[[ IIRC from looking at the source, Endure Elements seems to be a homebrew shared within the campaign.
1st Level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours
Version:
Protection from normal environmental hazards.
You can target up to 6 willing creatures. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Cold and Extreme Heat weather conditions.* The creature’s equipment is likewise protected. This spell doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
*See weather conditions in chapter 5 of the Dungeon Master's Guide (pages 109 to 110).
"Seems the myocinids got over their wee little heads... or pilleuses as it were..." remarks Cherry. "Messing with necromancy tends to go that way, eh?" She notices Borvnir seems to be up to something, but she's curious what he's got scheming away in his head.
She asks a question of her own, "Any clue, lad, as to what made them want a guardian in the first place? Seems to me like they'd be mighty desperate to be messing with such magics."
It's in character sheets but not in DDBeyond listing.
Druid
Endure Elements
1st LevelAbjuration
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours
Protection from normal environmental hazards.
You can target up to 6 willing creatures. A creature protected by endure elementssuffers no harm from being in a hot or cold environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Cold and Extreme Heat weather conditions.* The creature’s equipment is likewise protected. This spell doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
*See weather conditions in chapter 5 of the Dungeon Master's Guide(pages 109 to 110).
Zin and cherry both remember that the stonegrave tulip is an extremely rare flower that is reportedly only grown by giants. Clearly, that is not true. They also remember that the deadly properties of the tulip's flower are only half it's claim to fame. By mixing a crushed portion of the root with some other flowers, and boiled into a tea, it can give the effects of the spell stoneskin.
"Well, the myconids are mushroom people, and so they have... interesting... tendencies. They feast on decay, but... not in an evil way." He says, walking to the back of his room and bringing out a bag filled with disgusting, foul-smelling rotting food scraps. "They should take this as an offering of peace."
Borvnir gets a whiff of the scent in the bag and shrugs. 'It's alright. It's far too compost-y for my liking, but they're fungus people so perhaps they're more into the damp woodland rot rather than the decaying corpse rot.'
Tarak also gives you a map of the island showing where the Myconid's cave is. There are two routes highlighted, one which takes you around the island on a boat to the entrance of the cave, and one which takes you overland across the island. "You can take whichever path you like, they both have their benefits and drawbacks."
Borvnir takes a quick glance at the map and suggests to the party that 'I'd prefer to take the land route; I've had enough with boats already. Besides, means we get to explore some actual features of the island instead of just the coastline.' He then speaks directly to Tarak, asking 'Could you expand a bit more on what these 'benefits and drawbacks' might be?'
"Sure!" Tarak says brightly, and you get the feeling of dread that comes with asking someone a question about a subject they are a little too invested in. You know this is gonna be a long-winded explanation. "Well, as you know, the winter temperatures are just about two weeks away. That means that atmospheric precipitation is about to rise dramatically, and will probably take the form of snow. As you also know, the winter months mean that we are closer to Morvant, our tide moon, which means that high tides are higher and low tides are lower. This means that it will take more effort to start on course in the water as it would normally. It also means that the water will be pulling away from the island and out to sea more dramatically. However, if you were to take a water route, you would be much less likely to encounter dangerous wildlife or servants of Sparkrender, the evil dragon living in the clifftop observatory. An overland route would also mean that you would have to deal with snow and hiking, and the increase in precipitation would mean that hiking would be more dangerous. If you take an overland route, you also face the problem of having to drop in from the top of the cave, whereas the sea route takes you directly intothe cave."
Irtos comments, "They both sound dangerous, but I think I'd prefer staying on solid ground. But I'll ride a boat if that's what the rest of you want to do."
"How much o' a drop would it be from the cliffs to the cave?" asks Cherry. "If it's a wee little drop, perhaps not relying on the tides would be a better course. Gives us more control o'er how long we take with the myocinids."
Oh boats are fun, but waiting for the tide with mushroom creatures might be bad…
”I’m with all of you I can sneak on land better, too!”
Zinzenzax remembers back when he had no friends, even back years ago when his ‘owner’ ‘taught’ him how to fight. He was really cruel and awful, I don’t wanna remember this! Now I have friends and I’ll keep them safe.
Zin tightens up his boot straps and sneaks out to flank the party watching all around…
Borvnir mutters 'Some snow never hurt anyone that bad, and it's harder to get lost when we've actually got some sort of route to follow. Even encountering whatever servants you mention is fine, as I'm confident we can thrash them!' He bares his teeth as he then follows up to say 'Dropping in could be wiser too. We could get a jump on the guardian if it's near the mouth of the cave instead of sailing right into it. And we could use some rope and pitons to make it far easier to clamber down as well.'
[[
IIRC from looking at the source, Endure Elements seems to be a homebrew shared within the campaign.
Currently prepared by Irtos and Lothar.
]]
History: 16+1 = 17
"Seems the myocinids got over their wee little heads... or pilleuses as it were..." remarks Cherry. "Messing with necromancy tends to go that way, eh?" She notices Borvnir seems to be up to something, but she's curious what he's got scheming away in his head.
She asks a question of her own, "Any clue, lad, as to what made them want a guardian in the first place? Seems to me like they'd be mighty desperate to be messing with such magics."
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 3/23/25, Birth of an Age
It's in character sheets but not in DDBeyond listing.
Druid
Endure Elements
1st LevelAbjuration
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours
Protection from normal environmental hazards.
You can target up to 6 willing creatures. A creature protected by endure elementssuffers no harm from being in a hot or cold environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Cold and Extreme Heat weather conditions.* The creature’s equipment is likewise protected. This spell doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
*See weather conditions in chapter 5 of the Dungeon Master's Guide(pages 109 to 110).
History: 7
Lothar Male Tabaxi Druid CoS
Zin history 16 (wow).
I remember some stuff too.
After getting everyone warm and cozy, Lothar asks "Is there anything the Myconids value that would help us get in their good graces?"
Lothar Male Tabaxi Druid CoS
Zin and cherry both remember that the stonegrave tulip is an extremely rare flower that is reportedly only grown by giants. Clearly, that is not true. They also remember that the deadly properties of the tulip's flower are only half it's claim to fame. By mixing a crushed portion of the root with some other flowers, and boiled into a tea, it can give the effects of the spell stoneskin.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
"Well, the myconids are mushroom people, and so they have... interesting... tendencies. They feast on decay, but... not in an evil way." He says, walking to the back of his room and bringing out a bag filled with disgusting, foul-smelling rotting food scraps. "They should take this as an offering of peace."
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
"I should have known, but shall not forget. THANK YOU!" Lothar says to Tarak accepting the bag and taking a deep sniff.
Lothar Male Tabaxi Druid CoS
It smells ridiculously awful
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Irtos keep her distance from that bag!
Borvnir gets a whiff of the scent in the bag and shrugs. 'It's alright. It's far too compost-y for my liking, but they're fungus people so perhaps they're more into the damp woodland rot rather than the decaying corpse rot.'
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Zin likes the earthy smell. Reminds him of picking around the dump when he was bored.
Tarak also gives you a map of the island showing where the Myconid's cave is. There are two routes highlighted, one which takes you around the island on a boat to the entrance of the cave, and one which takes you overland across the island. "You can take whichever path you like, they both have their benefits and drawbacks."
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Borvnir takes a quick glance at the map and suggests to the party that 'I'd prefer to take the land route; I've had enough with boats already. Besides, means we get to explore some actual features of the island instead of just the coastline.' He then speaks directly to Tarak, asking 'Could you expand a bit more on what these 'benefits and drawbacks' might be?'
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
"Sure!" Tarak says brightly, and you get the feeling of dread that comes with asking someone a question about a subject they are a little too invested in. You know this is gonna be a long-winded explanation. "Well, as you know, the winter temperatures are just about two weeks away. That means that atmospheric precipitation is about to rise dramatically, and will probably take the form of snow. As you also know, the winter months mean that we are closer to Morvant, our tide moon, which means that high tides are higher and low tides are lower. This means that it will take more effort to start on course in the water as it would normally. It also means that the water will be pulling away from the island and out to sea more dramatically. However, if you were to take a water route, you would be much less likely to encounter dangerous wildlife or servants of Sparkrender, the evil dragon living in the clifftop observatory. An overland route would also mean that you would have to deal with snow and hiking, and the increase in precipitation would mean that hiking would be more dangerous. If you take an overland route, you also face the problem of having to drop in from the top of the cave, whereas the sea route takes you directly into the cave."
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Irtos comments, "They both sound dangerous, but I think I'd prefer staying on solid ground. But I'll ride a boat if that's what the rest of you want to do."
"Either way, I'll keep us warm!" Lothar says.
Lothar Male Tabaxi Druid CoS
"How much o' a drop would it be from the cliffs to the cave?" asks Cherry. "If it's a wee little drop, perhaps not relying on the tides would be a better course. Gives us more control o'er how long we take with the myocinids."
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 3/23/25, Birth of an Age
Oh boats are fun, but waiting for the tide with mushroom creatures might be bad…
”I’m with all of you I can sneak on land better, too!”
Zinzenzax remembers back when he had no friends, even back years ago when his ‘owner’ ‘taught’ him how to fight. He was really cruel and awful, I don’t wanna remember this! Now I have friends and I’ll keep them safe.
Zin tightens up his boot straps and sneaks out to flank the party watching all around…
stealth & perception 20 10
Tarak responds "Well, the drop isn't a wee little drop. It's between 50 and 100 feet. Can you drop down it? Yes. Is it easy? No."
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Borvnir mutters 'Some snow never hurt anyone that bad, and it's harder to get lost when we've actually got some sort of route to follow. Even encountering whatever servants you mention is fine, as I'm confident we can thrash them!' He bares his teeth as he then follows up to say 'Dropping in could be wiser too. We could get a jump on the guardian if it's near the mouth of the cave instead of sailing right into it. And we could use some rope and pitons to make it far easier to clamber down as well.'
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!