Maps, handouts and ressources

Mar 21, 2021 11:14 am
Handouts and where to find them

runekyndig sent a note to runekyndig
Mar 21, 2021 12:43 pm
Handouts discovered
Dwarven box code
https://i.imgur.com/sn6ALEQ.jpg

Armory door
https://i.pinimg.com/564x/a8/80/e4/a880e4d862855f5c49e7266c703434d0.jpg

Dwarven decoder
https://i.imgur.com/sPkimEg.jpg

Aftificers dwarven translation
https://i.imgur.com/FvJbKRE.jpg

Aftificers notes on the helm
https://i.imgur.com/8QRwkBy.jpg

Artificers notes on the mana bugs
https://i.imgur.com/x2YFCHd.jpg

Mana bugs
https://i.pinimg.com/564x/e6/ed/a4/e6eda4306720930f5eb950c089dd274f.jpg

Captains note day 515
https://i.imgur.com/V6jYpal.jpg

Captains note day 550
https://i.imgur.com/jowUQCr.jpg

Captains note day 596
https://i.imgur.com/8oSMk5j.jpg

https://i.redd.it/adhbwbaylmv61.png

https://i.imgur.com/0H5UGlO.gif


Map provided in the dwarven citadel
https://i.imgur.com/xLIhEqL.jpg


runekyndig sent a note to runekyndig
Mar 21, 2021 12:49 pm
Crew discovered
Jeanna, human female mage and doctor. Woman who kidnapped most of the group
Halfling, figther, gunner. Found with a wand
Human male, figther
Captain, gith
First mate, halforc
Quilith, artificer mindflaier

https://i.pinimg.com/originals/f4/cb/8a/f4cb8a72eb7168fea995a3f01a14853d.jpg
Mar 21, 2021 1:18 pm
Resource management

runekyndig sent a note to runekyndig
Apr 17, 2021 6:29 pm
Identified loot
Spellbook:
Cantrip: Acid Splash
Cantrip: Blade Ward
Cantrip: Chill Touch
Cantrip: Dancing Lights
Level 1 Spell: Alarm
Level 1 Spell: Burning Hands
Level 1 Spell: Create or Destroy Air
Level 1 Spell: Charm Person
Level 1 Spell: Chromatic Orb
Level 1 Spell: Color Spray
Level 1 Spell: Comprehend Languages
Level 1 Spell: Detect Magic
Level 2 Spell: Alter Self
Level 2 Spell: Arcane Lock
Level 2 Spell: Blindness / Deafness
Level 2 Spell: Blur
Level 2 Spell: Cloud of Daggers
Level 2 Spell: Portal Magic
Level 3 Spell: Animate Dead
Level 3 Spell: Bestow Curse
Level 3 Spell: Blink
Level 3 Spell: Clairvoyance


Create or Destroy Air
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, M, V (A small, stoppered flask)
Duration: 10 minutes
Classes: Cleric, Druid
You either create or destroy air.
Create Air You create, replenish, or refresh the air of one target creature’s personal air envelope within range for 10 minutes, including air poisoned/tainted by spells such as Cloudkill and Stinking Cloud. This does not create a larger in size envelope, but simply replenishes the air in the envelope that the creature drags with it. If the air is fouled, the air turns fresh again and the air timer resets to 10 minutes. If used within a spell or effect that causes a cloud (similar to the Fog Cloud, Cloudkill and Stinking Cloud spells) the creature is allowed an immediate save against the effects of the spell. Destroy Air You immediately turn the personal air envelope of a target creature within range foul.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot above 1st.

Portal Magic
2nd-level divination (Ritual)
Casting Time: 10 minutes
Range: Half a mile
Components: S, M, V (A conch shell)
Duration: 1 minute
Classes: Bard, Wizard
Casting out to the very Crystal Shell itself, you can sense the direction and distance (either in miles or in travel time) of the nearest portal of egress through a Crystal Shell. In general, from any point on a Crystal Shell, naturally occurring portals for a ship are 2d10 days away. At DM’s discretion, there may be more, less, or no portals.This spell may only be cast within half a mile of the surface of a Crystal Shell. Portals created by this spell are magical and temporary, so they can be dispelled. If the portal is dispelled or otherwise prematurely closed, roll 1d10, and determine the result the fate of the object(s) passing through the opening as it closes:
1 to 5 - Portal closes before ship reaches the shell. Ship must turn back or Crash into the shell.
6 to 10 - Portal closes after ship passes through.
At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you may draw a circle in the air towards the Crystal Shell. A shimmering portal opens within the circle you drew and remains open for five minutes. The opening does not weaken the shell, and any objects resting physically on the shell are unaffected by the portal.
Skyblinder Staff
Staff, simple weapon, melee weapon, uncommon (requires attunement)
4 lb. 1d6 bludgeoning - versatile (1d8)
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.

If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.

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.
Shortsword of the war mage +1
While you are holding this sword, you gain a +1 bonus to spell attack rolls and +1 to hit. In addition, you ignore half cover when making a spell attack.
The Axe of the Dwarvish Lords
Martial weapon (battleaxe), melee weapon, artifact (requires attunement)
4 lb. 1d8 slashing - thrown (20/60 ft.), versatile (1d10)

Sentient: There is a mind in the axe, but it is currently dorment.

Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.

While attuned to the artifact, you can use an action to cast one cantrip (True Strike) from it.
While attuned to the artifact, you are immune to disease.
While attuned to the artifact, you can use an action to cast one 6th-level spell (Bones of the Earth (druid)) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
While you are attuned to the artifact, animals within 30 feet of you are hostile toward you
While attuned to the artifact, you must eat and drink six times the normal amount each day.

Blessings of the forge. If you are a dwarf attuned to the axe, you gain the following benefits:
You have immunity to poison damage.
The range of your darkvision increases by 60 feet.
You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn.
Travel the Depths. You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.
Curse. The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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
Wand of cloud kill
1 charge left
Chime of Opening
Wondrous Item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

Notes: Utility, Exploration, Consumable
Lantern of Revealing
Wondrous Item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Notes: Detection

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