The Island of Rhunaar : Session Notes
The Story
Articles List
- Act I : Welcome to Rhunaar
- Act II : Scavenging the Island
- Session V: We're going on an Adventure Report
- Session VI: Welcome to the Jungle Report
- Session VII: The End of the Shire Report
- Session VIII: The Treasure of Sloniz Report
- Session IX: Return to Ban Grond Report
- Session X: Revenge on the Troll King Report
- Session XI: By the guidings of a Scripture Report
- Session XII: Onto the Conflux Mountain Report
- Session XIII: Plan of Action Report
- Session XIV: A long awaited return Report
- Session XV: The Mansion Report
- Session XVI: Action in the Night Report
- Session XVII: War's Brewing Report
- Session XVIII: Charge!!!!! Report
- Session XIX: The hordes of zombies Report
- Session XX: A Successful Revolution? Report
- Act III : The Last Giant
- Session XXI: Reinforcements Abound Report
- Session XXII: The Shire Awaits Report
- Session XXIII: The City of the Dead Report
- Session XXIV: Adventuring in Gildin Report
- Session XXV: The Grand Archives of Gildin Report
- Session XXVI: Battling for Knowledge Report
- Session XXVII: Thorlok's Thirst Report
- Session XXVIII: Returning Inland Report
- Session XXIX : The Giant's Demise Report
- Session XXX: Strengthened by Knowledge Report
- Session XXXI : Escape from near Death Report
- Session XXXII : The plot unravels Report
- Session XXXIII: Into the Spider's Den Report
- Session XXXIV: Spiders Crackling Report
- Session XXXV: Members of the Alliance Report
- Act IV : Assault on the Conflux
- Session XXXVI: Treachery of the Bog Report
- Session XXXVII: Mount Krembor Report
- Session XXXVIII : The Lyrium Road Part I Report
- Session XXXIX : The Lyrium Road part II Report
- Session XL: The Lyrium Road part III Report
- Session XLI : Lyrium Road part IV Report
- Session XLII : Arrival at the Conflux Mountain Report
- Session XLIII : A Dance of Red and White Report
- Session XLIV: Calm before the Storm Report
- Session XLV: The Dawn Report
- Session XLVI: To Arms Report
- Session XLVII : By the gods' blessings Report
- Session XLVIII : In Battle lies Resolve Report
Act I : Welcome to Rhunaar
Savior's Landing (Sessions I - II)
In Act I Tristan Zabaleta the ranger from Thessalonikos, Balin Thornbow the crossbow-bearing dwarven fighter from Karak Azul, Oswald Fleetfeet the halfling wizard from the Wayspire and Nalan paladin of Innos would become known as The Resourceful Ones. The adventurers arrive at Savior's Landing and are introduced to other meaningful members of the expedition: Isadora the sorceress, the brothers Goffrey and Yarpin Mc Gillan quartermaster and smith respectively, Bolus Farhest the Angelosian noble leading another squad, First Mate Mercer cook and second-in-charge, and Captain Lennard Rye leader of the expedition. Lennard tasks the adventurers with scouting the 'mainland' of the isle, upon which they reach #LEVEL2.Murder of Gnel
The adventurers discover a fortress to the north of Savior's Landing marking the border between the Purple Plains and green plains. They quickly dispatch of the goblins inhabiting Gnel's Hold and in a defense decapitate the chieftain of the Skull Crushers : Gnel. Unbeknownst to them at the time, this death would trigger a cascade of reactions down the road.The Ban Grond Alliance (Session III-V)
They learn of a goblin society living in an ancient dwarven city known as Ban Grond and Shluk introduces them to one of the Chieftains, Zulk the Wise. Before the murder of Gnel, the goblin alliance of Ban Grond constituted of five tribes who united themselves:- The Skull Crushers with their chieftain Gnel. The Skull crushers are mostly known as the outsiders, being the only tribe at that time to have minor footholds outside of the city. This makes them the tradesmen of the goblins.
- The Arachnids led by the mysterious Sabulah. Little is known about the spider mistress, apart from her tribe living secluded in a dark-forest that is walled-off from the rest of the city.
- The Brown Chests led by the mighty bugbear warrior Aard. The Brown chests believe in strength above all and have a large foothold in the northern mines of Ban Grond.
- The Black Hands led by the orc shaman Azaroth praising Beliar. Controlling a large part of the religion within the city as well as part of the mines, the Black Hands always find themselves in trouble with the Brown Chests.
- The Yellow Bones led by the democrat Zulk the Wise. Zulk supplies the tribes with food and maintains the balance between the other chieftains through the food supply.
Act II : Scavenging the Island
Act III : The Last Giant
Act IV : Assault on the Conflux
Statistics
Leveling
Level 2 at end of Session I: Arrival at Runaar Report. Level 3 during Session III: Gnel's Return Report after clearing the Beliar altar of gricks while travelling to Ban Grond. Level 4 at end of Session VII: The End of the Shire Report, through the battle against Sarados. Level 5 at end of Session X: Revenge on the Troll King Report after slaying the Troll King of the The Troll Gorge: Rhunaar. Level 6 at end of Session XX: A Successful Revolution? Report, through defeat of the Black Hands of Azaroth. Level 7 at end of ?. Level 8 at the end of Session XLVIII : In Battle lies Resolve Report.Easy reference
Magic Items
Dwarven Stormbow
Dwarven Stormbow
Weapon
Rare Requires Attunement
Ammunition, Heavy, Loaded, Two-handedThis crossbow was wielded by the proud Stormguard of Ban Grond in the ancient times of Rhunaar. The weapon is a +1 weapon with a Magic Ore Lump at its center, colored purple by its storm enchantment. The crossbow has 5 charges, which can be regained by spending hours in a thunderstorm (1 charge/hour), or by Long Resting (regain 1d4 charges). You can expend a charge to infuse lightning into your next shot, dealing an additional 1d8 lightning damage on a hit. If all charges are used there is a 20% chance the Magic Ore Lump fueling the weapon becomes depleted ( 1d20 <= 4, the lump loses its power), effectively making the crossbow an ordinary heavy crossbow with some decorations.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d10+1 | Piercing | 100/400 ft. |
Maul of Magic Missiles
Grand Maul of Magic Missile
Weapon
Rare
A weapon found on the island of Rhunaar in possession of the Troll King of the The Troll Gorge: Rhunaar. Although it's certain the maul was not crafted by any troll, exemplified by the silver glyphs covering the maul, its origin remains unknown.
This weapon has the Momentum in addition to those standard to a maul (e.g. Heavy and Two-Handed). It requires a Strength Score of 16 to wield proficiently. The glowing-state of the silver glyphs found marking the maul represent its charging state, with three blue-glowing glyphs representing fully charged. Each charge can be expended to cast the Magic Missile spell. Charges are replenished upon a Long Rest.
Momentum
Momentum weapons are designed to deliver devastating attacks as part of a charge. When you hit a creature with a Momentum weapon, and you have moved 20 ft. or more in a straight line this turn, you can upgrade the damage dice to the weapon's momentum dice value.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 bludgeoning / Momentum 2d8 bludgeoning | None |
Sanguine's Rose
Sanguine's Rose
Wondrous Item
Very Rare
A rose plucked from the gardens of Demesne, Sanguine's plane of Oblivion. These roses are rarely encountered on Mundus.
The amount of uses the item has left is represented by the amount of petals left on the rose.
By burning a petal you conjure a Dremora Churl from Sanguine's realm as if you had cast the 'Conjure Daedra' Spell. The dremora will serve you for 1 minute. Similarly to the 'Conjure Daedra' spell, your Concentration may be broken. The dremora will likely however not fight you once your Concentration is broken unless provoked
By dissolving the petal in water, you create a powerful charming fluid. When a creature or person comes into contact with the fluid, the fluid loses its magical potency, but not before it casts 'Charm Person' or 'Charm Monster' on the creature.
By dissolving the petal in a beverage, this beverage gains enormous potency. For 10 minutes, you become very charming as exemplified by a temporarily increased Charisma score of 22. Once the effect wears off, those affected by it still won't know you used a Charming effect, although your charismatic aura is gone.
Sabulah's Fury
Dark Souls
Sabulah's Fury
Weapon
Very Rare Requires Attunement
A large claymore fashioned from Deep Iron, this weapon was wielded by Sabulah for centuries. The weapon was reclaimed from her corpse by the mighty paladin Nalan during the sacking of the Arachnid's domain. The fire enveloping the weapon can be summoned forth by speaking the name of Sabulah's brother.
This large Claymore fashioned from Deep Iron is an Advanced Weapon requiring especial martial prowess to wield, along with a strength score of 16. The weapon's fire enchantment can be activated by speaking the name "Vex" and can store 5 charges. Upon hitting an enemy while the enchantment is active, the weapon deals an additional 4d6 fire damage. If the weapon has no charges, the flames will be doused. The charges can only be replenished by bathing the weapon in extra-planar blood for an hour, or expanding filled Soul Gems to recharge it, where the CR's soul stored in the gem/10 charges are restored (rounded up, for instance CR 3 expanded = 30%; 5 * 0.3 = 1.5 = 2 charges).
It has the following properties:
- Humongous. The weapon deals 2d8 of slashing damage and can only be wielded using the Strength Ability.
- Brutal. The weapon deals an additional weapon die ( 1d8 ) upon a Critical Hit.
- Heavy. Small creatures wearing the weapon have Disadvantage on Attack Rolls made with the weapon.
- Two-handed. The weapon requires two hands when you attack with it.
- Deep-Iron fashioned. Upon dealing damage with this weapon to an extra-planar being (Aedra, Daedra, Demons, Fey), you can reroll the damage once if the previous result was non-satisfactory. If rerolled, the new rolls are used for damage.
- Fire Enchantment. Upon speaking the name "Vex" the weapon can be enveloped in flames. If damage is dealt with the weapon while lit, the attack deals an additional 4d6 fire damage. (De)activating the weapon with this phrase requires no actions.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d8 / 4d6 fire damage | Slashing |
Pipe of Remembrance
Pipe of Remembrance
Wondrous Item
Uncommon
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Cost: 30 gp
Direstone
Direstone
Weapon
Uncommon
A pickaxe fashioned from an alloy of Magic Ore and Adamantine, this item serves as both a tool and weapon to its bearer. The item owes its name to the Augmentation set into the item: The Direstone. It is said the stone will protect its bearer under Dire circumstances.
You gain a +1 bonus to attack and damage rolls made with this magic weapon (fashioned from an alloy of both Magic Ore & Adamantine). It also has the properties of an adamantine weapon, dealing critical damage against objects on a hit. Depending on the target to hit, it may mitigate Resistances against piercing damage, when said targets are maid of metal or stone.
Apart from the material, an Augmentation stone is set into the top of the weapon known as the Direstone. The stone gives the bearer Advantage on Saving Throws against being poisoned, and grants the bearer Resistance against poison damage. Furthermore, the power of the Direstone can be invoked as a Bonus Action, gaining resistance to Bludgeoning, Piercing and Slashing damage for 1 minute. After using this feature, the stone needs to recharge for 3 days.
In addition, you gain proficiency with miner's tools while wearing Direstone and it can be used as a pickaxe for mining.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8+1 | Piercing |
Weight: 2lb
Mana Potion
Mana Potion
Potion
Uncommon
This blue liquid is created using the essence of magic. When you drink this potion, you gain 1d4+1 mana points (MP). In the table below, you can see how many MP is required for recovering a spell slot. When you use the potion, you must distribute the acquired MP immediately. You can recover any number of spell slots if you have enough MP to do so, and every MP left after spending is lost.
Spell Slot | MP cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
8th | 11 |
9th | 13 |
Mimic Stone
World of Mundus
Mimic Stone
Wondrous Item
Very Rare Divination Requires Attunement
A turquoise stone, fitting in a human's hand palm, these gems were dubbed "Mimic Stones" by Oswald Fleetfeet after he retrieved one of these from the Grand Archives of Gildin. Their name owes origin both to the beast he and his companions fought to retrieve the object, a Mimic, and the stones ability to mimic the essence of a spell for transcribing by the item's wielder
Upon attunement by the stone's wielder, the stone can memorize one spell cast by another spell caster within 60 feet of the stone if the spell caster is visible to the stone's wielder. This ability only triggers if the spell cast & stored is no more than one spell level higher than the wielder's maximum available spell slot level, and the stone currently doesn't hold a memorized spell inscription. Spells stored this way must be available to the caster upon level up, or a successful spellcasting check must be made against DC 10 + 2 * the spell's level. The stone's wielder must spend 2 times the stored spell's level to transcribe the spell into a spell scroll or wizard booklet, in order to effectively learn the spell. After transcription, or upon speaking "Govey" (Dovah for "remove"), the spell is no longer stored in the stone and another spell can be memorized by the stone.
Magic Ore Lonsword (+1/+1 Weapon)
Daedric Claymore
Mundus
Daedric Claymore
Weapon
Rare Requires Attunement
A weapon reclaimed from the Daedric realms, inscribed with multiple Daedric insignia. These weapons hold great potential in enchanting.
The Daedric Claymore has the Brutal, Heavy, Two-Handed and Enchantable traits. Furthermore, it requires a strength score of 15 to be wielded properly.
Brutal
On a critical hit, the weapon deals an additional d6 of slashing damage.
Heavy
This weapon is too large to be used efficiently by a creature of size Small or smaller.
Two-Handed
This weapon requires two hands to be wielded.
Enchantable
The weapon is very potent for enchanting purposes.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 | None |
Cost: 800 gp
Tower Shield
Mundus, Dark Souls
Tower Shield
Armor (Shield)
Uncommon
Designed to tackle heavy artillery fire, a towershield has proven to be a powerful ally against ranged foes. While multiple cultures are known to wield variants of the tower shield, its design in the Westfork is inspired on the shields wielded by the Berenike Knights of Gildin on Rhunaar.
The tower shield is a heavier variant of a normal shield, both giving a +2 to the wearer's AC. The shield requires a Strength score of 13 to be wielded efficiently. The shield serves as half-cover for Medium size creatures, three-quarters cover for dwarves, and full cover for creatures of size Small or smaller. Unequipping the shield requires a Bonus Action. Furthermore, the shield can be planted into the ground, serving as transportable cover.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | +2 | 13 | Yes |
Magic-related
Spell scrolls of Oswald
- 1st level scrolls: Bless, Beast Bond, Charm Person, Entangle, Hex
- 2nd level scrolls: Crown of Madness, Gust of Wind, Lesser Restoration, Prayer of Healing, Web
- 3rd level scrolls: Call of Lightning
Spells contained in the Book of Initiates (#Oswald)
- 1st level: Cause Fear, Frost Fingers, Jump, Mage Armor, Magic Missile, Shield, Thunderwave
- 2nd level: Darkvision, Gift of Gab, Hold Person, Levitate, Misty Step
Homing Soul Mass
Dark souls
Homing Soul Mass
3-level Evocation
- The Story
- Acquired Magic Items
- Oswald's Magic Repository
- Spell scrolls acquired
- Spells from the "Book of Initiates"
- Easy reference non-standard spells:
Comments