D&D: Song of Fates
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|D&D: Song of Fates|
Meeko Tel (Brendon)|
Mercutio Escalus (Adam)
Takahashi Daichi (Tim)
- 1 Characters
- 2 Notable Loot
- 2.1 Permanent Items
- 2.1.1 Spyglass
- 2.1.2 Drowned Ring
- 2.1.3 Layflat Rug
- 2.1.4 Hat of Vermin
- 2.1.5 Ordine Sage’s Robes (Robe of Useful Items)
- 2.1.6 Shield of the Moon
- 2.1.7 Ward of the Martyr
- 2.1.8 Auntie Sue’s Broom
- 2.1.9 Moon Strike, Short Bow +1
- 2.1.10 Moradin's Long Reach, Glaive +1
- 2.1.11 Thenturian Circlet (Circlet of Blasting)
- 2.1.12 Bloodwell Vial
- 2.1.13 Rapier of Life Stealing
- 2.1.14 Instrument of the Bards (Doss Lute)
- 2.2 Consumable Items
- 2.3 Traded Loot
- 2.1 Permanent Items
- 3 Adventure Progression
- 4 Notes from Last Adventure
- Meeko Tel, Kobold Cleric (archer) [Brendon]
- Mercutio Escalus, Human Fighter (Charlatan Duelist); [Adam]
- Moonglimmer, Fairy Rogue [Erik]
- Prasiolit, Dragonborn Dragon Sorcerer [Ben]
- Solaria, Half-Elf Bard [Lisa]
- Takahashi Daichi, Human Fighter (Samurai) [Tim]
- Threnody, Human Cleric of Kelemvor [Mark]
Sorted by rarity
- Mundane Item
- A spyglass inlayed with mother-of-pearl and held in a specially designed chest lined with purple velvet pillows.
- Magnifies objects at distance.
- Ring, Minor
- The ring has a magical quirk that causes its wearer to experience a recurring nightmare after sleeping for more than 1 hour with the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
- Wondrous Item, Minor
- Originally a rug of smothering, much of the magic has degraded over the years. Now, when thrown on the ground, this rug simply lays itself out flat and occasionally shudders, kicking off dust.
Hat of Vermin
- Wondrous Item, common
- This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
- While wearing this black hat, with two large felt ears, your name is magically written on it in yellow stitching. When you take it off, the name disappears.
Ordine Sage’s Robes (Robe of Useful Items)
- Wondrous Item, uncommon
- This Robe of Useful Items has silk patches of various shapes covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. It has patches for the following:
- • a dagger
- • steel mirror (USED)
- • 10 ft. pole (USED)
- • 50 ft. hempen rope
- • a riding horse (mechanical in nature, otherwise the same) (USED)
- • 4 potions of healing (1 USED)
- • a 1st level spell scroll
- • a bag of 100gp
- This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
Shield of the Moon
- Wondrous Item, uncommon
- This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey.
Ward of the Martyr
- Wondrous Item, uncommon
- This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.
- You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.
Auntie Sue’s Broom
- Wondrous Item, uncommon
- This broom of flying is old, ratty, and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word.
- This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
- You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command word, name the Location, and are familiar with that place. The broom comes back to you when you speak another Command word, provided that the broom is still within 1 mile of you.
Moon Strike, Short Bow +1
- Weapon, Short Bow, Uncommon
- This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows short from this bow appear as bright streaks of moonlight as they fly towards their target.
Moradin's Long Reach, Glaive +1
- Weapon, Glaive, Uncommon
- This glaive is carved with dwarven runes of power and a holy symbol of Moradin, crafted by a now-lost dwarven clan. Used by paladins of Moradin for many years, it was lost during a massive orc invasion and looted. Over the years, it made its way to the Moonsea region via adventurers. It has a minor illusory effect to look like a polearm of the wielder's choice while it is in their possession, but otherwise functions as a glaive. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence.
- Its current wielder causes its appearance to be that of a naginata, a pole-bladed weapon from the far east.
Thenturian Circlet (Circlet of Blasting)
- Wondrous Item, uncommon
- While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with n attack bonus of +5. The circlet can’t be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated.
- This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian.
- Wondrous item, uncommon, (requires attunement by a sorcerer)
- To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
- In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
Rapier of Life Stealing
- Weapon (rapier), rare (requires attunement)
- When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn’t a construct or an undead. You also gain 10 temporary hit points.
Instrument of the Bards (Doss Lute)
- Wondrous Item, uncommon (requires attunement by a Bard)
- An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
- You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), Protection from Poison. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
- You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Potion of Healing (2)
- Potion, common
- A shimmering red and purple liquid held in a hollowed-out urchin shell.
- When you drink it, you are cured for 2d4+2 hit points.
Elixir of Health
- Potion, rare
- When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Potion of Healing, Greater (1)
- When you drink it, you are cured for 4d4+4 hit points.
Conchshell of Shelter
- When the triggering note is played and sustained for six seconds, the shell creates the effect of the Tiny Hut spell. The shell crumbles to dust after being used.
Quaal's Feather Token (Anchor)
- You can use an Action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the Effect. When the Effect ends, the token disappears.
Spellwrought Tattoo (Thorn Whip)
- Wondrous item (tattoo), rarity varies
- Produced by a special needle, this magic tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
- This needle contains one casting of the Thorn Whip spell, with a +3 spell attack roll.
- Thorn Whip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack (+3) against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
- This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Amarantha’s Heart (Dark Shard Amulet)
- Wondrous Item, common (requires attunement by a warlock)
- While you are wearing it, you gain the following benefits:
- • You can use the amulet as a spellcasting focus for your warlock spells
- • You can try to cast a cantrip you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
- This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain.
- Wonderus Item, Uncommon
- This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
- The light has a somewhat stormy, unstable luminescence and the command words are all references to Umberlee.
The Plague Fly (Figurine of Wondrous Power, Ebony Fly)
- Wondrous Item, rare
- This figurine of wondrous power (ebony fly) is an ebony statuette carved into the likeness of a horsefly with the holy symbol of Talona etched into its forehead with three small pieces of inset amber. When it is becomes a creature the marking becomes vivid purple and the pieces of amber seem to have an inner glow.
- A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
- The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
- The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
- Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
- Weapon (warhammer), uncommon
- Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory. Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean...
- Awakening of Fates (played 2/12/22)
- The food shortages in Thentia have gotten worse. THe crops aren't producing as much, and with the Harvest Festival approaching, the government of Thentia is seeking people to investigate the farmlands to find the cause. Popular belief says that there are monstrous beings rampaging the farms, but other powers are afoot...
- Advance to Level 2 at end of adventure
- By the Light of the Moon (Played 2/12/22)
- Storms batter Thentia and the rains are threatening to wash away what little farm land is available. But these are not the only storms to threaten the peace as various powers wage a quiet struggle around the city. Are you brave enough to become an Agent of the Fates?
- A Martyred Heart (played 3/6/22)
- As Thentia’s lighthouse grows dim so too does faith within the city. In the midst of this a priest of Ilmater has been accused of a heinous crime. But is this really the truth of the matter, or are we all just Agents of Fate?
- Advance to Level 3 at end of adventure
- Tangled Woods (played 4/23/22)
- The normally joyous festival of Highharvestide fast approaches the Moonsea but denizens of Thentia are not celebrating. Thanks to recent bad harvests along the River Thent and an increasingly impassible harbor, famine looms. Survival may depend on the arrival of every single larder-laden wagon. Could more trouble than bandits stand between the farmers and the walls of Thentia this season?
- The Lost Apprentice (played 4/23/22)
- The Council of Mages has recently sent a young apprentice out to investigate the strange disturbances that have beset Thentia. It has been several weeks and he has not yet reported back. Is he simply late or is there something more sinister afoot?
- Advance to Level 4 at end of adventure
- Lies in Moonlight (played 5/14/22)
- Love, loss, and lies intertwine as the election of a new WatchLord approaches in Thentia. Political intrigue runs rampant and the lives of several young women are in danger as the Fates draw you in once again.
- (Side Mission) The Typhoon Palace (6/11/22)
- An unnatural storm assaults the area and the PCs are sent to find the source of the storm. An abandoned facility along the Moonsea coasts looks like a place to start looking...
- The Seat of the Ruler (played 7/30/22)
- Election time in Thentia is here! With the recent, strange events surrounding Thentia, there is a tense contest for the seat of Watchlord of Thentia. The town has divided itself into factions supporting their candidates, and with that, the people ahve been very hostile to each other. On election day, certain key figureheads in the town need to vote, but might need some help getting there...
- Advance to Level 5 at end of adventure
- A Sunk Cost (Played 9/3/22)
- With the election of a new Watchlord, Thentia’s will has been made clear: the infected must be kept from the healthy. Great walls now cut off the Harbor District from the rest of Thentia where the Watchlord promises the ill are being taken care of, but how do they really live?
- Guardian's Scourge (Player 10/8/22)
- Nearly 700 years old, it has outlasted Zhentil Keep and withstood Thar's hordes. Now a new invader threatens to destroy Thentia. The Watchlord struggles to contain the infected while the city's mages race to unravel the enigmas of this disease. Will the Moonsea soon add another ruin to its vast collection?
- Advance to Level 6 at end of adventure
- To Boldly Go
- A strange visitor has arrived in Thentia. Both the Council of Mages and Merchants are interested in speaking with him as things in Thentia have been a bit gloom. Once his business is concluded in town he’ll need an escort back home to the … Feywild.
- Moonlit Waves, Part 1
- The havoc caused by the emergence of the Tarot Cards is not limited just to the lands of Thentia. Many trading vessels lie at the bottom of the harbor, sunk by unknown causes. Today, another attempt is made to raise one of those sunken ships.
- Advance to Level 7 at end of adventure
- Hollow Hopes
- The number of infected have grown. The quarantine is filling with people. One of the former Watchlord candidates, Edea Valkrana, has contacted you asking for help. Discreetly. Rumors of a cure are rampant - saying there is a mysterious figure hiding somewhere in Thentia near the wall. Is it real? Only one way to find out...
- The Hand The Wields
- The Council of Mages is under attack! Karasht Silverflame blames his murdered apprentices on the revival of a strange, almost forgotten local cult. He wants you to capture their leader and end the killing spree. But can his stories about a flying sword that slays on its own possibly be true?
- : Advance to Level 8 at end of adventure
- Moonlit Waves Part 2
- Seireri has been saved! Well, sort of. Her body is still missing and is required to return her from the dead. Where is it and who guards it? Only the Fates know!
- Winding Road to Freedom
- A small community has arisen among the asymptomatic inhabitants of the Forbidden Zone which has brought much needed stability to the area. However, that peace is being threatened by a raving religious zealot. Can the two sides find common ground, or is the Forbidden Zone destined to erupt in barbarity once more?
- Advance to Level 9 at end of adventure
- The Thentia Job
- Deep in Karasht Silverflame’s vault is an item that can control the infected Thentia citizens. Is he storing it for safekeeping or does he have sinister plans? The Selunites have tasked you with retrieving the item and finding out Karasht's plans
- Facades Undone
- In Thentia, the illness seems to have subsided, and there is rioting demand for the walls to come down. However, something lurks in the wall that is a threat to the citizens. See where allegiances lie and find the hidden machinations for those interested in the power of Fate.
- Advance to Level 10 at end of adventure
Notes from Last Adventure
A Sunk Cost
- 2500 gp (625 gp each to Meeko, Moonglimmer, Prasiolit, Takashi)
- The Plague Fly (Figurine of Wondrous Power, Ebony Fly)
Seat of the Ruler
- 400 gp (100 gp each to Meeko, Mercutio, Takashi, Moonglimmer)
- Circlet of Blasting (with +2 Initiative)
- Amarantha's Heart (Dark Shard Amulet)
- Meeko, Mercutio, Takashi, Moonglimmer are all "Guardians of Thentia" (knights) with a circlet for denote rank
Prior to The Seat of the Ruler
Once the trade good were sold and the loot divided, the characters ended up with the following:
- Groop Gear
- Alchemist's Fire (4); Spyglass; 50 foot of rope (10); 4 Chests
- Meeko Tel
- 401 gp
- 401gp, Blank Spellbook, Zakharen Perfume (1 vial), Feather Token, Drowned Ring
- 401gp Zakharen Perfume (1 vial); Driftglobe; Semi-Animated Rug
- Takahashi Daichi
- 316gp Diplomat's Pack, Zakharen Perfume (1 vial)