Necyra let out a whoop of victory as the Hertilod fell, its lifeless form a testament to the party's skill and determination. She soared through the air, her laughter echoing through the chamber. With a triumphant grin, she descended towards the fallen creature, her eyes fixed on the location where the Rod of Seven Parts (Second Piece) was hidden. Using her Mage Hand spell, she summoned a spectral hand that reached into the Hertilod's decaying flesh. After a moment of searching, the hand emerged, clutching the precious artifact. Necyra held the second piece of the Rod of Seven Parts aloft, her eyes filled with a sense of accomplishment. The journey had been arduous, but the reward was worth it. With this piece in their possession, they were one step closer to stopping Vecna.
As she approached the portal, she couldn't help but feel a surge of excitement. With a determined look, she stepped through the portal, her body enveloped in a swirling vortex of light. As she emerged in the Sigil Sanctum, she was greeted by the familiar faces of the three great mages (Alustriel, Tasha, and Mordenkainen). "We did it!" she exclaimed, her voice filled with joy. "We have the second piece of the Rod of Seven Parts."
As the hertilod finally collapsed, Trystane stood over its massive form, his breathing heavy but steady. His claws were still crackling with faint arcs of lightning, and a satisfied smirk tugged at his lips. The battle had been brutal, but they had overcome it. He flexed his fingers, feeling the strain of the fight leave his body as the adrenaline faded. "That thing was a tough one," he muttered, wiping the hertilod's blood from his claws. Watching Necyra summon the second piece of the Rod of Seven Parts from the creature’s remains, he felt a sense of relief. One more step forward in their mission, one more victory against the looming threat of Vecna.
As they stepped through the portal and returned to the Sigil Sanctum, Trystane glanced at the familiar sight of the great mages. He stood quietly as Necyra proclaimed their success, a faint smile on his face. While he wasn’t one for grand declarations, the sense of accomplishment was palpable. "We've got the second piece," Trystane said simply, his voice steady. "But the real fight's still ahead of us." He nodded toward the mages, his eyes glinting with determination. "Let’s make sure we’re ready for it."
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Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Talorin bids farewell to the castaways and helps the party navigate with his portal compass. Pulling from his kender personality he goes, "Was it tough? I think it just showed we're even tougher." he has a mischievous smile on his face as he speaks. He clinks the rod he's holding with the one in Necyra's hand as a toast to the party's victory. When Trystane speaks of the real fight being ahead of them he feels a beaming sense of pride in the party's abilities.
Returning to The Wizards Three, with both the Rod of Seven Parts (First Piece) and the Rod of Seven Parts (Second Piece). Mordenkainen immediately grabs the second rod and exclaims, "I have attuned my model of the multiverse to help us locate the next piece of the rod. Quickly, the adventurer who possesses the first piece, stand with me here, under the model and I will focus on the second piece. With two persons concentrating on locating another fragments at the same time, we should be able to triangulate, expeditiously, the next piece."
Within only a few seconds, the two of you, gripping your piece of the rod and concentrating on the rod's ability to "know the general location of the other piece," thins wisps of arcane threads begin forming on the model, like spider webs or icicles, dripping down cables. A thick string forms around a rough and rusty iron sphere.
"Khorvaire?" Mordenkainan says aloud before breaking concentration, allowing all the threads to splinter and fade. He rushes to the study and pulls out an enormous tome.
Quick Note About Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn.
Mordenkainan skims through the book and says, "Ah, it's been a while since I've visited Khorvaire. See here, this map shows the precise location and country that the rod was pointing to on the model. A long forgotten kingdom once called Cyre and after the war, people call it the Ruined Wastelands. Scattered throughout the Wastelands are these Iron Colossi called War Machines. The realm of Khorvaire are home to Warforge People, a race of metal and wooden constructs who are magically imbued with life, sentient and able to reproduce. These Warforge are as real as you or me and were created to wage war but since the war is over, they now find meaning in life, like all people throughout every realm."
The Wizards Three decide to cast legend lore and other divination spells to help you prepare for your journey to Cyre. You have several days to prepare and swap out gear.
Quick Note About Character Level and Magic Items: Everyone is now level 13 and you can swap out magic and non-magic gear freely in the downtime that you have, without penalty. Going into the next portal, up to two characters can posses rod pieces, each with a single daily spell.
The Wizards emerge from their research with several facts about the realm.
Lady Alustriel Silverhand says, "We have a wardrobe filled with glamerweave clothing. The fabric made from the cloth is bound with illusion magic, with moving patterns like flames, waves, or falling snow. If you want to blend in with the other humanoids, wearing glamerweave will make you seem like a native to the realm. Or you could wear all black with shrouds. If you aren't wearing extremely bright illusory fashion, then you are morning the dead from the war. These humanoids call Cyre the Mornlands as do most of the natives."
Tasha speaks up, "Mornlands is what they call the kingdom, not Wastelands. That would be a clear giveaway that you are from another realm. Only rifters call this place Eberon or The Ruined Wastelands. And no one calls them Colossi, they were glorious War Machines, powered by these amazing sentient magic items called Docents. It's because of the value and rarity of the Docent race that these War Machines now lay dormant. They cannot function without the pilot Docent, a small magic orb, studded with dragon shards, that speaks and reads certain languages. Attuning with a Docent can be a thrilling experience, some of them have lived long lives and they can serve as translators but also are a wealth of history and knowledge.
Mordenkainen finishes with this bit of knowledge, "I'm opening a Portal to Cyre, at the base of Mount Ironrot. The area is known to be difficult to navigate and filled with a magical and perpetual shroud-like mist. Divination and Teleportation magic is muddled, you may be forced to rely on your eyes to see and your legs for transportation. Come to think of it, once you get there the rod piece may be unable to use divination magic to pinpoint the next rod fragment"
Tasha speaks up, "That's not a problem. If you can find a native Docent, she can use the rod to penetrate the muddled magic of the region. Just acquire a Docent from one of the fallen Colossi or meet one in the small villages scattered throughout the land. Although rare, you should be able to find one and with it, the next rod piece."
Impeded Navigation. In outdoor areas, creatures have disadvantage on Wisdom (Survival) checks made to navigate.
Muddled Magic. Creatures and objects within 1 mile of Mount Ironrot can’t be perceived through magical scrying sensors. Spells or magical effects that would reveal a creature’s or object’s location fail while that creature or object is within 1 mile of the mountain.
Mordenkainen explains, "Portals to Cyre all fail due to the muddled magic. However, there is a large artifact called The Oval which is a landing zone for planar travel. I couldn't open a gate any closer to the rod fragment if I wanted to, but linking a portal to The Oval is a trivial matter, that any lesser wizard could accomplish." He winks at Tasha and Alustriel who frown at the implication.
Once you and the rest of the party change your outfits, swap out gear (and level up to 13th level), you pass through Mordenkainen's Gate and appear on the other side of The Oval Portal. You are at the foot of a large mountain, Mount Ironrot and the landscape is scattered with fallen Warforge and War Machines.
Veteran's Camp A crumbling stone bridge crosses a river of indigo water. Beneath one side of the bridge, soiled leather tents and bedrolls are arranged around a firepit.
You see a small group of soldiers camping on the other side of a river. They spot you coming through the portal but don't seem to react or draw weapons.
The huge Oval Portal is an artifact level structure, left over from the war. You start at the base of the map and there is a clear path leading west, across a small bridge to the Veteran's Campsite near the first fallen War Machine.
As Necyra stepped through the portal, she was greeted by the mist-shrouded landscape of the Mornlands. The air was thick with a strange, otherworldly energy, and the towering figure of Mount Ironrot loomed in the distance. She donned the Glamerweave clothing, its intricate patterns shifting and changing, disguising her true identity. With the Rod of Seven Parts (2nd part) clutched tightly in her hand, she prepared herself for the challenges that lay ahead.
As the party approached the group of soldiers, Necyra kept a watchful eye on their movements. She sensed a strange energy emanating from them, a power that was both familiar and alien. Rather than open her big mouth an offer a friendly greeting, she instead chose to merely give the soldiers a curt nod of acknowledgement.
The goodberry rune from Rune Shaper allows an extra casting of the spell. 4 1st level spell slots. 3 2nd level spell slots. Then could theoretically convert the remaining spell slots for additional sorcery points 3*3 + 3*4 + 2*5 + 1*6 = 37 12 sorcery points + 5 from bloodwell vial after a short rest = 17 37 + 17 = 54 2 sorcery points needed to get another 1st level spell slot 54 / 2 = 27 27 sorcery point slots + 4 natural slots + 3 2nd level slots + 1 rune cast = 35 Can cast goodberry35 times per day if min-maxing for that. Which is 350 berries each with 4hp of healing due to life cleric for 1,400 hit points worth of healing that can last into the next day. And furthermore, technically 30 of them would be 5hp due to the scaling of life domain feature since they are 2nd level slots.
But... that also sounds a bit broken...
Not to mention when you also account for the amount of Goodberries boosted by life domain that Necyra can cast too... xD
Talorin casts goodberry the evening before the party readies to head towards Cyre. Using his 4 1st level slots and the rune. He'll also bring two of his mastiffs, Magnus and Maisley, along with.
----------------- Arriving at Cyre -------------------------------
Talorin delights at the glamorweave garments. He takes one his size and sets the illusion of a soaring eagle in motion upon it.
As the come out the other side of the portal he checks his portal compass to see if it points from where they just came as a quick litmus test on if the magical shroud is already interfering.
He has a beaming smile on his face looking over the land with the remains of the giant war machines in the distance while waiting for the rest to arrive.
EDIT: Since there's a lot of overland travel in wide open spaces expected, would this possibly be a case where it could make sense to bring Talorin's Spinosaurus along? Or would the portal Mordekainen opens be too small?
Back at the sanctum, Trystane greeted the wizards with a quiet nod. While the others took to research or meticulously checked their gear, he chose to spend the downtime simply resting, gathering his thoughts and mentally steeling himself for the journey ahead. He sat in a quiet corner, honing his focus, preparing his mind for the challenges to come.
When the time finally arrived, he donned the Glamerweave clothing, feeling the enchanted fabric shift and swirl with dark, muted colors. The illusions moved subtly, mirroring a somber respect for the Mornlands’ history. He ran his fingers over the textured cloth, satisfied with its fit and effect.
As he stepped through the portal, Trystane took in the strange, mist-laden landscape of the Mornlands. The air here was dense, humming with an unnatural energy, and the shadowed bulk of Mount Ironrot loomed over everything. He moved silently beside Necyra, his gaze sweeping the unfamiliar terrain, keenly aware of the fallen War Machines scattered like tombstones around them.
Approaching the veteran soldiers at their camp by the bridge, Trystane returned their silent observation with a curt nod. He kept his distance, letting the tension hang quietly, his posture calm but ready. In this strange land, every step forward felt like entering a new battlefield.
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Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Yurgojin looks at the Glamerweave clothing and looks about at the others. "I don't think this fits over armor, and armor will cover it up. Are you suggesting I go in with no armor?"
Yurgojin looks at the Glamerweave clothing and looks about at the others. "I don't think this fits over armor, and armor will cover it up. Are you suggesting I go in with no armor?"
Don't worry, there are plenty of scarfs, tabards, and surcoats that can be worn with armor.
Veteran's Camp A crumbling stone bridge crosses a river of indigo water. Beneath one side of the bridge, soiled leather tents and bedrolls are arranged around a firepit.
You see a small group of soldiers camping on the other side of a river. They spot you coming through the portal but don't seem to react or draw weapons.
After crossing the bridge you are met by Cyran Warriors. "Come to our fire and have some of our meager food supplies. I am Kalyth and I lead this platoon, what's left of it. We are the Turquoise Spear, oath-sworn to scout the Mournland for relics. These are my halfling little-brothers Dortle-Lynn and Grezan."
She perks up at the mention of a Docent. "Such a valuable relic is a Docent. We know of a small stockpile in Ialos, the village over there. If we could get our hands on that many Docents, we could sell them for a small fortune. I know of a black market, just outside of the Mounrlands."
"Ialos is teeming with rogue warforged. It might not be worth it for us to go back and try to take them by force. We've been savaging for days out here but it's slim pickings."
Kalyth’s Secret. Kalyth admits that in the aftermath of the Day of Mourning, she lost several valuable magic items and a purse full of gold that she could’ve used to stave off the veterans’ current financial plight. The items are long gone, and Kalyth fears that the other veterans would reject her—or worse—if they found out she once had the money they desperately need and lost it.
Ialos A windmill towers above this ruined village. The windmill’s sides and blades are reinforced with badly rusted steel plates, and the attached wooden outbuilding is in shambles. Muddy roads separate the mill from the ruined buildings. In the center of a nearby intersection stands an eroded stone statue of a humanoid draped in colorful scraps of cloth.
"I. AM. MERCY. I LEAD THESE PILGRIMS IN THEIR SACRED TASK TO SALVAGE DOCENTS FROM THE RUINS. WE ARE SURROUNDED BY THOSE WHO WOULD STEAL OUR DOCENTS. OVER BY THE BRIDGE ARE CYRAN WARRIORS. THERE ARE ALSO WARMONGERS KNOWN AS THE LORD OF BLADES
Mercy’s Secret. Mercy admits that their best friend has been missing in the Mournland since the Day of Mourning. Weighted with the responsibility of leadership, Mercy has never searched for this friend, a blue-and-red warforged named Filch.
Leaving Ialos, you are able to find and search three War Machines. Each War Machine takes 3 hrs, 1 hrs, 2 hrs and after a successful DC 17 Investigation Check, you know that the Docent in each of them have been removed with tools.
The party is ambushed by warforged warmongers. If you fail a Perception DC 18, you have disadvantage for initiative.
Trystane, Perception 11, Initiative at disadvantage 16
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Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
"Oi!" cries out Talorin as the blade scouts advance. He quickly begins to chant and gesture, unleashing a blast of psychic static on the warforged.
Action:Synaptic Static @ BL1, BS1, BS2 Damage: 1+3+2+2+6+5+1+2 = 22 psychic Save DC INT 20 On a failed save, also have -1d6 to all attack rolls, ability checks, and saving throws for concentration a target may repeat the save at the end of its turn
Potential Reaction:Silvery Barbs on successful saves Priority: Blade Lieutenant, then blade scouts would give advantage to Yurgojin
After loosing his spell he then shouts at the Blade Lieutenant, "Watcha doing, rust bucket? Have your bolts gotten loose, jiggling around in that empty head of yours?"
Bonus Action: Taunt @ Blade Lieutenant As a bonus action you can unleash a string of provoking words at a creature within 60 ft. of you that can hear and understand you. The target must succeed on a WIS saving throw (DC 18) or it has disadvantage on attack rolls against targets other than you until the start of your next turn. WIS Save DC 18 Has disadvantage on attack rolls against any target except Talorin until start of Talorin's next turn
If the taunt is successful, Talorin then blows a little raspberry and takes a position further back. Conditional Move: 30ft away from the lieutenant. Want to get it to where the lieutenant is either attacking someone with the taunt disadvantage applying (even if negated by pack tactics for a flat roll) or has to dash towards Talorin.
As the ambush unfolded, Trystane’s instincts flared. He let out a guttural growl, allowing his troll form to take over as his muscles bulged, and his height increased, skin turning rougher and his features more feral. With claws fully extended and crackling faintly with energy, he zeroed in on the Blade Lieutenant, Talorin’s taunt ringing in his ears.
Moving with lethal purpose, he charged forward, claws raised high. Closing the distance in a flash, he slashed down with both hands, aiming to tear through the warforged’s metal and wood frame. His strikes were swift and powerful, a deadly flurry aimed to dismantle his enemy piece by piece. With a low snarl, he muttered, “Let’s see what you’re made of, scrap heap.”
Bonus: Hybrid Transformation Action: two unarmed strike attacks against the Lieutenant 1st hit 22 for 18 slashing damage 2nd hit 22 for 14 slashing damage
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Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Necyra, with a graceful movement, unfurled her wings and soared into the air, ascending to a height of thirty feet. From her aerial vantage point, she could see the battle unfold below. The Warforged, their metallic forms gleaming in the dim light, were formidable opponents. As the battle raged, Necyra called upon the power of nature, summoning a Hawk Spirit to watch over her allies. The ethereal creature, with its keen eyes and razor-sharp talons, hovered above Yurgojin and Trystane, granting them advantage on their attacks and improving their perception. With the Hawk Spirit's aid, the party would have a significant advantage in the battle.
Druid's Spirit Totem: Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
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Last to know and first to be blamed...
As a free action, can I regret my life choices?
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Necyra let out a whoop of victory as the Hertilod fell, its lifeless form a testament to the party's skill and determination. She soared through the air, her laughter echoing through the chamber. With a triumphant grin, she descended towards the fallen creature, her eyes fixed on the location where the Rod of Seven Parts (Second Piece) was hidden. Using her Mage Hand spell, she summoned a spectral hand that reached into the Hertilod's decaying flesh. After a moment of searching, the hand emerged, clutching the precious artifact. Necyra held the second piece of the Rod of Seven Parts aloft, her eyes filled with a sense of accomplishment. The journey had been arduous, but the reward was worth it. With this piece in their possession, they were one step closer to stopping Vecna.
As she approached the portal, she couldn't help but feel a surge of excitement. With a determined look, she stepped through the portal, her body enveloped in a swirling vortex of light. As she emerged in the Sigil Sanctum, she was greeted by the familiar faces of the three great mages (Alustriel, Tasha, and Mordenkainen). "We did it!" she exclaimed, her voice filled with joy. "We have the second piece of the Rod of Seven Parts."
Last to know and first to be blamed...
As a free action, can I regret my life choices?
As the hertilod finally collapsed, Trystane stood over its massive form, his breathing heavy but steady. His claws were still crackling with faint arcs of lightning, and a satisfied smirk tugged at his lips. The battle had been brutal, but they had overcome it. He flexed his fingers, feeling the strain of the fight leave his body as the adrenaline faded. "That thing was a tough one," he muttered, wiping the hertilod's blood from his claws. Watching Necyra summon the second piece of the Rod of Seven Parts from the creature’s remains, he felt a sense of relief. One more step forward in their mission, one more victory against the looming threat of Vecna.
As they stepped through the portal and returned to the Sigil Sanctum, Trystane glanced at the familiar sight of the great mages. He stood quietly as Necyra proclaimed their success, a faint smile on his face. While he wasn’t one for grand declarations, the sense of accomplishment was palpable. "We've got the second piece," Trystane said simply, his voice steady. "But the real fight's still ahead of us." He nodded toward the mages, his eyes glinting with determination. "Let’s make sure we’re ready for it."
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
"Yes... definitely a tough one," Bridgette says with a smile. "Good thing we proved to be just a bit tougher..."
She doesn't have much else to say to the mages... she's just extremely impressed with her party's teamwork.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Talorin bids farewell to the castaways and helps the party navigate with his portal compass. Pulling from his kender personality he goes, "Was it tough? I think it just showed we're even tougher." he has a mischievous smile on his face as he speaks. He clinks the rod he's holding with the one in Necyra's hand as a toast to the party's victory. When Trystane speaks of the real fight being ahead of them he feels a beaming sense of pride in the party's abilities.
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, 5/23/25, Immaculate Mary
Returning to The Wizards Three, with both the Rod of Seven Parts (First Piece) and the Rod of Seven Parts (Second Piece). Mordenkainen immediately grabs the second rod and exclaims, "I have attuned my model of the multiverse to help us locate the next piece of the rod. Quickly, the adventurer who possesses the first piece, stand with me here, under the model and I will focus on the second piece. With two persons concentrating on locating another fragments at the same time, we should be able to triangulate, expeditiously, the next piece."
Within only a few seconds, the two of you, gripping your piece of the rod and concentrating on the rod's ability to "know the general location of the other piece," thins wisps of arcane threads begin forming on the model, like spider webs or icicles, dripping down cables. A thick string forms around a rough and rusty iron sphere.
"Khorvaire?" Mordenkainan says aloud before breaking concentration, allowing all the threads to splinter and fade. He rushes to the study and pulls out an enormous tome.
Quick Note About Possessing the Broken Rod. The rod can’t be attuned to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be assembled into one piece or disassembled again, each requiring an action, although a partially complete rod doesn’t gain any other abilities. Additionally, while holding one piece of the broken rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the next dawn.
Mordenkainan skims through the book and says, "Ah, it's been a while since I've visited Khorvaire. See here, this map shows the precise location and country that the rod was pointing to on the model. A long forgotten kingdom once called Cyre and after the war, people call it the Ruined Wastelands. Scattered throughout the Wastelands are these Iron Colossi called War Machines. The realm of Khorvaire are home to Warforge People, a race of metal and wooden constructs who are magically imbued with life, sentient and able to reproduce. These Warforge are as real as you or me and were created to wage war but since the war is over, they now find meaning in life, like all people throughout every realm."


The Wizards Three decide to cast legend lore and other divination spells to help you prepare for your journey to Cyre. You have several days to prepare and swap out gear.
Quick Note About Character Level and Magic Items: Everyone is now level 13 and you can swap out magic and non-magic gear freely in the downtime that you have, without penalty. Going into the next portal, up to two characters can posses rod pieces, each with a single daily spell.
The Wizards emerge from their research with several facts about the realm.
Lady Alustriel Silverhand says, "We have a wardrobe filled with glamerweave clothing. The fabric made from the cloth is bound with illusion magic, with moving patterns like flames, waves, or falling snow. If you want to blend in with the other humanoids, wearing glamerweave will make you seem like a native to the realm. Or you could wear all black with shrouds. If you aren't wearing extremely bright illusory fashion, then you are morning the dead from the war. These humanoids call Cyre the Mornlands as do most of the natives."
Tasha speaks up, "Mornlands is what they call the kingdom, not Wastelands. That would be a clear giveaway that you are from another realm. Only rifters call this place Eberon or The Ruined Wastelands. And no one calls them Colossi, they were glorious War Machines, powered by these amazing sentient magic items called Docents. It's because of the value and rarity of the Docent race that these War Machines now lay dormant. They cannot function without the pilot Docent, a small magic orb, studded with dragon shards, that speaks and reads certain languages. Attuning with a Docent can be a thrilling experience, some of them have lived long lives and they can serve as translators but also are a wealth of history and knowledge.
Mordenkainen finishes with this bit of knowledge, "I'm opening a Portal to Cyre, at the base of Mount Ironrot. The area is known to be difficult to navigate and filled with a magical and perpetual shroud-like mist. Divination and Teleportation magic is muddled, you may be forced to rely on your eyes to see and your legs for transportation. Come to think of it, once you get there the rod piece may be unable to use divination magic to pinpoint the next rod fragment"
Tasha speaks up, "That's not a problem. If you can find a native Docent, she can use the rod to penetrate the muddled magic of the region. Just acquire a Docent from one of the fallen Colossi or meet one in the small villages scattered throughout the land. Although rare, you should be able to find one and with it, the next rod piece."
Impeded Navigation. In outdoor areas, creatures have disadvantage on Wisdom (Survival) checks made to navigate.
Lightly Obscured. Mist perpetually shrouds outdoor areas, rendering them lightly obscured.
Muddled Magic. Creatures and objects within 1 mile of Mount Ironrot can’t be perceived through magical scrying sensors. Spells or magical effects that would reveal a creature’s or object’s location fail while that creature or object is within 1 mile of the mountain.
Mordenkainen explains, "Portals to Cyre all fail due to the muddled magic. However, there is a large artifact called The Oval which is a landing zone for planar travel. I couldn't open a gate any closer to the rod fragment if I wanted to, but linking a portal to The Oval is a trivial matter, that any lesser wizard could accomplish." He winks at Tasha and Alustriel who frown at the implication.
Once you and the rest of the party change your outfits, swap out gear (and level up to 13th level), you pass through Mordenkainen's Gate and appear on the other side of The Oval Portal. You are at the foot of a large mountain, Mount Ironrot and the landscape is scattered with fallen Warforge and War Machines.
Veteran's Camp
A crumbling stone bridge crosses a river of indigo water. Beneath one side of the bridge, soiled leather tents and bedrolls are arranged around a firepit.
You see a small group of soldiers camping on the other side of a river. They spot you coming through the portal but don't seem to react or draw weapons.
The huge Oval Portal is an artifact level structure, left over from the war. You start at the base of the map and there is a clear path leading west, across a small bridge to the Veteran's Campsite near the first fallen War Machine.
As Necyra stepped through the portal, she was greeted by the mist-shrouded landscape of the Mornlands. The air was thick with a strange, otherworldly energy, and the towering figure of Mount Ironrot loomed in the distance. She donned the Glamerweave clothing, its intricate patterns shifting and changing, disguising her true identity. With the Rod of Seven Parts (2nd part) clutched tightly in her hand, she prepared herself for the challenges that lay ahead.
As the party approached the group of soldiers, Necyra kept a watchful eye on their movements. She sensed a strange energy emanating from them, a power that was both familiar and alien. Rather than open her big mouth an offer a friendly greeting, she instead chose to merely give the soldiers a curt nod of acknowledgement.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
-------- before heading out -----------
The goodberry rune from Rune Shaper allows an extra casting of the spell.
4 1st level spell slots.
3 2nd level spell slots.
Then could theoretically convert the remaining spell slots for additional sorcery points
3*3 + 3*4 + 2*5 + 1*6 = 37
12 sorcery points + 5 from bloodwell vial after a short rest = 17
37 + 17 = 54
2 sorcery points needed to get another 1st level spell slot
54 / 2 = 27
27 sorcery point slots + 4 natural slots + 3 2nd level slots + 1 rune cast = 35
Can cast goodberry 35 times per day if min-maxing for that. Which is 350 berries each with 4hp of healing due to life cleric for 1,400 hit points worth of healing that can last into the next day.
And furthermore, technically 30 of them would be 5hp due to the scaling of life domain feature since they are 2nd level slots.
But... that also sounds a bit broken...
Not to mention when you also account for the amount of Goodberries boosted by life domain that Necyra can cast too... xD
Talorin casts goodberry the evening before the party readies to head towards Cyre. Using his 4 1st level slots and the rune. He'll also bring two of his mastiffs, Magnus and Maisley, along with.
----------------- Arriving at Cyre -------------------------------
Talorin delights at the glamorweave garments. He takes one his size and sets the illusion of a soaring eagle in motion upon it.
As the come out the other side of the portal he checks his portal compass to see if it points from where they just came as a quick litmus test on if the magical shroud is already interfering.
He has a beaming smile on his face looking over the land with the remains of the giant war machines in the distance while waiting for the rest to arrive.
EDIT: Since there's a lot of overland travel in wide open spaces expected, would this possibly be a case where it could make sense to bring Talorin's Spinosaurus along? Or would the portal Mordekainen opens be too small?
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, 5/23/25, Immaculate Mary
Back at the sanctum, Trystane greeted the wizards with a quiet nod. While the others took to research or meticulously checked their gear, he chose to spend the downtime simply resting, gathering his thoughts and mentally steeling himself for the journey ahead. He sat in a quiet corner, honing his focus, preparing his mind for the challenges to come.
When the time finally arrived, he donned the Glamerweave clothing, feeling the enchanted fabric shift and swirl with dark, muted colors. The illusions moved subtly, mirroring a somber respect for the Mornlands’ history. He ran his fingers over the textured cloth, satisfied with its fit and effect.
As he stepped through the portal, Trystane took in the strange, mist-laden landscape of the Mornlands. The air here was dense, humming with an unnatural energy, and the shadowed bulk of Mount Ironrot loomed over everything. He moved silently beside Necyra, his gaze sweeping the unfamiliar terrain, keenly aware of the fallen War Machines scattered like tombstones around them.
Approaching the veteran soldiers at their camp by the bridge, Trystane returned their silent observation with a curt nod. He kept his distance, letting the tension hang quietly, his posture calm but ready. In this strange land, every step forward felt like entering a new battlefield.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Yurgojin looks at the Glamerweave clothing and looks about at the others. "I don't think this fits over armor, and armor will cover it up. Are you suggesting I go in with no armor?"
Don't worry, there are plenty of scarfs, tabards, and surcoats that can be worn with armor.
After crossing the bridge you are met by Cyran Warriors. "Come to our fire and have some of our meager food supplies. I am Kalyth and I lead this platoon, what's left of it. We are the Turquoise Spear, oath-sworn to scout the Mournland for relics. These are my halfling little-brothers Dortle-Lynn and Grezan."
She perks up at the mention of a Docent. "Such a valuable relic is a Docent. We know of a small stockpile in Ialos, the village over there. If we could get our hands on that many Docents, we could sell them for a small fortune. I know of a black market, just outside of the Mounrlands."
"Ialos is teeming with rogue warforged. It might not be worth it for us to go back and try to take them by force. We've been savaging for days out here but it's slim pickings."
Kalyth’s Secret. Kalyth admits that in the aftermath of the Day of Mourning, she lost several valuable magic items and a purse full of gold that she could’ve used to stave off the veterans’ current financial plight. The items are long gone, and Kalyth fears that the other veterans would reject her—or worse—if they found out she once had the money they desperately need and lost it.
Ialos
A windmill towers above this ruined village. The windmill’s sides and blades are reinforced with badly rusted steel plates, and the attached wooden outbuilding is in shambles. Muddy roads separate the mill from the ruined buildings. In the center of a nearby intersection stands an eroded stone statue of a humanoid draped in colorful scraps of cloth.
"I. AM. MERCY. I LEAD THESE PILGRIMS IN THEIR SACRED TASK TO SALVAGE DOCENTS FROM THE RUINS. WE ARE SURROUNDED BY THOSE WHO WOULD STEAL OUR DOCENTS. OVER BY THE BRIDGE ARE CYRAN WARRIORS. THERE ARE ALSO WARMONGERS KNOWN AS THE LORD OF BLADES
Mercy’s Secret. Mercy admits that their best friend has been missing in the Mournland since the Day of Mourning. Weighted with the responsibility of leadership, Mercy has never searched for this friend, a blue-and-red warforged named Filch.
Leaving Ialos, you are able to find and search three War Machines. Each War Machine takes 3 hrs, 1 hrs, 2 hrs and after a successful DC 17 Investigation Check, you know that the Docent in each of them have been removed with tools.
The party is ambushed by warforged warmongers. If you fail a Perception DC 18, you have disadvantage for initiative.
Blade Scout BS1 init 14
Blade Scout BS2 init 20
Blade Lieutenant BS1 init 7
Talorin
Perception: 20 + 7 = 27
Initiative: 12+1 = 13
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, 5/23/25, Immaculate Mary
Yurgojin:
Perception 23
Init 14
Trystane, Perception 11, Initiative at disadvantage 16
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
13+14+16=43, 8+11+19=38, Players go first
Round 1
Necyra, Bridgette, Trystane, Yurgojin, Talorin << your turn
Blade Scout BS1, BS2
Blade Lieutenant BL1
Necyra:
Perception= 20
Initiative = 4
Last to know and first to be blamed...
As a free action, can I regret my life choices?
"Oi!" cries out Talorin as the blade scouts advance. He quickly begins to chant and gesture, unleashing a blast of psychic static on the warforged.
Action: Synaptic Static @ BL1, BS1, BS2
Damage: 1+3+2+2+6+5+1+2 = 22 psychic
Save DC INT 20
On a failed save, also have -1d6 to all attack rolls, ability checks, and saving throws for concentration
a target may repeat the save at the end of its turn
Potential Reaction: Silvery Barbs on successful saves
Priority: Blade Lieutenant, then blade scouts
would give advantage to Yurgojin
After loosing his spell he then shouts at the Blade Lieutenant, "Watcha doing, rust bucket? Have your bolts gotten loose, jiggling around in that empty head of yours?"
Bonus Action: Taunt @ Blade Lieutenant
As a bonus action you can unleash a string of provoking words at a creature within 60 ft. of you that can hear and understand you. The target must succeed on a WIS saving throw (DC 18) or it has disadvantage on attack rolls against targets other than you until the start of your next turn.
WIS Save DC 18
Has disadvantage on attack rolls against any target except Talorin until start of Talorin's next turn
If the taunt is successful, Talorin then blows a little raspberry and takes a position further back.
Conditional Move: 30ft away from the lieutenant. Want to get it to where the lieutenant is either attacking someone with the taunt disadvantage applying (even if negated by pack tactics for a flat roll) or has to dash towards Talorin.
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, 5/23/25, Immaculate Mary
As the ambush unfolded, Trystane’s instincts flared. He let out a guttural growl, allowing his troll form to take over as his muscles bulged, and his height increased, skin turning rougher and his features more feral. With claws fully extended and crackling faintly with energy, he zeroed in on the Blade Lieutenant, Talorin’s taunt ringing in his ears.
Moving with lethal purpose, he charged forward, claws raised high. Closing the distance in a flash, he slashed down with both hands, aiming to tear through the warforged’s metal and wood frame. His strikes were swift and powerful, a deadly flurry aimed to dismantle his enemy piece by piece. With a low snarl, he muttered, “Let’s see what you’re made of, scrap heap.”
Bonus: Hybrid Transformation
Action: two unarmed strike attacks against the Lieutenant
1st hit 22 for 18 slashing damage
2nd hit 22 for 14 slashing damage
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Necyra, with a graceful movement, unfurled her wings and soared into the air, ascending to a height of thirty feet. From her aerial vantage point, she could see the battle unfold below. The Warforged, their metallic forms gleaming in the dim light, were formidable opponents. As the battle raged, Necyra called upon the power of nature, summoning a Hawk Spirit to watch over her allies. The ethereal creature, with its keen eyes and razor-sharp talons, hovered above Yurgojin and Trystane, granting them advantage on their attacks and improving their perception. With the Hawk Spirit's aid, the party would have a significant advantage in the battle.
Druid's Spirit Totem: Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Last to know and first to be blamed...
As a free action, can I regret my life choices?