Thursday, March 5, 2015

Synergy Within The Party



In an effort to work as effectively as possible within the party, I have decided to create a list of Endelthil's abilities that either directly or indirectly affect other members of the group. It is my hope that (as time allows) we could all post such lists on the blog so that we can become aware of how to best create favorable conditions for each other, whether in combat or otherwise. Nulara's Stunning Strike, for example, creates the stunned condition, giving all party members advantage on their attacks against that target. I have highlighted the core elements of Endelthil's synergistic abilities to allow for easier reference. Direct synergies are in green (affect another party member directly), while indirect synergies are in blue (Create a condition on Endelthil or an enemy that benefits the party in some way). Happy reading!


N a t u r a l  E x p l o r e r (Forest)


You are particularly familiar with one type of natural

environment and are adept at traveling and surviving in

such regions. Choose one type of favored terrain: arctic,

coast, desert, forest, grassland, mountain, swamp,

or the Underdark. When you make an Intelligence or

Wisdom check
related to your favored terrain, your

proficiency bonus is doubled if you are using a skill that

you’re proficient in.

W hile traveling for an hour or more in your favored

terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical

means.

• Even when you are engaged in another activity while

traveling (such as foraging, navigating, or tracking),

you remain alert to danger.

• If you are traveling alone, you can move stealthily at

a normal pace.

• When you forage, you find twice as much food as you

normally would.

• While tracking other creatures, you also learn their

exact number, their sizes, and how long ago they

passed through the area.







P r i m e v a l  A w a r e n e s s


Beginning at 3rd level, you can use your action and

expend one ranger spell slot to focus your awareness on

the region around you. For 1 minute per level of the spell

slot you expend, you can sense whether the following

types of creatures are present within 1 mile of you
(or

within up to 6 miles if you are in your favored terrain):

aberrations, celestials, dragons, elementals, fey, fiends,

and undead. This feature doesn’t reveal the creatures’

location or number.




C u r e  W o u n d s


1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points

equal to 1d8 + your spellcasting ability modifier. This

spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a

spell slot of 2nd level or higher, the healing increases by

1d8 for each slot level above 1st.





L e s s e r  R e s t o r a t i o n


2 nd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a creature and can end either one disease or

one condition afflicting it.
The condition can be blinded,

deafened, paralyzed, or poisoned.





E n s n a r i n g  S t r i k e


1st-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack

before this spell ends, a writhing mass of thorny vines

appears at the point of impact, and the target must

succeed on a Strength saving throw or be restrained [creates

 advantage on attacks against creature, disadvantage on attacks 

made by creature, and disadvantage on Dexterity saving  throws made by creature]

by the magical vines until the spell ends. A Large or larger

creature has advantage on this saving throw. If the

target succeeds on the save, the vines shrivel away.

W hile restrained by this spell, the target takes 1d6

piercing damage at the start of each of its turns. A creature

restrained by the vines or one that can touch the creature

can use its action to make a Strength check against your

spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell

slot of 2nd level or higher, the damage increases by 1d6

for each slot level above 1st.

Wednesday, March 4, 2015

Hoard of the Dragon Queen - Episode #3


After uncovering the the cavern's mysteries and treasures, the adventurers made their way back to Greenest to share their discoveries to Governor Nighthill and their new monk-friend, Leosin. The governor was there to greet and thank them when they returned.  Grateful and visibly encouraged, Governor Nighthill reported that Leosin had made the trek to Eltorel and awaited their arrival at a place called the Pair of Black Antlers Inn. 

Stopping through the city of Scornubel to resupply, our heroes made their way to the Eltorel inn and were warmly greeted by a man named Ontharr. He assured the travelers that they would reconnect with Leosin soon, but for now they would have a contest of epic story telling. It was *the party (that is to say, "Mullyn") who won this contest with his baritone-filled Ballad of Fireball Hall. Though the rest of the party shared their escapades, none of them could match the gnome in presentation or tone.

The next morning Ontharr announced that a new contest was to commence. Paired with one other companion, each of our heroes set out on a challenge to hunt and capture the most dangerous game. Endelthil, paired with Mullyn, made quick work of a large vicious boar. Nulara and her partner (though unwittingly attacking a dangerous, yet merciful, Couatl) returned from their hunt with a stealthy panther in tow. Oloril and company bested a large cave bat, while a pair unknown to the group brought in a large bear. Through a cast of votes by all, the large boar was determined to be the most dangerous game. 

As a reward for their efforts Mullyn and Endelthil received a single large 18-tined antler crown. Though not stylish or magical, it was evidently useful for getting free room and board at any Order of the Gauntlet inn by simply relinquishing one of its tines to the innkeeper. 


* see definition (1) below for proper understanding of this term. Not to be confused with the outdated meaning (2). 

party - (1) lower-case proper noun - The wizard-gnome known as Mullyn. 

party - (2) noun (archaic usage) - a group of persons with common purposes or opinions.

Thursday, February 26, 2015

Hoard of the Dragon Queen - Episode #2





"This is it - ground zero. Would you like to say a few words to mark the occasion?"


"...i... ann... iinn... ff... nnyin..." With a gun barrel between your teeth, you speak only in vowels.



Oh, wait. Wrong story. The situation, of course, may have seemed far less dire had our heroes only been in the above situation. Unfortunatley, such was not the case. They stood, battered and beaten, only yards away from an enemy force that would surely lead to certain death. With weapons drawn, Cyanwrath, Frulam Mondath, and three beserker cultists stood ready in the shrine room to Tiamat. Surely, there was no way of escape.


This is when something quite unexpected occurred. Endelthil, bleeding and nigh unto unconsciousness, righted himself and walked confidently - no, arrogantly - towards the enemy horde and locked eyes with the their Dragonborn leader. With a smirk that seemed quite out of place in such a hopeless predicament, the elven ranger uttered a challenge in the draconic language. Though no one in the party understood precisely what was said by their companion, they knew it was no ordinary challenge - for they saw a glimpse of fear, surprise and possibly excitement in to Cyanwrath's eyes.

The elf turned to his friends and explained that he and Cyanwrath were to duel to the death. According to the conditions of the duel, the winner's allies would go unharmed. Surely this was the end for Endelthil, but at least he could buy his friends time. After preparations were made, the deadly battle commenced.

The battle was indeed ferocious. Neither Cyanwrath nor the ranger had ever fought so passionately or skillfully. As the conflict raged on, both duelists, though battered and weary, summoned the last bit of strength they could muster. It was at this moment that Endelthil offered up a prayer to Bahamut - and the outcome of the battle decided. The rapier in the ranger's hand began to glow brightly as he viciously and repeatedly pierced and gashed his foe. Finally, staring with blood spattered features, the elf beheld his opponent on his knees struggling to keep his organs within the frame of his body. Endelthil looked off to the side as if searching for something and then, with fierce determination, sent the dragonborn's head flying into the air with a mighty slash from his weapon. After what seemed like an eternity the spiraling head descended downward and struck the floor with a sickening thud. The battle was over. The mighty Smaug was dead . . . er, wrong story again.

The victory was only short-lived, however, as the remaining enraged enemies accused Endelthil of using magic or some other trickery to win the duel. Consequently, they charged our heroes in a violent effort to destroy them once and for all. 

Dain, Oloril and Endelthil were engaged by the now-berserk guards, and Nulara assaulted Frulam Mondath in an all out woman vs. woman test of will. Though, difficult and harrowing, the heroes finally defeated their foes. A long silence ensued. All were overcome with both awe and relief. They should all be dead. But they were not. Dain, understanding the significance of what had just occurred, glanced over at Endelthil with a new sense of respect and appreciation. Perhaps there was something more to the elf than met the eye. That conversation would have to wait, for now the party must finish investigating the network of tunnels and caverns.

And investigate they did. And fight flying kobolds (who knew?), more stirges (why not?), and a roper. What is a roper you ask? Well perhaps you should ask Dain. He had, shall we say, a front seat at this particular battle. But if you must know what it is, imagine a stalagmite with a great many tendrils (which regenerate - evidently), a single large eye, and a huge gaping maw. Though all fighting against the creature - dwarves, elf, and human alike - were flung about and gnawed upon, they escaped the encounter victorious - barely.

Now, what was the roper guarding? Nothing other than dragon eggs! At the discretion of the party, all three eggs were smashed and destroyed. This discovery, along with the maps and notes they had recovered from other rooms in the cave (yes, I did fail to mention that earlier) was significant and in much need of reporting . . .




Friday, February 20, 2015

Hoard of the Dragon Queen - Episode #1

The party set off for the town of Greenest, drawn by their own individual interests. Instead of a warm welcome, they were greeted by the sight of total anarchy. The town was in the middle of being assaulted by the dragon cult!

The party bravely charged in to the town's defense, saving many lives and partially thwarting the cult's attack in the process (even driving off an adult blue dragon!). Endelthil faces the half-dragon Cyanwrath in one of one honorable combat. Governor Nighthill and the master of the keep, Escobert, became grateful allies.

The Governor gave the party the mission of tracking and spying on the cult while an injured monk asked the party to rescue his master, Leosin. The party sets off to do so, becoming temporarily lost in some caves and overcoming a cultist rearguard.

Upon arriving at the camp, Endelthil and Nulara were instantly recognized and captured. Their execution was set for morning by the camp's leader, Rezmir. Fortunately, the rest of the party rescue them, Leosin, and the other prisoners and head back to Greenest.

Leosin tells them that it's imperative they return to the camp to keep tabs on the cult. But when the party reaches the cult's camp, they discover it apparently abandoned. The kobold huts were even burned to the ground. The party decided to investigate the cave rumored to hold dragon eggs.

Entering the cave, they met with misfortune after misfortune. Trapped steps lead to an unfortunate introduction to violet fungi. Stirges tore the party apart. A poisoned spike trap turned Dain temporarily insane, attacking his own party. Basically, everything that went wrong, did.

Until Mullyn, on behalf of the party, fireballed a massive kobold sneak attack, killing them all in a single round. While picking through the ruins, however, the cult launched a surprise counter offensive. Fending off the assault, the weary and battered party chased after the retreating cultists down a long, winding flight of stairs. Nulara, being the fastest, was the first to the bottom. The sight that beheld Nulara's eyes made her flee back up the stairs in terror.

Cyanwrath, Frulam Mondath, and three beserker cultists stood ready in a shrine to Tiamat. "Get them!" Cyanwrath commanded with a joyful smile.

Downtime

Following the events of the "Lost Mines of Phandelver" the party broke up to pursue their own individual interests.

Mullyn - Studied and read, trying to figure out the riddle of his orb. He also sold the Spider-Staff to a rich, eccentric collector of antiquities.

Endelthil - Trained under Hollia in the ways of a rogue. Was party to a great battle of which the details are still undisclosed. Discovered a great deal of his own true past.

Nulara - Pursued leads regarding the destruction of her monastery, learning that it was a red wizard of Thay, Rath Modor, who was responsible after her shadowy monastery undertook some jobs working for one faction in the dragon cult.

Dain - To atone for his role in defiling Dumathoin's shrine and the deaths of the Rockseeker brothers, he offered himself to Dumathoin's clerics for a quest. Unexpectedly, it was told to turn a slacker dwarf, Oloril, into a mighty warrior. He did so, and together they thwarted the theft of a mighty dwarven artifact.

Fate drew all four (now five, with addition of young Oloril) adventurers south to the town of Burdusk where the party was reunited. Excitedly, they told one another of their own separate adventures (or, at least, what they wanted the rest of the party to know...) before setting off on their next great adventure together - Hoard of the Dragon Queen!

Thursday, December 11, 2014

Creatures Encountered List



The valiant adventurers completed their first quest... with mixed results, mind you, but complete it they did! In retrospect, let's take a look back on a comprehensive list of all of the beasts and foes the heroes faces in their fearsome quest:

Ash Zombie
Bugbear
Cultist
Doppelganger
Drow
Evil Mage
Flameskull
Ghoul
Giant Spider
Goblin
Grick
Hobgoblin 
Nothic
Ochre Jelly
Ogre
Orc
Owlbear
Redbrand Ruffian
Skeleton
Spectator
Stirge
Wolf
Wraith
Young Green Dragon (well, they were really, really close to one without seeing it)
Zombie

That's quite a list! We'll update it as the party continues their adventures!

Wednesday, December 3, 2014

Session 12 Summary – 11/26/2014

Events Summary: Well, Mullyn had a near death experience. But, thanks to the heroism of Nulara, he yet lives. The party stumbled their way around the rear of Wave Echo Cave where they encountered many zombies and a flaming skull guardian - the latter being responsible for Mullyn's walk along the edge of the afterlife. Oh, yes, how could I forget . . . this very flaming skull guardian cannot be permanently defeated by any means to which the party has access! Thankfully, through an unusual alliance with some trapped bugbears, the party managed to incapacitate the flaming spook. 

With the bugbears on their way back to report to their master, the Black Spider, the party must decide how to best face their greatest foe . . .