Monster Slayer

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Add your Monster Slayer trait value to damage when you hit a monster in combat.

Longbow Expert

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Add your Longbow Expert trait value to damage when you hit with an arrow fired from a longbow.

Phandelver Campaign History

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This page picks up the Phandelver Campaign History beginning with Session 13. Prior sessions' histories can be found here.

Cares Not Serial Story Length

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The Earth - It Cares Not (a serial totaling 23,250 words)

Post Words Title Cumulative
1 1,110 The Adventure Begins 1,110
2 1,733 At Camp Scarface 2,843
3 2,206 Frogling Livers? 5,049
4 2,042 An Afternoon of Skeletons 7,091
5 1,705 Chief Hurg Imparts A Quest 8,796
6 1,681 Brother Jasyn & the Lizardmen 10,477
7 3,227 Tomb Robbery One 13,704
8 1,944 At the Brazen Strumpet 15,648
9 1,124 Duties at the Chapterhouse 16,772
10 1,350 To Brookhollow in Caldamis 18,122
11 1,540 After Overnighting at Caddyshanks 19,662
12 1,595 Kellen's Rock Just Outside of Smokeshadow 21,257
13 1,993 A Fish Fry With Thine Enemies 23,250

Earth Cares Not - To Brookhollow in Caldamis

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Previous story post

1,350 words

5:42 am, 25th Oct. 204 PR

Matthias and Auriochos sit in the second of the four Silver Standard Trading Company wagons where they're parked on the northern edge of Helix. This caravan will put out soon, bound for Smokeshadow and from there on to see Baron Orvair Leonas in Caldamis.

Our heroes have each been given 15 GP by Rafell, Quartermaster of the Seekers in Helix — for incidental expenses along the way to Caldamis.

Altogether, this caravan contains four wagons accompanied by our two Seekers, by Caravanmaster Thromb, and by the Eld Brothers — four actual brothers from Sizemordicus, each a 2nd level Fighter. They make extremely good use of their mutual Flanking Strike Heroic Deed.

The times being dangerous, Mattie is not really surprised when the caravan is attacked by a large band of gnolls. He sighs, glances over at Aury, then picks up his staff. As the noises of gnolls clashing with the Eld Brothers breaks the morning silence, Mattie casts Mirror Image and Blur on himself and then jumps down from the wagon.

You can review details of the ensuing battle here.

A tough fight, indeed. Outnumbered by three to one, and against foes individually more capable combatants than our caravan members. Sadly, Olophorn Eld is slain. Were it not for the caravan master's wand and the pair of fireball scrolls brought along by Mattie from the Chapterhouse, undoubtedly more people would have died.

Given the very difficult challenge rating, the death, and the knowledge that will come of this encounter and the momentum it will give, I'm factoring in XP for story award, eighteen gnolls, and two leader gnolls. Divided among the surviving five caravan members, it comes to 3,900 XP per survivor. Both Aury and Mattie gain a level. Or at least they would have both gained a level...

...as the gnolls disengage and put distance between themselves and the caravan members, two of them fire their longbows in parting shots. Not particularly well-aimed, but one of the arrows enters Auriochos d'Rosenberg's left eye, exiting the back of his head — the arrow lodging with its fletching scrunched into the cleric's eye socket. He actually blinks once, with his uninjured eye, as if startled. Then he collapses backward, dead.

Hours later, night has fallen. The caravan leader, a normally jovial halfling named Earnest Thromb, sits quietly puffing on a pipe and passing around a bottle of perfectly clear, devastatingly strong drink, to the survivors. This stuff could be used as a cleaning solution!

After the gnoll battle, he pressed forward hard and fast, determined to put miles between the caravan and any gnoll second-wave that might be coming. Half an hour before sundown, he guided the wagons along a rutted track through a copse of woods. On the other side was a palisaded farmhouse, woodshed, chicken coup, and freshwater well. An old human farmer, Grant Caddyshanks, owns the place.

This farm is situated about a dozen miles south-southeast of Phandalin, and perhaps four miles northwest of Smokeshadow. The old man joined you at first, directed Mintarn and Caspius to the ricks of firewood stacked behind his tanning shed. Caddyshanks and Thromb were in serious discussion for a long time after your arrival.

Now, three hours after dark has fallen, those who wish to eat have eaten — fire-roasted chicken and potatoes and cups of chicken broth.

Of the three surviving Eld brothers, Belphor seems to be taking Olophorn's death the hardest. He keeps taking a bullseye lantern and lifting the canvas flap on the back of Wagon Three, as if to assure himself that the bodies of his brother Olophorn, and of Seeker Auriochos d'Rosenberg, haven't disappeared.

Olophorn: 21/21 (deceased)
Belphor: 21/28
Mintarn: 20/24
Caspius 17/28

A dark shadow is upon Matthias, and after drinking more than he should, he walks apart from the others within the palisaded compound until the firelight and their voices are dimmed. "Lord of Hell, hear me," he breathes, cutting his left forearm with his dagger, using it as an athame. "Grant me the power to avenge my friend and I shall in turn commit myself to the overthrow of the doltish worship of Green Man, the self-righteous prattling of the servants of Saint Ygg. Strengthen me with your infernal might and I will exalt you in the land and cast others down before you!"

At length, Matthias returns to the firelight — infused by the power of the pact he has made with Asmodeus. "Caravan Master, may I have a word in private?" Thromb looks up, puffing his pipe. "Aye, of course." He stands, looks at Caspius and gestures to the hourglass where it sits on a boulder by the fire. "Relieve Belphor at the change of the watch, would you?" And then the halfling merchant and the Seeker mage are moving away, leaving the firelight behind.

Matthias rests a hand of the halfling caravan master's shoulder in a friendly gesture. "So, you understand clearly what you must do, Earnest?"

The halfling nods, grins. "Yes, slay or disable the others. I can't believe I was so completely taken in by the Brothers. They seem so young and idealistic."

Matthias squeezes the halfling's shoulder fraternally. "Do not blame yourself, worthy merchant. Evil is wily and deceitful and oft approaches in the guise of aid. My eyes have been opened. Only the two of us — and the pair of slain worthies who now lie lifeless in yon wagon — were without guile. The others were in league with the gnolls."

The halfling's face darkens angrily, and he rests his hand on a wand tucked through his belt. He glances quickly toward the farmhouse. "Let me warn Grant; I wouldn't want him to misunderstand and put an arrow in our—

"No. It isn't needful. The old man sleeps soundly. Now we must act, and quickly!"

◦◦◦

As the two return to the fire, Merchant Thromb yawns, stretches, and tosses another stick on the fire before sitting down on the boulder he's been using as a seat. "Caspius, I see the sand is almost run out." — he eyes the hourglass. "Go ahead and relieve Belphor at his post outside the palisade. Matthias, would you accompany him? Scan with your magic. I would hate to fall victim to an ambush by the surviving gnolls. I don't think they've ever bothered Caddyshank's place, but better safe than sorry..."

While Matthias and Caspius disappear beyond the halo of firelight, Master Thromb moves toward the nearest wagon. "Tarn, you up for a bite of grub? Drinking makes me hungry!" He ties back a canvas flap and sets the lantern down just inside the back of the wagon, reaches in and can be heard seemingly mumbling to himself.

"I could maybe wolf down some more of that Eastdale beef jerky, if you've still got plenty," Mintarn acknowledges, his response delayed a second or two longer than usual, no doubt because of inebriation.

Three magic missiles slam into Mintarn's chest and he reflexively jerks to his feet, confused and alarmed, and trying to rip his longsword from its sheath. He coughs, half-choked because Thromb's ambush took him just as he had filled his mouth with ale and was swallowing.

Nearly tripping, he rights himself and his sword clears its scabbard while he scans the campsite, frantically seeking the source of this attack. Three more missiles rip into to his torso, and Mintarn falls dead, his sword and sword arm (from the elbow forward) landing in the fire.

◦◦◦

"Hold a moment," Matthias says curtly as he and Caspius exit the compound. A couple dozen yards away, Belphor keeps watch atop a hill. "Now ... die, Caspius!" he commands in a low voice, menacing voice. The fighter freezes, jaw working, and tears course down his face with his mental effort. With a jerk he growls and surges toward Matthias, hand going to his sword hilt. Not fast enough — Matthias' dagger, Hellbane envenomed, plunges into Caspius' throat.

Continue the story

Warlock subclass

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The warlock receives his pact blade upon first entering the Warlock class. This blade counts as a +3 weapon solely for the purpose of making touch and ranged touch attacks.

The party boon a warlock confers upon companions is that they receive 1 HP every time the warlock's pact blade inflicts damage.

The personal boon a warlock begins enjoying at Warlock 3: when your pact blade inflicts damage, you receive half the amount (rounded down) as restored Hit Points. If HP are already at maximum, instead gain these as temporary HP.

Regardless of whether the warlock is wielding the pact blade, whenever the warlock is struck in melee combat, the pact blade magically inflicts X damage on the attacker, where X is equal to the Warlock's total caster levels — as long as the pact blade is worn upon the warlock's person or carried in a pouch or backpack.

Area effect spells that include the warlock as one of multiple targets do not provoke this pact blade response, but spells targeted directly on the warlock do, as do ranged and melee attacks targeting the warlock.

At Warlock 2, the Warlock gains resistance to a damage type of his choice from the following list: radiant, necrotic, puncturing, slashing, bludgeoning, fire, cold, electricity, acid, and force.

At Warlock 4, the Warlock gains resistance to another damage type, not previously selected, from the foregoing list.

At the 5th and final level of Warlock, the warlock gains a permanent boon from its patron. Examples of such boons are the following at-will or automatic effects: regeneration 3, assume gaseous form, dispel magic 15' radius (as if cast by the warlock's patron), an AC improvement of 3, the ability to fly, or petrification. At Warlock 10, the warlock gains another boon from its patron, or increases the potency of an existing boon.

Warlocks may sacrifice prepared spells from other classes' spell lists to power their warlock spells.

Some patrons bestow lesser and or greater boons upon their warlocks at Warlock 1.

Necromancer sub-class

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Prime ability: Wisdom or Intelligence

Necromancers are made, not born. They enter upon their morbid path in response to some trauma: a chronic inability in the past to protect themselves, an ancient wrong done to their family, a rejection by society. Or, they are drawn to necromancy for power, or on a quest for understanding of the nature of time and finality.

A necromancer may gain hit points from restorative potions and spells or by being targeted with negative energy. Given his expertise, a necromancer may use either positive or negative energy to heal himself.

Party Boon at Necromancer 1: A necromancer is immune to level- and ability-drain attacks, and his companions get a bonus equal to the necromancer's level on saving throws against necromantic effects. If the effect doesn't permit a saving throw, the presence of a necromancer permits one at a minus four penalty.

Personal Boon at Necromancer 3: At third level the Necromancer gains Advantage on saving throws against necromantic spells and a +1 on each die for casting necromantic spells that have dice in the spell description.

At Necromancer 2, the necromancer gains the at-will Life Tap ability. His touch can siphon the life force of others to bolster his own. As an action, the necromancer can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + his Wisdom or Intelligence modifier on a hit, gaining temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, twice as many temporary hit points are gained from using this feature.

At Necromancer 3, Life Tap deals 2d8+Wis/Int mod, and can be delivered either via a touch attack or a ranged touch attack of up to thirty feet.

At Necromancer 4, Life Tap deals 3d8+Wis/Int modifier, and can be delivered by layering it on top of another spell effect (magic missile, finger of death, etc).

At the 5th and final level of Necromancer, the necromancer understands intuitively the processes that lead to lichdom, and Life Tap damage rises to 6d8+Wis/Int modifier.

Note: it is rumored that there are higher echelons of power within the ranks of necromancy, but that only vampires and liches may climb those ranks. If true, then there exists necromancer levels 6 through 10.

A necromancer may gain temporary hit points above and beyond his normal HP maximum in an amount equal to the product of X and his overall character level, where X is the sum of his Intelligence and Wisdom modifiers. Example: Uvron Alygrean Kesloril is a FGT 4/MAG 13/NEC 9 with Wis 16 and Int 18. Maximum temporary HP beyond normal maximum is 130.

Enchanter sub-class

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Prime ability: Wisdom or Intelligence

Enchanters are the cat's meow — the masters of enchantment — and it is their Art that outfits a band of competent adventurers and turns them into conquering heroes. Sure, you can leave things to chance, or to the fickle benevolence of the DM. But why, when you can become the creator of fantastically powerful magical items yourself?

Party Boon at Enchanter 1: Once per day, an Enchanter may imbue one weapon or piece of armor with a +1 bonus — above and beyond any usual bonuses possessed by the item. This additional +1 bonus lasts for one full minute (i.e., ten combat rounds).

Personal Boon at Enchanter 3: At third level the Enchanter gains Advantage on rolls to create magic items or to permanently enchant existing masterwork or magical items, and Advantage on saving throws versus any enchantment type spells.

At Enchanter 2, the at-will once-daily magical bonus bestowed by an Enchanter rises to +2, still for one full minute. At Enchanter 3, +3 bonus; at Enchanter 4, +4; and at Enchanter 5 the bonus for one full minute is +5.

At the 5th and final level of Enchanter, the Enchanter's may speak a word of power as a bonus/free action and all of her weapons and armor, as well as all of her party's weapons and armors (for allies within thirty feet of her at the time the power word is spoken) gain a +2 bonus for the next full minute.

This is above and beyond any other bonuses those items normally possess. Optionally, the Enchanter may choose to imbue a single piece of equipment with a +5 bonus for the full minute duration.

Magical battleaxe taken from Duergar in Horgrim Tunnels

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+2 axe, +4 versus drow, duergar, and illithids. Against those of evil alignment, it deals an extra damage die of radiant type damage

Xavamros Battlebeard

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CLE 2 / BAR 1
Overall Level 3
Lawful Good Dwarf
HP: 37
XP Total: 5,000
TNL: 4,000

Lv 3 percentiles to be added:
Str: 14/20 (+1)
Dex: 13/35 (+1)
Con: 16/35 (+2)
Int: 11/20 (+0)
Wis: 15/50 (+1)
Cha: 13/20 (+1)

Special Abilities:
Detect Magic
Read Magic

Saving Throws:
Death/Poison: 10 {9}
Paralysis/Petrify: 11 {10}
Spells/Rods/Staves: 12 {11}
Wands: 13 {12}
Breath: 14 {13}

Armor Class:
Undressed & prone 10
Undressed 09
Harnessed 1 (mithril shirt, cloak, shield, Dex)
Harnessed but Flat-Footed 2

Spells: 3 1st
Divine Censure x 2
Hand of Merciful Succor x 1

Lv/Class-Based Attack Bonus: +2
Equivalent Base THAC0: 18
+2 battleaxe:
   m.THAC0 15 (1d8+3 or +5)

    Heroic Deeds:

   Known: 7 (6 - took +3 HP)
   Daily Risk Dice: 5

Abilities/Traits:
+ Barbarian lvl 1 Boon
+ Cleric lvl 1 Boon
+ Battleaxe Expert: 2
+ Create scrolls
+ Dwarven Senses +1
+ Darkvision
+ Leader of Men +2
+ Mining +1
+ Underground Sensitive
+ Recognize Subterranean perils
+ Rage
+ Strong Back +1
+ Tireless endurance +1
+ Turn Undead

Other Equipment:
mundane battleaxe
+2 battleaxe (290 yrs old)
large steel shield
+1 cloak of protection
healing potions x 3 (2d6+2)
mithril shirt
daggers (pair, mundane)
ethanol (1 pt., 80-proof)
hemp rope (50 ft)
inflammable oil x 2
potion of extra-healing x 2
crossbow (does 1d8+1)

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