naturalcrit / homebrewery

Create authentic looking D&D homebrews using only markdown
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Preview is blank #454

Closed fizbinentertainment closed 6 years ago

fizbinentertainment commented 7 years ago

I was editing my homebrew to clean up some boxes and reformat some others, and when the brew autosaved, the preview went blank. See Screenshot... screen shot 2017-07-28 at 1 58 43 pm

I saved the code and deleted the original brew, and pasted the code into a new brew. The preview appeared, but then when it saved, the preview cast the invisibility spell again...

Is there a counter-spell for this? If not, and it is somehow my inept coding, can you help me pinpoint the error?

Below is the full code for the brew:

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Brew code to reproduce :

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`

##### Erapath - The land divided

\page\page

Erapath

  • 1.) Westhaven
  • 2.) The Jaded Vale
  • 3.) The Razor Teeth Mountains
  • 4.) Wyvern's Rest
  • 5.) Wrysek Wilds
  • 6.) Loch Kycyrs
  • 7.) Srihx River
  • 8.) The Swynmarsh
  • 9.) Iq River
  • 10.) Blindshire
  • 11.) Highlands of Aldmoor
  • 12.) Griffin Drink
  • 13.) Vrokihm Tundra
  • 14.) Freytown

_

  • 15.) Vlysagg Mountains
  • 16.) Blasted Plain
  • 17.) Trident's Fork
  • 18.) Frun River
  • 19.) Forest of Shadow
  • 20.) Lowlands of Rhyn
  • 21.) Zenni Rill
  • 22.) Pool of Glass
  • 23.) Grymm River
  • 24.) Shale Waste
  • 25.) Sath Run
  • 26.) Ebon Fume
  • 27.) Highgate
  • 28.) Lystyria
Maps

\page

Westhaven

  • 1.) Temple of Bahamut
  • 2.) Tyracite Mine
  • 3.) Wayspire Inn
  • 4.) Havendock Port
  • 5.) Warehouse District
  • 6.) East Quarter
  • 7.) Western Block
  • 8.) Foothills of the Razor Teeth Mountains
Maps

\page

Prologue

Prologue

The world has changed… The Great Terminus laid waste to a thriving civilization. There have been three other Terminuses. Some were caused by natural cataclysms, but others, including the last were the result of conflicts between the Races. This most recent Terminus laid waste to the technological and cultural infrastructure the previous age had built. It also decimated much of the natural landscape.

Ancient technology from the last age is now mistrusted—Magic has become the new science. The Old Ways are regarded with fear and superstition, Pursuit and study of the Old Science is only attempted by the very brave, or the very foolish…

Our story begins on the continent of Eripath, in the small mining town of Westhaven,. Tyricite is mined in the north and packaged and prepared for export from the small harbor in the South. This mineral is used in the manufacture of alchemical and arcane potions and augments. The Western Block is home to the business district of Westhaven, while in the East Quarter, a temple to Bahamut stands vigil against the forces of the Keeper, the stealer of souls and bringer of darkness.


Grakilm Brighthammer (Dream version)

237 yr old Dwarf Miner, Lawful Neutral, Low Gravelly Voice


  • Armor Class 16
  • Hit Points 98(1d4 + 5)
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    13 (+2) 13 (+2) 16 (+3) 13 (+2) 17 (+4) 10 (+0)

Description

  • He has long curled white hair and blue eyes.
  • He has rugged brown skin.
  • He stands 126cm tall and has an athletic build.
  • He has a square, awful face with a medium fu manchu moustache.
  • He is very nimble.

Features

  • He is bipolar.
  • He is very optimistic.
  • He spaces out often, lost in thought.
  • He has almost never been above ground.
  • He sleeps fully dressed, ready to run.

Plot Hook

He needs help fighting the spiders.

The Dream

You have all arrived in Westhaven for different reasons, some for the thrill of adventure, others to get away from the busy life in larger cities. Nestled at the base of The Razor Teeth Mountains in the north, and The Jaded Vale to the West, this small hamlet may provide for both.

You separately find yourselves in the local inn, enjoying a small meal. Suddenly, a Dwarf with rugged brown skin, curled white hair and a medium fu manchu mustache bursts through the front door. “They’re coming! They have awakened!”

At which point, everyone in the dining area gets up and in a panicked rush, race out the door. What would you like to do?


Giant Wolf Spider

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 11(2d8 + 2)
  • Speed 40ft., Climb 40ft.
    STR DEX CON INT WIS CHA
    12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Condition Immunities: None
  • Senses: passive Perception +3, Stealth +7
  • Languages: None
  • Challenge: 1/4 (50 XP)

    Abilities

  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing..

    Actions

  • Bite. Melee Weapon Attack:+3 to hit, reach 5ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Smaller than a giant spider, a giant wolfspider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

\page \page

\page \page

Session 0 Recap

Our story began on the continent of Eripath, in the small mining town of Westhaven,. You all arrived in Westhaven for different reasons, some for the thrill of adventure, others to get away from the busy life in larger cities. Nestled at the base of The Razor Teeth Mountains in the north, and The Jaded Vale to the West, this small hamlet promised both.

_

You separately found yourselves in the local inn, enjoying a small meal. Suddenly, a Dwarf with rugged brown skin, curled red hair and a medium fu manchu mustache burst through the front door. He announced that “They" were coming and that "They" had awakened! At which point, everyone in the dining area got up and in a panicked rush, raced out the door.

_

After a little discussion with the Dwarf, who you found out was named Grakilm Brighthammer, you decided to help him fight off three giant spiders that had made their way into town from the north, most likely from the mine...

\page\page

Chapter 1 - Errands and Escorts

Chapter 1 - Errands & Escorts

After a restless night of sleep at the Wayspire Inn, you awake and make your way to the dining area. You all notice each other, and having never met, it is strange that you seem to recognize each other. You seem to recall the dream of giant spiders and dwarves with fu manchu mustaches. The spiders were scary, but the fu manchu mustache… that was terrifying. You each order your separate breakfasts. What do you want to do?

As you are talking, a dwarf enters the Inn. This dwarf bears a striking resemblance to Grakilm Brighthammer, the one from your shared dream. Only, he does not have a fu manchu mustache. Instead, he has a bushy, red, braided beard flecked with silver, the tips of which are capped with gold beads. He looks around the dining room, and then announces in a voice that is humorously the exact opposite of the one in your dreams, “I am in n-n-need of h-h-help. Wh-wh-who w-wants to be p-paid for an easy j-j-j-job? I n-n-need to get this p-p-package to my c-cousin up by the m-mine.”


What would you like to do?

  • If asked why he cannot take it himself, he says, “I n-need to mind m-m-my sh-shop. “

  • If asked what it is, he says, “It is a s-special commission of e-extreme importance. He would b-b-be the one t-to say what it is f-f-for.”

  • If asked about the payment, he says, “20 G-gold P-p-pieces e-each.”


Grakilm Brighthammer

237 yr old Dwarf Miner, Lawful Neutral, High Squeaky Voice


  • Armor Class 15
  • Hit Points 98(1d4 + 5)
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    20 (+5) 18 (+4) 15 (+2) 8 (-1) 11 (+0) 9 (-1)

Description

  • He has long curled red hair and blue eyes.
  • Sports a braided red beard flecked with white whose tips end in gold beads.
  • He has rugged brown skin.
  • He stands 126cm tall and has an athletic build.
  • He has a square, awful face
  • He is very nimble.

    Features

  • Mannerisms: Has a stutter.
  • Bond: I will get revenge on the evil forces that destroyed my shop
  • Ideal: Community
  • Flaw: No one must ever know that I stole money from the guild coffers.

Actions

Handaxe. Melee/Range Weapon Attack: +7 to hit, reach 5ft./20/60ft., one target. Hit 6 (1d6 + 5)

Plot Hook

He needs the party to deliver a magical pendant to his brother.

\page

_

As you exit the inn and start down the main street leading away from the business district, you see two figures on the side of the road just outside the business district. One is slight of build and dressed in leather armor. The other is sitting in a cart half covered by a cloth. They notice you and as you approach the taller of the two holds out her hand and says, “Please can you help us? Our transport has broken down and our escort has beed killed. We need help to get back to Lystyria. My brother and I,” she indicates the figure in the cart, “have been summoned to the wedding of the prince of Lystyria, and we need to get there by the end of the week. Can you help us?”


Avilora Faethana

Female Half-elf Ranger


  • Armor Class 12
  • Hit Points 20
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    10 (+0) 11 (0) 10 (+0) 9 (-1) 9 (-1) 9 (-1)

    Description

  • Short and slender, with messy silver hair and narrow gray eyes.
  • Wears travel and battle-worn leather armor.
  • Around her neck hangs an amulet of luminous amber crystal.

    Features

  • Mannerisms: has trouble meeting another's gaze.
  • Bond:
  • Ideal: Community
  • Flaw: No one must find out that I am a princess before the wedding.

Actions

Longbow. Ranged Weapon Attack:


Plot Hook

She needs the party to escort her and her brother to Lystyria to attend the marriage of the Prince.


Traxian Faethana

Male Half-elf Alchemist


  • Armor Class 9
  • Hit Points 25
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    10 (+0) 9 (-1) 15 (+2) 12 (+1) 13 (+1) 16 (+3)

    Description

  • Tousled sandy-brown hair, Piercing green eyes.
  • Wears travel cloak which covers a tattered robe.
  • Has a broken leg
  • He is deaf.

    Features

  • Mannerisms:
  • Bond: Family
  • Ideal: Protect those that cannot protect themselves
  • Flaw:

Actions

Short Sword Melee Attack:

Plot Hook

He feels compelled to protect is sister at all costs.


What is your response?

  • If asked how they came to Westhaven, she says, “My guide did not want to take the Pass of Venn through the Razor Teeth. He wanted to swing south through the Jaded Vale and then North to Lystyria. He knew it would almost double the distance, but he thought it would be safer.
  • If asked why her brother is in the cart, she replies, “His leg was broken in the attack.” He is deaf so he could not hear the attackers before they struck.
  • If asked if she knows who attacked her escort, she says only one word, “Spiders.”
  • She would be willing to accompany the party on the delivery mission if they promise to escort them to Lystyria.
  • Fresh horses can be purchased in town from…. for 75 GP. This will allow for faster transport.
Chapter 1 - Errands and Escorts

\page

Path A: Mine Precious

Having decided to take the package to Grakilm’s cousin, you exit the business district and turn toward the main road leading out of the town proper. As you travel, you pass a few travellers who pause and look at you, a motley crew leaving town. You reach the main road and turn north toward the mine. There are fewer buildings, but there are many an incoming passersby. Never before have you been the focus of so much attention. It is unnerving, but you tell yourself that it is a small town and a group of the sort you find yourself in must be a novelty.

#### Passive Perception Check: DC=15 (DM rolls)
  • SUCCESS:

You notice a few individuals trying to keep to the shadows, but obviously are intent on tracking your progress through town.

  • FAILURE:

You notice nothing out of the ordinary as you make your way toward the mine.

_

After about an hour walk north, you arrive at the main building. It is a rather large building. There are no windows. There is only one visible metal door. There does not seem to be much activity around the building. Behind the building is a massive hole in the earth, evidence of the work being done here. You walk up to the door, and try the handle. It is locked.


What do you do?

If PC's try to break down door: DC=25
  • Gurdis shouts out and three guards show up.
If PC's try to Knock on the door:
  • Gurdis calls from within, “Who’s there? We’re not open to the public! Go away!”
If PC’s persist, and tell Gurdis about the package from Grakilm,
  • Gurdis opens the door and says, “Greetings, friends! Come in, Come in!
If PC's try to leave without knocking,
  • Gurdis opens the door, and says, “Where are you going? You come up to a strangers door and loiter about and then just run away? Cowards, all! Actually, I don’t really mean that, I was expecting you. Come in! Come In!”

Gurdis Loderr

237 yr old Dwarf Miner, Lawful Neutral, Low Gravelly Voice (Grumpy)


  • Armor Class 14
  • Hit Points 30(1d4 + 5)
  • Speed 25ft.
    STR DEX CON INT WIS CHA
    17 (+3) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

Description

  • Wears a Chain Shirt
  • Dwarven Resilliance: advantage on saving throws agains poison and resistance against poison damage.
  • Stonecunning: proficiency on History checks related on stoneworks and add double proficiency on it.

    Features

  • Mannerisms: Bipolar
  • Bond: Dedicated to fulfilling a personal goal
  • Ideal: Community
  • Flaw: Committed a secret crime.

Actions

Greataxe. Melee weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3)

Plot Hook

He needs the party to clear the mine and reactivate the Golem.

Chapter 1 - Errands and Escorts

\page

The Office of Gurdis Loderr

You walk into what can only be Gurdis’ office. There is a desk occupying one corner facing into the room. The walls immediately to the left and right are lined with square compartments into which a massive amount of order forms, and other paperwork are stuffed. The top of the desk is littered with half eaten food resting on half-completed orders. There are a few seats scattered in groups filling the rest of the room. On the far wall is another solid metal door.

“Pardon the mess, we are swamped with orders. Everyone wants our Tyracite! What business brings you to my establishment?”

PCs need to hand over the package from Grakilm.

Gurdis mutters half to himself, “This,” and he opens the box and extracts a pendant, “will do perfectly. He has been stuck down there for too long. Time to get back to work. But much danger… ” and his voice trails off into quiet contemplation as he studies the pendant.

#### Passive Perception Check: DC=15 (DM rolls)
  • SUCCESS:

You notice similarities between this pendant and the one that Avilora wore.

  • FAILURE:

The pendant is pretty and sparkles with apparent magical power.


What do you want to do?

Ask about the pendant:
  • Gurdis, at first is hesitant, but if pressed, asks for the PCs help in reactivating a Golem which has been stuck n the bowels of the mine. He tells them , “This pendant controls the Golem. It not only activates it, but allows the wearer to direct its actions. We need the Golem to work so we can fulfill the orders for our Tyracite. Will you help? I must warn you that there are dangers in the mine… traps and other creatures that have taken up residence since the mine shut down last month.”
Leave
  • Gurdis is snapped out of his contemplation and almost crying, exclaims, "Waaait! Don't go! ((SOB)) “This pendant controls the Golem. It not only activates it, but allows the wearer to direct its actions. We need the Golem to work so we can fulfill the orders for our Tyracite. Will you help?" Gurdis then gets agitated, "I must warn you that there are dangers in the mine… traps and other creatures that have taken up residence since the mine shut down last month.” He then gets depressed, "I guess no one will help me... Just my luck. Go on! Get out! Get OUT!!!"
Ask about compensation:
  • Gurdis offers the party a total of 300gp to be split among the members how they see fit.
Mention the mission to Lystyria:
  • Gurdis offers to fund the purchase of 6 horses (total of 450gp) to help them meet the deadline.
Chapter 1 - Errands and Escorts

\page

Hi Ho! Hi Ho! It's Into The Mine We Go!

Gurdis walks over to the door at the other end of his office. He fumbles with the keys at his belt while mumbling to himself, "Much danger... No friends...Get back to work...Get back..." He unlocks the door and it swings into the darkened chamber beyond. A gust of chill air shrieks into the room, and a shiver runs down your spine... not so much due to the cold, but due to the mumblings of Gurdis.

The darkness is oppressive, however, a few moments pass and four everlight lanters flare to life in the middle of the chamber beyond. You see a platform suspended by chains. There is a control panel along the side of the platform. This is obviously how workers entered the mine below. "Step onto the platform and select Floor 2." Gurdis bellows from behind you. Then with a boom and a clink the door is shut and apparently locked behind you.


What do you want to do?

Go Back:
  • You try the door. It is indeed locked and there is no access to the locking mechanism from this side.
Get on the platform:
  • The Platform sways a bit, but it, being dwarven-made seems sturdy and capable of holding your weight.
Look at Controls:
  • In Dwarven the controlls indicate the 3 floor selections oriented in a triangle shape.
Select 2:
  • The lift starts its descent. The descent is slow and takes about 5 minutes. But it comes to rest and you see a door to the north.
Select 3:
  • The lift starts its descent. The descent is slow and takes about 15 minutes.

    #### Passive Perception Check: DC=20 (DM rolls)
  • SUCCESS:

You notice that the lift passes what you suspect was floor 2. The lift finally comes to rest and you see a door to the west.

  • FAILURE:

The descent is taking a really long time... but it finally finally comes to rest and you see a door to the west.

Try to select another Level
Chapter 1 - Errands and Escorts

\page

Level 2

As the lift comes to rest, there is a shudder and the everbright lanterns go out. For the moment there was light, you saw an open passage toward the north end of the room. You then hear a creaking and groaning as the chains supporting the lift start to come apart.

#### Dexterity Saving Throw: DC=15
  • SUCCESS:

You leap off the platform just as it plummets 20 feet to the level below with a crash.

  • FAILURE:

3 points bludgeonng damage as you fall 20 feet to the lower level and are knocked prone. Continue on Level 3. \page

Level 2 Hallway

As your hearts pound from the near disasterous fall, you start down a hallway which opens up into an empty area. To the west, down another hall, you can make out two doors, one to the north and one to the south.

Chapter 1 - Errands and Escorts

\page

Arcane Lab

The door to the north opens up into what appears to be an arcane lab of sorts. There is a table along the west wall to your left with bottles, beakers, flasks, as well as dried herbs haphazardly strewn across the top. In the east corner to your right stands a tall table with five flasks containing a red-ish liquid arranged in a star-like pattern. Along the east wall is a deep bookcase. At chest level is a stand on which rests a book. The text is in Dwarvish. There are two metal bookcases side by side on the north wall.


What do you want to do?

##### Examine the workbench:
#### Investigation Check: DC=22 > - ***SUCCESS: *** >Ring which provides Necrotic Damage Resistance > - ***FAILURE: *** >You notice nothing of use on the table.
##### Examine the book: As you reach for the book, a SHADOW appears.... Roll Initiative... After defeating the SHADOW, If sill interested in the book, you see the text is in Dwarvish: "A Treasure is hidden here, Encased in Steel, beneath a curse. Access is granted to those who provide the cure." ##### Look at the Red Liquid: Avilora says, "I know what these are! They are healing potions. Nothing spectacular, but should the need arise, they may save our lives." >Potion of Common Healing = Healing 2d4+2 ##### Examine the metal bookshelves: On the middle shelf there are five books. Dwarvish runes on the spines are the letters "C" & "U" on the left and "R" "S" "E" on the right. They appear to be volumes of an encyclopedia, but are out of order. >If the "S volume is removed, the "E" slides over creating the word "CURE"and a click sounds. The two bookshelves swing inwards revealing a SECRET ROOM.

Shadow

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 16(3d8+3)
  • Speed 40ft.
    STR DEX CON INT WIS CHA
    6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

  • Skills: Stealth +4 (+6 in dim light or darkness)
  • Damage Vulnerabilities: Radiant
  • Damage Immunities: necrotic, poison
  • Condition Immunities: exhaustion, frightened , grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses: darkvision 60ft. passive Perception +10
  • Languages: None
  • Challenge: 1/2 (100 XP)

    Abilities

  • Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
  • Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
  • Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

    Actions

  • Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
  • If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Chapter 1 - Errands and Escorts

\page

Secret Room

The bookcases swing inwards to reveal a dark room, that is not much more than a walk-in closet. The wals are made of reinforced metal. In the center of the room stands a pedistal containing a glass case. Inside the case is a display stand that contains an amulet of the same shape as the one Gurdis was given. This one has an emerald colored gem instead of the amber colored one Gurdis' had. On top of the glass case is a scroll.


What do you want to do?

##### Examine the Scroll: In Dwarvish are the following lines of text: >The GOLEM sleeps beneath the Lava. >To unlock the levers, throw the one that rings the gong. >Drain the moat before moving the lava. >The blue lever drains the moat and sounds the horn. >The red and purple levers do not control the lava. >You’ll hear a whistle if the lava drains away. >You’ll hear a bell if the lava flows into the moat. >The lever that rings the bell is next to the green lever. >The lever that rings the gong is at one end of the row. >The purple lever does not ring anything. >The lever that blows the whistle is next to both the lever that rings the bell and the lever that sounds the horn. >The portcullises rise to a drumbeat. >The yellow and green levers do something to the lava. ##### Try to Take the necklace: You reach out to take the necklace.
#### Dexterity Check: DC=12 > - ***SUCCESS: *** >As you reach for the necklace and remove it from the stand, you hear a click, and an electrical field crackles to life around the pillar as you withdraw your hand grasping the pendant. >You have a Necklace of Acid Resistance > - ***FAILURE: *** >As you reach for the necklace and remove it from the stand, you hear a click, and an electrical field crackles to life around the pillar. You take 2 (1d4) points of electrical damage.
Chapter 1 - Errands and Escorts

\page

Meeting Room

You open the door to reveal a brightly lit room. Torches line the walls. In the center of the room sits a long table with benches around its perimeter. There is nothing on the table. To the east on your left is a spiral staircase leading to a lower level. There are bookcases along the east and south walls. In the southwest corner of the room is a chest.


What do you want to do?

##### Examine the chest:
#### Strength Check: DC=13 > - ***SUCCESS: *** >You pull your hand back as Six beady red orbs appear on the lid which opens up revealing rows of large teeth. A purpleish blue pseudopod whips out of the mouth.... Everyone Roll Initiative! > - ***FAILURE: *** >As you touch the chest to try to open it, your hand sticks to the surface. Six beady red orbs appear on the lid which opens up revealing rows of large teeth. A purpleish blue pseudopod whips out of the mouth. Roll initiative!
##### Examine bookcases: These are books of mining, the history of Westhaven and the discovery of Tyracite below the surface. ##### Descend the Circular Staircase: You walk down the stairs into pitch darkness...

Mimic (Young)

Medium monstrosity, neutral


  • Armor Class 12
  • Hit Points 18(4d8+3)
  • Speed 15ft.
    STR DEX CON INT WIS CHA
    17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

  • Skills: Stealth +5
  • Damage Immunities: Acid
  • Condition Immunities: Prone
  • Senses: darkvision 60ft., Passive Perception 11
  • Languages: None
  • Challenge: 1/2 (100 XP)

    Abilities

  • Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.
  • Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
  • False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

    Actions

  • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 1) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage plus 2 (1d4) acid damage.
Chapter 1 - Errands and Escorts

\page

\page

Session 1 Recap

After waking up from an apparently shared dream of unknown origin, you met the real Gakilm Brighthammer, a dwarf with an ammusingly high voice and a stutter (but no fu manchu). He asked if you would take a package to his cousin up at the mine. You agreed to do this. As you were leaving the business district of Westhaven, you met a pair of travellers. The female told you she was on her way to Lystyria to attend the wedding of the prince. She mentioned that her escort was lost. You agreed to serve as her escort after you deliver the package. You parted ways and you continued to the mine.

_

You arrived at the mine to find Gurdis Loderr an odd fellow who seemed a bit unstable. He gratefully accepted the package, and upon opening it, revealed the contents to be an amulet of bright amber. Gurdis started mumbling about work needing to be done and much danger... He asked if you could help him free a golem that was trapped in the mine. You hesitantly agreed not knowing what to expect.

_

After being locked in the mine, you took the lift to level 2 and upon arriving, it gave way beneath your feet and plummeted to the lower levels... You explored an alchemist's lab, received some healing potions and faught a Shadow. You solved a puzzle (mostly by accident) and gained entry to a secret chamber containing a scroll with cryptic instructions and an amulet of acid resistance. You then explored a meeeting room or library, and when Charlotte rushed in and tried opening a chest in the corner, it was revealed to be a Mimic, which you dispatched with relative ease...

\page

Level 3

Storage Room

The spiral staircase ends in a room that has no light source. Those with darkvision can make out the outline of a door on the west wall. Thee is a soft glow seeping under the door. This indicates that the area beyond the door is lit.


What do you want to do?

##### Try the door: The door is not locked. It opens freely and the soft everbright lantern light spills into the room.
Chapter 2 - Labor of Lava

\page

Elevator

The platform comes to rest at the bottom of the shaft. As soon as it stops, the everbright lanterns go out plunging the area into pitch black. Those with darkvision can make out just ahead a wooden door which has been reinforced with metal bars.


What do you want to do?

##### Try opening the door: As you approach the door, you hear a click... A blade arcs up from the floor...
#### Dexterity Check: DC=13 > - ***SUCCESS: *** >As the blade slices up, you jump back. You realize that you had triggered a pressure plate. You gingerly move around the area right in front of the door, and push on the door. It opens revealing the passage beyond aglow with everlight lanterns set into the wall. > - ***FAILURE: *** >As the blade slices up, you are startled and attempt to jump back. Unfortunately, you trip and narrowly avoid the deadly blade. But you do take 2 (1d4) points of bludgeoning damage from your fall. You realize that you had triggered a pressure plate. You gingerly move around the area right in front of the door, and push on the door. It opens revealing the passage beyond aglow with everlight lanterns set into the wall.
``` ``` ##### Check for traps:
#### Dexterity Check: DC=13 > - ***SUCCESS: *** >You notice a slight irregularity in the stones in the floor, and surmize that the area right in front of the door is a pressure plate. You gingerly move around the area right in front of the door, and push on the door. It opens revealing the passage beyond aglow with everlight lanterns set into the wall. > - ***FAILURE: *** >As you approach the door, you hear a click... A blade arcs up from the floor... >
#### Dexterity Check: DC=13 > - ***SUCCESS: *** >As the blade slices up, you jump back. You realize that you had triggered a pressure plate. You gingerly move around the area right in front of the door, and push on the door. It opens revealing the passage beyond aglow with everlight lanterns set into the wall. > - ***FAILURE: *** >As the blade slices up, you are startled and attempt to jump back. Unfortunately, you trip and narrowly avoid the deadly blade. But you do take 2 (1d4) points of bludgeoning damage from your fall. You realize that you had triggered a pressure plate. You gingerly move around the area right in front of the door, and push on the door. It opens revealing the passage beyond aglow with everlight lanterns set into the wall.

Chapter 2 - Labor of Lava

\page

Hallway from Elevator

The hallway is lit by the warm glow of the everbright lanterns. You walk about 25 feet before the passages turns sharply to the north. There is a door to the east on the right and the passage descends sharply further north. You hear the slight trickle of... could it be water?


What do you want to do?

##### Try the door: The door is locked. It is made of wood, so it may be able to be picked or broken down. ##### Break down Door:
#### Roll attack: AC=13 > - ***SUCCESS: *** >Door's Max HP=7 > - ***FAILURE: *** >The door just stands there, denying you entrance. Your attack does not seem to have damaged the door at all.
##### Try picking the lock:
#### Dexterity Check: DC=10 (Disadvantage if not proficient) > - ***SUCCESS: *** >You hear a click, and the door swings open. > - ***FAILURE: *** >The lock is much more complicated than you guessed based on the style of door. You are unable to pick this lock.
Chapter 2 - Labor of Lava

\page

Hallway from Spiral Stair Room

To the north, the passage starts to descend steeply, and you can hear what sounds like the slow trickle of... water? to the south, the passage curves to the east.


What do you want to do?

##### Take the passage North: You start heading north. The passage starts its steep decline. The floor transitions from worked stone to rougher terrain. ##### Take the passage south and east: The passage ends at a wooden door that has been reinforced with metal bars. You push on the door, and nothing happens. There is no visible way to open the door.
Chapter 2 - Labor of Lava

\page

Chasm

Ahead, you see a chasm with a broken bridge spanning the gap. The trickling sound is coming from the chasm from far below. As you enter this open area, you feel something brush your face. As you look around, you notice the remains of what was once a gigantic spider web float on the almost imperceptable breeze. Looking up, you see hanginging about a foot above your head three cocoons. Before you can do anything, I need you to:

##### Roll Initiative as three giant wolf spiders drop from the cieling.

Giant Wolf Spider

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 18(2d8 + 2)
  • Speed 40ft., Climb 40ft.
    STR DEX CON INT WIS CHA
    12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Condition Immunities: None
  • Senses: passive Perception +3, Stealth +7
  • Languages: None
  • Challenge: 1/4 (50 XP)

    Abilities

  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing..

    Actions

  • Bite. Melee Weapon Attack:+3 to hit, reach 5ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Chapter 2 - Labor of Lava

\page

_

As the last spider falls on its back, its legs curling in, you contemplate how to get across the chasm.


What do you want to do?

##### examine the bridge: You approach the bridge, and apparently something seems to have fallen through the middle of the bridge. The gap looks like it can be jumped.
#### Athletics Check: DC=7 To jump the gap. > - ***SUCCESS: *** >You successfully jump the gap. > - ***FAILURE: *** >As you leap across, your foot slips on the wet wood, and you almost plummet to your death, but you catch the edge of the far side. #### Strength Check: DC=15 To try to pull back up.
##### Cut the cocoons down:
#### Athletics Check: DC=15 for climber and cutter #### Strength Check: DC=7 for person supporting the cutter. > - ***SUCCESS: *** You are able to climb up on your party member's shoulders. You reach out to cut the first one down...
#### Strength Check: DC=10 > - ***SUCCESS: *** >You slice through the webbing and the cocoon falls to the ground. > - ***FAILURE: *** >Your blade is not able to slice through the webbing. Another Strength and Athletics check is required to try again.
***Failure*** You both crumple to the ground as the bottom person slipped on loose rocks taking 1 point of fall damage as your ankles are sprained from the fall.

If the PC's examine the cocooned bodies, they notice that each of the victims are wearing similar uniforms and around their necks hang matching amber colored crystal pendants.

Chapter 2 - Labor of Lava

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_

Once you are safely on the other side of the chasm, you see an iron protcullis blocking the exit to the West. As you approach the gate, one of the stalagtites silently disconnects from the cieling and falls toward you.

#### Dexterity Check: DC=12 > - ***SUCCESS: *** >You jump out of the way. The Piercer takes 1d3 damage (1d6/2). You see now that this is a creature that until it fell looked like a natural stalagtite. You look up as 5 more of these creatures fall on the party. > - ***FAILURE: *** >You take 1d6 piercing damage. You see now that this is a creature that until it fell looked like a natural stalagtite. You look up as 5 more of these creatures fall on the party.

What do you want to do?

##### Examine the gate: There is a lever to the right of the gate. It is not trapped or locked.

Piercer

Medium monstrosity, unaligned


  • Armor Class 15 (natural armour)
  • Hit Points 22(3d8+9)
  • Speed 5ft., climb 5ft.
    STR DEX CON INT WIS CHA
    10 (+0) 13 (+1) 16 (+3) 1 (-5) 7 (-2) 3 (-4)

  • Skills: Stealth +5
  • Senses: blindsight 30ft.,darkvision 60ft., passive Perception 8
  • Languages: None
  • Challenge: 1/2 (100 XP)

    Abilities

  • False Appearance. While the piercer remains motionless on the ceiling, it is indistingu ishable from a norma l stalactite.
  • Spider Climb. The piercer can climb difficu lt surfaces, including upside down on ceilings, without needing to make an ability check.

    Actions

  • Drop. Melee Weapon Attack:+3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen , up to 21 (6d6) . Miss: The piercer takes half the normal falling damage for the distance fallen.
Chapter 2 - Labor of Lava

\page

# Cavern You make your way through the gate, and into a cavern 30 ft wide by 40 ft long with the ceiling 35-40 ft above you. It is dimly lit by a scattering of wooden torches. It has not been long since someone has been through here. Scattered along the ground you see weapons and mining tools that look like the metal has been half-eaten. When you get a third of the way into the cavern, you hear a hiss...
##### Roll Initiative as a rust colored creature rushes toward your party...

Rust Monster

Medium monstrosity, unaligned


  • Armor Class 14

  • Hit Points 27(5d8+5)

  • Speed 40ft.


    STR DEX CON INT WIS CHA
    13 (+1) 12 (+1) 13 (+1) 2 (-4) 13 (+1) 6 (-2)

  • Senses: darkvision 60ft., passive Perception 11

  • Languages: None

  • Challenge: 1/2 (100 XP)


    Abilities

  • Iron Scent. The rust monster can pinpoint, by scent, the location offerrous metal within 30 feet of it.

  • Rust Metal. Any non magical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

    Actions

  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

  • Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. Ifthe object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers . Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

Chapter 2 - Labor of Lava - The Cavern

\page

The Trapped Golem

The Antechamber

You enter a small area. On the west wall is a gate, beyond which you see a long, narrow room with a low, vaulted ceiling. A row of levers runs down the center of the floor. Each of the five levers points to the right, and each one is a different color. Starting with the lever farthest from you, you see red, yellow, green, blue, and purple. A pair of gratings has been set in the floor at each end of the row of levers, and several grilles have been added to the ceiling above them. To the right of the levers, portcullises block two archways. The remains of two badly charred corpses lie nearby. From their position, it looks like they fell while running away from the archways. You try opening the gate, and with a loud creaking, it swings open. You enter the long lever room...

The Pyramid Chamber

Beyond the portcullises, you see a much larger and loftier chamber containing a flat-topped pyramid surrounded by a stagnant moat. Sickly flames flicker at the top of the pyramid, emitting a fiery orange glow. You can catch a whiff of superheated rock. Stone sluices, now closed, lead from the top of the pyramid to the moat. Grat- ings in the floor at each corner of the pyramid look just like the ones next to the levers in the antechamber where you stand.


What do you wish to do?

Chapter 2 - Labor of Lava - The Trapped Golem

\page

To Pull any lever:

STRENGTH Check: DC=13

  • SUCCESS:

You realize the lever is locked by an obstruction and cannot be unstuck by strength alone.

  • FAILURE:

You have no idea why lever is not moving.

NOTE: The RED Lever must be pulled first, or all other levers move slightly then stop. After pulling the RED lever, the BLUE lever needs to be pulled to unlock the YELLOW and GREEN Levers. Again, the levers remain locked until BLUE is pulled. If levers are locked:

INTELLIGENCE Check: DC=15

  • SUCCESS:

You realize the lever is locked by an obstruction and cannot be unstuck by strength alone.

  • FAILURE:

You have no idea why lever is not moving.

##### RED Lever: On successful STENGTH test, the lever moves, and then with a clank, locks in place. A gong rings. ##### YELLOW Lever: Provided the RED and BLUE Levers were pulled first... On successful STENGTH test, the lever moves, and then with a clank, locks in place. A bell rings and the doors of the sluces open and lava starts pouring down into the moat. **If the lever was pulled while the moat has water in it: ** A loud hissing echoes through the room as the lava contacts the water. This causes a vapor cloud to eminate from the grates in the floor. ***Everyone takes 2d6 fire dameage.*** ##### GREEN Lever: Provided the RED and BLUE Levers were pulled first... On successful STENGTH test, the lever moves, and then with a clank, locks in place. A whistle blows, and you hear a gurgling and bubbling sound as the level of the lava in the center starts to drop. **If the moat was emptied:** A loud hissing echoes through the room as the lava contacts the water. This causes a vapor cloud to eminate from the grates in the floor. ***Everyone takes 2d6 fire dameage.*** ##### BLUE Lever: Provided the RED Lever was pulled first... On successful STENGTH test, the lever moves, and then with a clank, locks in place. A horn sounds, and you hear what sounds like a toilet flushing, and you see the level of the water in the moat start to drop. It takes 30 seconds (Or four rounds) for water to drop. After a minute, the lever returns, blowing the horn and locking YELLOW and GREEN. ##### PURPLE Lever: Provided the RED Lever was pulled first... On successful STENGTH test, the lever moves, and then with a clank, locks in place. A drum sounds and after a few seconds, a grinding can be heard, and the two portcullises start ratcheting open.
Chapter 2 - Labor of Lava - The Trapped Golem

\page

The Triumvirate of Fire

As soon as you try moving one of the levers, three creatures fly to the portcullises. One of the entities is red, and looks like it is made of lava. A second is inky Black with smokey tendrils rising off its flesh. The third is white, and has white vapor eminating from its skin. The red one rhasps, “Cease your feeble efforts, unworthy ones! We, the Triumvirate of Fire, command you to leave—or face our scorching wrath!”

The mephits deliver their challenge in Common but speak to each other in Ignan. The mephits begin with a hostile attitude. If the PCs alter this to indifferent, the mephits agree to “sell” the PCs their lava pool for the sum of 250 gp per mephit. If the PCs adjust their attitude to friendly or better, the price drops to 150 gp per mephit. If the PCs don’t have enough cash, gems, or jewelry to satisfy the mephits, they accept double the value in goods instead. The mephits accept only useful things, such as magic items, in trade. The mephits are susceptible to flattery. Char- acters who treat the mephits like the rulers they claim to be, or who praise them for their awesome power, receive a +2 circumstance bonus on Diplomacy or Charisma checks to alter their attitudes.

If the PCs attack or ignore the mephits, the creatures use their breath weapons and spell-like abili- ties on any target within range. Because the mephits can stick their heads through the portcullises, the PCs gain no cover bonus on their Reflex saves against the breath weapons.

Chapter 2 - Labor of Lava - The Trapped Golem

\page


Magma Mephit

Small elemental; natural evil; high rhaspy voice


  • Armor Class 0
  • Hit Points 21(5d6+5 )
  • Speed 30ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

  • Skills: Stealth +3
  • Damage Vulnerabilities: cold
  • Damage Immunities: fire, poison
  • Condition Immunities: poisoned
  • Senses: darkvision 60ft., passive Perception 10
  • Languages: Ignan, Common
  • Challenge: 1/2 (100 XP)

    Abilities

  • Death Burst. When the mephit dies , it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
  • Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

    Actions

  • **Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
  • Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Chapter 2 - Labor of Lava - The Trapped Golem

\page

\page

Session 2 Recap

The party agreed to run an errand for Gakilm Brighthammer to take a package to his cousin up at the mine. On your way to the mine, you were stopped by two strangers who asked that you help them get to Lystyria by the end of the week to attend a wedding. You informed them that you had a quick errand to run, but would gladly escort them to Lystyria upon your return.

.

Having delivered the package, you are informed by Gurdis Loderr (Grakilm's cousin) that the amulet in the package would allow the wearer to control a Golem that was used as part of the labor force for the mining of Tyracite. You were asked, or rather, implored to help Gurdis free the golem which had been trapped in a lava in the depths of the mine. Hesitantly you agreed.

.

Upon entering the mine, you encountered many dangers - A falling elevator, a Shadow entity, a creature that mimiced the appearance of a chest, spiders, piercers, and a rust monster which did a little damage to Kriv's greatsword... (It is now just a good sword...) You also gained possession of a few Common healing potions and an amulet that grants acid resistence. You also were able to infer from an identical amulet to that worn by the half-elven ranger you met that the escort she said was "lost" were in fact captured and killed by the spiders.

.

You then found yourself face to face with the levers referenced in a scroll you found with the amulet of acid resistance. Charlotte and Sunshine, with the help of Stulyus deciphered the exact purpose of each lever and discovered the order they needed to be pulled. Charles aided in pulling the levers as they proved to be stuck from lack of lubrication. Kriv decided that his time would be best served arranging cards into rows. You were then interrupted by three entities calling themselves "The Triumverate of Fire." They told you to stop your eforts or face their wrath. You explained to them that you needed to free a golem trapped in their lava and you made a deal with them that if they leave you to your work, the party would give them 200 gold and that you would put the lava back. They agreed to this due to some really strong convincing from Kriv. The lava now in the moat, the Golem exposed, and the Triumverate watching from above, you now face the question of how to get the golem back to Gurdis... \page

Out of the Fire

The team must find the instruction scroll and read it out loud and then feed it to the Golem. It will then follow them to Gurdis.


Smoke Mephit

Small elemental, natural evil


  • Armor Class 12
  • Hit Points 21(5d6+5)
  • Speed 30ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    6 (-2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)

  • Skills: Perception +2, Stealth +4
  • Damage Immunities: fire, poison
  • Condition Immunities: poisoned
  • Senses: darkvision 60ft., passive Perception 10
  • Languages: Auran, Ignan
  • Challenge: 1/4 (50 XP)

    Abilities

  • Death Burst. When the mephit dies, it leaves behind a cloud ofsmoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured . Wind disperses the cloud, which otherwise lasts for 1 minute.
  • Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.

    Actions

  • Claws. Melee Weapon Attack:+4 to hit, reach 5ft., one creature. Hit:4 (1d4 + 2) slashing damage.
  • Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smolde ring ash . Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the me ph it's next turn .

Steam Mephit

Small elemental, natural evil


  • Armor Class 10
  • Hit Points 23(6d6)
  • Speed 30ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)

  • Damage Immunities: fire, poison
  • Condition Immunities: poisoned
  • Senses: darkvision 60ft., passive Perception 10
  • Languages: None
  • Challenge: 1/4 (50 XP)

    Abilities

  • Death Burst. When the mephit dies, it explodes in a cloud of steam . Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (ld8) fire damage.
  • Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

    Actions

  • Claws. Melee Weapon Attack:+2 to hit, reach 5ft.,one creature. Hit: 2 (ld4) slashing damage plus 2 (1d4) fire damage.
  • Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam . Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
Chapter 2 - Labor of Lava - The Trapped Golem

\page

Epilogue

You return to Gurdis and let him know that the Golem is now free of the lava pit and that the "squaters" have been dealt with. "Thank- you so much... you don't know what that means to me... Here, take this..." He hands you a purse filled with gold pieces. His voice changes to a more gruff tone, "I can now get back to work... Now, if you don't mind... I have work to do..." You turn to leave...

#### Passive PERCEPTION Check: DC=16 (DM rolls) > - ***SUCCESS: *** You notice a slight smile touching the corners of Gurdis' mouth... As the door shuts behind you, you hear a slightly unplesent chuckle... > - ***FAILURE: *** The door shuts behind you.

With that errand out of the way, you head back to town...

Gurdis had filled the purse with double the gold promised.... (More than enough to resupply and purchase horses for the trip to Lystyria.

Chapter 3 - Out of the Fire - The Trapped Golem

\page

Into the Woods

On the hour's trek back to the Wavecrest Inn, you realize that the sun is starting to set. You have spent most of the day at the mine. You arrive at the inn, and seek out Avilora and her brother. You find them sitting at a table in the corner facing out into the dining area. Avilora looks a bit irritated. “There you are! Are you quite finished? It has been almost 8 hours! It is too late to start the journey to Lystyria now. You have wasted my time! At this rate, we will never make it to Lystyria! What took you so long? I thought you were going to just run a ‘quick errand.’”


What do you wish to do?

##### Tell them about the mine:

"That is disturbing... Why would he be concerned about a single golem? Did he have others?"

##### Apologize for being so late:

"I suppose you had no choice, but we are losing precious time! If we wait any longer, we will never make it in time on foot, and I don't have enough money for horses."

##### Mention the pendant found on one of the party cocooned by the spiders:

Avilora responds, "Yes... three giant spiders attacked our party on the road outside of Westhaven. May I see the pendant?"

"This was Bareen's. He was our guide. He will be missed." She hands the pendant back to you. These pendants are storage devices for spells. This one has the Greater Restoration spell stored in it."

<img style="float: right; margin: 300px -200px 15px 15px;" src='https://www.dropbox.com/s/6p94xvo7d2gl2f5/Silhouette.png?dl=1'>

Chapter 3 - Into the Woods

\page

Behind the Vale

As you leave Westhaven, you head west toward the Jaded Vale. Avilora tells you, “The Jaded Vale is home to many creatures. It is also said that a doorway to the Feywild can be found somewhere within its canopy. We must be cautious.”

After three to four hour ride from Westhaven, you see stretching before you a green wall of trees. The road ahead disappears into the dark and shadowed vale. It appears that light has a hard time reaching the forest floor due to the dense canopy of trees. You listen, and hear nothing... There is no sound of bird or beast, or creature. It is dead silent.

You coax your mounts forward and enter the Jaded Vale. You take comfort in the plan of just skirting the Northeastern edge of the vale. The road forks ahead. To the right it curves North but narrows to little more than a rough, footpath. To the left, it continues West, deeper into the dark forest.


What do you wish to do?


Goblin Boss

Small humanoid (goblinoid), neutral evil


  • Armor Class 17 (Chain Shirt)
  • Hit Points 21(6d6)
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)

  • Skills: Stealth +6
  • Senses: darkvision 60ft., passive Perception 9
  • Languages: Common, Goblin
  • Challenge: 1 (200 XP)

    Abilities

  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

    Actions

  • Multiattack.** The goblin makes two attacks with its scimitar. The second attack has disadvantage.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    Reactions

  • Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
West:

You turn west to keep on the main road. The road curves west and then turns south a few miles later.

#### DEXTERITY Check: DC=15 ***Success: ***You hear a loud snap followed by the wrenching creaking sound of wood tearing as a large tree falls across the road. You steer your mound away just in time as the tree crashes into the road. ***Failure: ***You hear a loud snap followed by the wrenching creaking sound of wood tearing as a large tree falls across the road. You try to steer your mount away, but are too late. You and your mount take 1d6+2 bludgeoning damage as the tree falls on you, pinning you and your mount to the ground.

As you look around, you see to the left, a number of dark silhouettes. ROLL INITIATIVE! A Goblin hunting party (5 Goblins and a boss) attacks your group. (They get a surprise round.)


Goblin

Small humanoid (goblinoid), neutral evil


  • Armor Class 15 (Leather Armor)
  • Hit Points 7(2d6)
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Skills: Stealth +6
  • Senses: darkvision 60ft., passive Perception 9
  • Languages: Common, Goblin
  • Challenge: 1/4 (50 XP)

    Abilities

  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. .

    Actions

  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Shortbow. Ranged Weapon Attack:+4 to hit, range 80f320 ft., Hit: 5 (1d6 + 2) piercing damage.
Chapter 3 - Into the Woods: Behind the Vale

\page

North:

The path narrows so that your party must travel single-file. A few miles into the trek...

#### Passive PERCEPTION Check: DC=15 (DM rolls) - ***SUCCESS***: You hear a twig snap and you notice some movement to the left. ***ROLL INITIATIVE*** as a Goblin hunting party attacks the group. - ***FAILURE***: An arrow whizzes out of the trees to the left and attacks ((PERON IN FRONT)). ROLL INITIATIVE! A Goblin hunting party (5 goblins and a boss) attack your group. (They get a surprise round).

Goblin

Small humanoid (goblinoid), neutral evil


  • Armor Class 15 (Leather Armor)
  • Hit Points 7(2d6)
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Skills: Stealth +6
  • Senses: darkvision 60ft., passive Perception 9
  • Languages: Common, Goblin
  • Challenge: 1/4 (50 XP)

    Abilities

  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. .

    Actions

  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Shortbow. Ranged Weapon Attack:+4 to hit, range 80f320 ft., Hit: 5 (1d6 + 2) piercing damage.

Goblin Boss

Small humanoid (goblinoid), neutral evil


  • Armor Class 17 (Chain Shirt)
  • Hit Points 21(6d6)
  • Speed 30ft.
    STR DEX CON INT WIS CHA
    10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)

  • Skills: Stealth +6
  • Senses: darkvision 60ft., passive Perception 9
  • Languages: Common, Goblin
  • Challenge: 1 (200 XP)

    Abilities

  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

    Actions

  • Multiattack.** The goblin makes two attacks with its scimitar. The second attack has disadvantage.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    Reactions

  • Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Chapter 3 - Into the Woods: Behind the Vale

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Razor Burn

As you leave Westhaven, you head north toward the Razor Teeth mountains. Avilora tells you, “Our path through the Razor Teeth Mountains will be fraught with danger, but it is the most direct and easier travelled route. However, the cliffs of the Razor Teeth are home to Wyverns and Harpies. They prey on the unsuspecting traveler. That is why my escort wanted to skirt south and travel through the Jaded Vale. We must be cautious.”

An hour ride north from Westhaven brings you to the base of the Razor Teeth Mountains. Avilora directs you Northeastward toward the Pass of Srihx. “When we get to the pass, we must follow the Srihx River Northwest until we get to Loch Kycyrs. From there, we will take a ferry across the loch and then head North through the Wrysek Wilds to Lystyria.”

After a few hours’ ride, you come to the Pass of Srihx. You turn North and another hour or two later come upon a landslide. It is blocking your direct route north. You can either cross the Srihx River here, or double back and take the route through the Jaded Vale and lose the half day of travel.


What do you wish to do?

Chapter 3 - Into the Woods: Razor Burn

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calculuschild commented 7 years ago

Yes, this is a result of some invalid code in your brew, causing the display to crash. And your document is pretty big. I would recommend doing the same thing again; copy your code into a new brew, but this time go piece by piece, or, do a binary search by pasting the first half. Save, and if it works, the error must have been in the second half. Now paste in half of that. It broke? The error is somewhere in there. Paste half of that.

You should find the bad spot pretty easy.

calculuschild commented 6 years ago

Duplicate of #655