Well, Thay is in "The unapproachable East" and you're about as far North and West as you can get, so... not close.
Sam's giantism:
Vlagomir's Spark
You gain 1 foot of height every hour and become proportionately heavier until you stand 21 feet tall and weigh 7,700 pounds. When you are 9 feet tall, your Strength becomes 19 unless it is already higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to match your growth. If you are the recipient of a greater restoration spell or similar magic, this charm vanishes from you, and you immediately shrink back to normal size, along with any armor, clothing, and weapons in your possession.
Well, Thay is in "The unapproachable East" and you're about as far North and West as you can get, so... not close.
Sam's giantism:
Vlagomir's Spark
You gain 1 foot of height every hour and become proportionately heavier until you stand 21 feet tall and weigh 7,700 pounds. When you are 9 feet tall, your Strength becomes 19 unless it is already higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to match your growth. If you are the recipient of a greater restoration spell or similar magic, this charm vanishes from you, and you immediately shrink back to normal size, along with any armor, clothing, and weapons in your possession.
“Morwena- let us return with you to Thay. It’s long past time things were set right there. We will help kill Szass Tam, if it is possible. We can leave this place as is and return to it later. before we go, however, I was wondering, should we move it someplace? What about making it a bit warmer in this area? I believe we have the power over the regional weather with this device. Finally- do you think I should make some sort of announcement to the city? I could use that balcony and a tounges spell. But perhaps it’s best they assume the status quo hasn’t changed,,until and if we return…”
”anyway- Morwena- I’m ready to join. can my Magen come?” .
(should be a fun campaign to take down the leader of Thay. Should be able to get some more players for that at 14th level).
The coatl is compelled to stay there. If oressed, it seems uncertain if the details, but confident she must do so.
The coatl, at Sam's request, casts greater restoration on him and he is reverted to a large(?) size (or Medium if you you prefer).
Morwena lets Sam.know that monstrous races, (as most humans would call them), are fairly common in Thay. Loads of Gnolls, plenty of orcs and ogres inhabit they, mostly as active or more often, potential muscle for inevitable conflicts resulting from the scheming ambitions of Tharchions and Red Wizards, both internally and with neighboring states. A lizardfolk woukd seem a bit out if the ordinary, but Thay is a trade hub and sees outsiders quite often, and views them warily, but as potential clients and customers foremost. Thayans particularly enjoy serpentine statues in the style if the old Sarrukh empire and might be more receptive to an odd reptilian creature than most other humans of Faerûn.
<I could go in and on about Thay. I have a series of adventures in mind, bit this is far less an on-the-rails adventure and very open as a setting. So, if you'd like, I'll set you up with an intro and a starting point, then you decide where to go and whay to do. I might nidge one way or another, but the actual thing you're here to see is easy to figure out, but hard to get to. Spoilers exiat in Gamehole oress' Yhay Land of the Red Wizards and the WotC adventure Dead in Thay>
Angus receives a message from Dove, she relates that the things they've seen suggest a battle ahead for which the crew are unprepared to meet. For the far realm's effect on mortal minds is as predictable as the plane itself is chaotic, with the resulting mind-racking torment allowing nonl cusnve at success. Fortunately, a legendary object exists, created by Dove herself" a harp, which, when played, csn completely inhibit the maddening effects of mind-altering phenomenon such as thise that permeate the Far Realm. Angus protests, citing the party's plan to travel to the Unapproachable East, but Dove will hear none of it, noting that Morweba, despite her professed opposition to the Zulkir of necromancy, is still just a Red Wizard, like any other: "the only retired Red Wizards are the dead ones that have the good sense to stay dead," she concludes.
<That is an actual Dove Falconhand quote, btw. Also Dives haros are a canon item, but I'm maling it a singular artifact for atoey purposes. If Angus' player is available, this csn be a quest to complete along tbe way. And if not, Angus is iff doing that quest.>
Morwena looks back at those wishing to accompany her and consents. "You can come with me, but keep your distance. I've no use for you lot drawing unwanted attention. I'd advise you to be discreet, especially upon the Thaymount (referring to High Thay, the center if political power, from which Szazz Tam rules). Even if you manage to avoid magucal.detection, there's ample chance the Probity Corps will find you out. Be wary of anyone who tells you they oppose the Regent. The laraer may have hit over a century ago, but like the waves rippling from a stone in a pond, the Shires of Eltabbar may soon see the full effect of the Spellplague, and while Thayans know this is a time of change, few would be so bold as to openly discuss it with outsiders. As to your new blue acquaintance, I'd suggest keeping him under wraps if you plan to bring him along. Anyone who casts detect magic will know what it is in an instant and blue complexions and pupilless eyes are hardly the norm.
(should be a fun campaign to take down the leader of Thay. Should be able to get some more players for that at 14th level).
Indeed. I don't want to moslead anyone, so I'll juat say now: if you fave Szazz Tam at level 14, he will kill you. The mechanics of tbe game might make it technically possible, but it should not be possible. You should not seek to destroy him in his lair, instead the plan D'arlon Ma has in place is to strike while the lich is at his most vulnerable. This section will reveal some detsils of how and why that is the case, includes a megadungeon (which you don't have to complete and could optionally skip, if youre careful or lucky enough) and resolve Morwena's arc set up with her introduction, as well as some major progress toward Sam and Tetrevess' goals, if you survive. But year, showdown with Tam is actually from an AL module for teir 4 characters, presumably at or near level 20, and intend to run this campaign there and beyond. Also, we have at least one new player, may e a few others, too. Still working on equipment and an inteoduction, but you should actually meet them sooner rstber thsn later.>
This post has potentially manipulated dice roll results.
You can move the city wherever you wbat, butnit moves slowly as noted in the Ythryn Mythallar description. Also, the weather you choose will affect tbe surrounding area, as well, so bear that in mind. I don't plan to have the locals cause a stir, unless you go poking about the wider city looking for treasures. There's probably a teleportation circle. Details when available.
Morwena opens a portal with a spell cast from a scroll. 48
Through the ephemeral ring, you csn see a steely sky with whispers of clouds. Morwena steps onto a stone floor in the space beyond the portal, overlooking the mouth of the river Gauros below. To the East it disappears into a wide gorge, carrying water from Lake Mulsantir to the North. The destination is a thin crumbling remnant of a spire topped tower, once part of a grand edifice, now in decay. At intervals, similar ruins csn be seen in the distance. Welcome the Surthay.
Being from Thay itself and being a Red Wizard, Chadderlay should fit right in. Hopefully. At the very least he would have that familiarity that goes with 'home turf.'
Chadderlay will follow Morwena, his aunt and also a Red Wizard, through the portal/teleport spell into Surthay.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Chadderlay will accept the generous offer of a Staff of Frost.
(ooc: hopefully he could have accepted it over an hour ago and had time to attune to it?)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<Chad would be familiar with the land, but probably not this area. Surthay is very remote. He would know it by reputation.>
Surthay is a frontier backwater that the rest of Thay ignores as much as possible; it's sometimes said to be a "good place to exile someone to." You might surmise you are presently upon one of the Lost Spires: ruins of more than a dozen overgrown, long-abandoned mansions overlooking the river Guaros, in easternmost Surthay. These monster-infested once grand complexes were built by Red Wizards who who eventually grew tired of defending and rebuilding them against brigand raids, Rashemi invasions and the occasional hunting black dragon from the Surmarsh.
It is known that Azaelra Odesseiron is the Tharchion of Surthay. A shrewd and ruthless strategist, and a competent administrator willing to work with all who put Thay and Szazz Tam first. This could pose a problem for Morwena and Chad, though as known participants ion the open rebellion against the current regime. As more than one Red Wizard can attest, attampts to deceive the Tarchioness are folly. Surthan's are wont to note: "She sees through deceit before you commit it."
Chadderlay will accept the generous offer of a Staff of Frost.
(ooc: hopefully he could have accepted it over an hour ago and had time to attune to it?)
<I didn't want to burden the new players with the excruciating details of the homebrew magic, but suffice to note: no attunement required (but until they want more than 3 attunement items, they don't need to worry about it.) The sentence above perfectly describes one of the several reasons I don't enforce attunement requirements.>
<Im really not trying to make her a DMPC. That;'s why I had her teleport back home. lol.>
"My plans, dear Samogri, are just that: mine." Morwena replies snidely. Looking down over the precipice of the crumbling spire, she frowns "I won't miss that tiefling, but I admit, Avarice was good for something." she reaches into a pocket of her red robes and withdraws a small metal disk inscribed with an image of a feather. "Well, best of luck, you lot." Looking to her nephew, she adds, " Chad, take care." then steps off the edge of the spire, falling twenty feet before reaching a slower than expected terminal velocity and another hundred or more before alighting gently upon the sandy ground below. Composing herself, she looks about for any signs of danger and heads southwest.
<You'll eventually want to get to Thaymount, but you should probably end up in Eltabbar first (the capitol city on the south shore of Lake Thaylambar). But you can actually go anywhere you want and if youre looking for something generic, I can tell you where to find it. A boat, an army, an orc, a casino, a farm. Whatever you want. Thay ais a thoroughly fleshed out open world, with fixed objectives for you to find. If you played Zelda on the Switch, this is the right mindset for the area.>
Chadderlay will accept the generous offer of a Staff of Frost.
(ooc: hopefully he could have accepted it over an hour ago and had time to attune to it?)
<I didn't want to burden the new players with the excruciating details of the homebrew magic, but suffice to note: no attunement required (but until they want more than 3 attunement items, they don't need to worry about it.) The sentence above perfectly describes one of the several reasons I don't enforce attunement requirements.>
RE attunement: There is a way to (with homebrew options on) add a feat to your DDB sheet to allow extra attunement slots, some DMs are using 6 slots, some use proficiency bonus or 3 + proficiency bonus slots.
Are the new players with us? Should do some introductions, and get a baseline of what we want to do. Tetrevess’ long term objective (now) is to overthrow the government of Thay. He’s thinking of ways we could do that. Perhaps a comet…
<I've been working with the people who say they want in. Some have characters created, one is ready to drop in as soon as the party leaves thie isolated spire where they won't bump into anyone. One or two others should show up soon after.>
Long-winded diatribe (optional reading):
I have a whole thing, I can make it permanent. about magic and paeudomagical items. It's a lot and I don't k ow how much buy-in new players will feel with it, but I do like the idea that yoi can carry your proficiency bonus worth of magic items, with risk of non-passive failure for carrying more than that. My main thing is thst having too many makes them feel mundane and not very special. Too few and feeling of FOMO start to set in. I'm more interested in making magic items interesting than i am in making them balanced, but I'd they're top craft and break the game, they should be limited use. One and done or one and maybe done. That's the beauty of the Cypher system, which is basically what this is. But if DDB won't let you add mods from items without atruning them, then yes, by all means, honebrew to your content. I font look at your sheets anyhow, so if you can just remember what the thing does, that woukd be fine. Also kind kf my point: if you can't remember what you're magic item is doing, it's probably not very interesting and likely doesn't feel very "magical".
Well, Thay is in "The unapproachable East" and you're about as far North and West as you can get, so... not close.
Sam's giantism:
Vlagomir's Spark
You gain 1 foot of height every hour and become proportionately heavier until you stand 21 feet tall and weigh 7,700 pounds. When you are 9 feet tall, your Strength becomes 19 unless it is already higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to match your growth. If you are the recipient of a greater restoration spell or similar magic, this charm vanishes from you, and you immediately shrink back to normal size, along with any armor, clothing, and weapons in your possession.
If you want the coatl can do that
Yes please
“Morwena- let us return with you to Thay. It’s long past time things were set right there. We will help kill Szass Tam, if it is possible. We can leave this place as is and return to it later. before we go, however, I was wondering, should we move it someplace? What about making it a bit warmer in this area? I believe we have the power over the regional weather with this device. Finally- do you think I should make some sort of announcement to the city? I could use that balcony and a tounges spell. But perhaps it’s best they assume the status quo hasn’t changed,,until and if we return…”
”anyway- Morwena- I’m ready to join. can my Magen come?” .
(should be a fun campaign to take down the leader of Thay. Should be able to get some more players for that at 14th level).
Does the Coatll want to come with us? Or stay here and guard the Mythalar?
The coatl is compelled to stay there. If oressed, it seems uncertain if the details, but confident she must do so.
The coatl, at Sam's request, casts greater restoration on him and he is reverted to a large(?) size (or Medium if you you prefer).
Morwena lets Sam.know that monstrous races, (as most humans would call them), are fairly common in Thay. Loads of Gnolls, plenty of orcs and ogres inhabit they, mostly as active or more often, potential muscle for inevitable conflicts resulting from the scheming ambitions of Tharchions and Red Wizards, both internally and with neighboring states. A lizardfolk woukd seem a bit out if the ordinary, but Thay is a trade hub and sees outsiders quite often, and views them warily, but as potential clients and customers foremost. Thayans particularly enjoy serpentine statues in the style if the old Sarrukh empire and might be more receptive to an odd reptilian creature than most other humans of Faerûn.
<I could go in and on about Thay. I have a series of adventures in mind, bit this is far less an on-the-rails adventure and very open as a setting. So, if you'd like, I'll set you up with an intro and a starting point, then you decide where to go and whay to do. I might nidge one way or another, but the actual thing you're here to see is easy to figure out, but hard to get to. Spoilers exiat in Gamehole oress' Yhay Land of the Red Wizards and the WotC adventure Dead in Thay>
Angus receives a message from Dove, she relates that the things they've seen suggest a battle ahead for which the crew are unprepared to meet. For the far realm's effect on mortal minds is as predictable as the plane itself is chaotic, with the resulting mind-racking torment allowing nonl cusnve at success. Fortunately, a legendary object exists, created by Dove herself" a harp, which, when played, csn completely inhibit the maddening effects of mind-altering phenomenon such as thise that permeate the Far Realm. Angus protests, citing the party's plan to travel to the Unapproachable East, but Dove will hear none of it, noting that Morweba, despite her professed opposition to the Zulkir of necromancy, is still just a Red Wizard, like any other: "the only retired Red Wizards are the dead ones that have the good sense to stay dead," she concludes.
<That is an actual Dove Falconhand quote, btw. Also Dives haros are a canon item, but I'm maling it a singular artifact for atoey purposes. If Angus' player is available, this csn be a quest to complete along tbe way. And if not, Angus is iff doing that quest.>
Morwena looks back at those wishing to accompany her and consents. "You can come with me, but keep your distance. I've no use for you lot drawing unwanted attention. I'd advise you to be discreet, especially upon the Thaymount (referring to High Thay, the center if political power, from which Szazz Tam rules). Even if you manage to avoid magucal.detection, there's ample chance the Probity Corps will find you out. Be wary of anyone who tells you they oppose the Regent. The laraer may have hit over a century ago, but like the waves rippling from a stone in a pond, the Shires of Eltabbar may soon see the full effect of the Spellplague, and while Thayans know this is a time of change, few would be so bold as to openly discuss it with outsiders. As to your new blue acquaintance, I'd suggest keeping him under wraps if you plan to bring him along. Anyone who casts detect magic will know what it is in an instant and blue complexions and pupilless eyes are hardly the norm.
Indeed. I don't want to moslead anyone, so I'll juat say now: if you fave Szazz Tam at level 14, he will kill you. The mechanics of tbe game might make it technically possible, but it should not be possible. You should not seek to destroy him in his lair, instead the plan D'arlon Ma has in place is to strike while the lich is at his most vulnerable. This section will reveal some detsils of how and why that is the case, includes a megadungeon (which you don't have to complete and could optionally skip, if youre careful or lucky enough) and resolve Morwena's arc set up with her introduction, as well as some major progress toward Sam and Tetrevess' goals, if you survive. But year, showdown with Tam is actually from an AL module for teir 4 characters, presumably at or near level 20, and intend to run this campaign there and beyond. Also, we have at least one new player, may e a few others, too. Still working on equipment and an inteoduction, but you should actually meet them sooner rstber thsn later.>
You can move the city wherever you wbat, butnit moves slowly as noted in the Ythryn Mythallar description. Also, the weather you choose will affect tbe surrounding area, as well, so bear that in mind. I don't plan to have the locals cause a stir, unless you go poking about the wider city looking for treasures. There's probably a teleportation circle. Details when available.
Morwena opens a portal with a spell cast from a scroll. 48
Through the ephemeral ring, you csn see a steely sky with whispers of clouds. Morwena steps onto a stone floor in the space beyond the portal, overlooking the mouth of the river Gauros below. To the East it disappears into a wide gorge, carrying water from Lake Mulsantir to the North. The destination is a thin crumbling remnant of a spire topped tower, once part of a grand edifice, now in decay. At intervals, similar ruins csn be seen in the distance. Welcome the Surthay.
Being from Thay itself and being a Red Wizard, Chadderlay should fit right in. Hopefully. At the very least he would have that familiarity that goes with 'home turf.'
Chadderlay will follow Morwena, his aunt and also a Red Wizard, through the portal/teleport spell into Surthay.
(Welcome back! We were worried about touTetrevess shares the spellbook we found with Chadderly, and also, if Chadderly wants, a Staff of Frost)
Sam looking at mownen “so what’s your plan now”
Chadderlay will accept the generous offer of a Staff of Frost.
(ooc: hopefully he could have accepted it over an hour ago and had time to attune to it?)
(Sure, we’ve had some time here)
https://www.dndbeyond.com/sources/idrotf/appendix-d-magic#TheIncantationsofIriolarthas
<Chad would be familiar with the land, but probably not this area. Surthay is very remote. He would know it by reputation.>
Surthay is a frontier backwater that the rest of Thay ignores as much as possible; it's sometimes said to be a "good place to exile someone to." You might surmise you are presently upon one of the Lost Spires: ruins of more than a dozen overgrown, long-abandoned mansions overlooking the river Guaros, in easternmost Surthay. These monster-infested once grand complexes were built by Red Wizards who who eventually grew tired of defending and rebuilding them against brigand raids, Rashemi invasions and the occasional hunting black dragon from the Surmarsh.
It is known that Azaelra Odesseiron is the Tharchion of Surthay. A shrewd and ruthless strategist, and a competent administrator willing to work with all who put Thay and Szazz Tam first. This could pose a problem for Morwena and Chad, though as known participants ion the open rebellion against the current regime. As more than one Red Wizard can attest, attampts to deceive the Tarchioness are folly. Surthan's are wont to note: "She sees through deceit before you commit it."
<I didn't want to burden the new players with the excruciating details of the homebrew magic, but suffice to note: no attunement required (but until they want more than 3 attunement items, they don't need to worry about it.) The sentence above perfectly describes one of the several reasons I don't enforce attunement requirements.>
<Im really not trying to make her a DMPC. That;'s why I had her teleport back home. lol.>
"My plans, dear Samogri, are just that: mine." Morwena replies snidely. Looking down over the precipice of the crumbling spire, she frowns "I won't miss that tiefling, but I admit, Avarice was good for something." she reaches into a pocket of her red robes and withdraws a small metal disk inscribed with an image of a feather. "Well, best of luck, you lot." Looking to her nephew, she adds, " Chad, take care." then steps off the edge of the spire, falling twenty feet before reaching a slower than expected terminal velocity and another hundred or more before alighting gently upon the sandy ground below. Composing herself, she looks about for any signs of danger and heads southwest.
<You'll eventually want to get to Thaymount, but you should probably end up in Eltabbar first (the capitol city on the south shore of Lake Thaylambar). But you can actually go anywhere you want and if youre looking for something generic, I can tell you where to find it. A boat, an army, an orc, a casino, a farm. Whatever you want. Thay ais a thoroughly fleshed out open world, with fixed objectives for you to find. If you played Zelda on the Switch, this is the right mindset for the area.>
RE attunement: There is a way to (with homebrew options on) add a feat to your DDB sheet to allow extra attunement slots, some DMs are using 6 slots, some use proficiency bonus or 3 + proficiency bonus slots.
Are the new players with us? Should do some introductions, and get a baseline of what we want to do. Tetrevess’ long term objective (now) is to overthrow the government of Thay. He’s thinking of ways we could do that. Perhaps a comet…
<I've been working with the people who say they want in. Some have characters created, one is ready to drop in as soon as the party leaves thie isolated spire where they won't bump into anyone. One or two others should show up soon after.>
Long-winded diatribe (optional reading):
I have a whole thing, I can make it permanent. about magic and paeudomagical items. It's a lot and I don't k ow how much buy-in new players will feel with it, but I do like the idea that yoi can carry your proficiency bonus worth of magic items, with risk of non-passive failure for carrying more than that. My main thing is thst having too many makes them feel mundane and not very special. Too few and feeling of FOMO start to set in. I'm more interested in making magic items interesting than i am in making them balanced, but I'd they're top craft and break the game, they should be limited use. One and done or one and maybe done. That's the beauty of the Cypher system, which is basically what this is. But if DDB won't let you add mods from items without atruning them, then yes, by all means, honebrew to your content. I font look at your sheets anyhow, so if you can just remember what the thing does, that woukd be fine. Also kind kf my point: if you can't remember what you're magic item is doing, it's probably not very interesting and likely doesn't feel very "magical".