vow to defend nature with swift and decisive actions may wield me” In addition, this weapon has the Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |