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Synopsis[]

In the town of Fairport the party celebrate Pearl's birthday. Then they escort the Mayor of Fairport to meet with the nearby Silver Dragon. The party then travel home and deliver the mead to the tavern. Draconians come to scout out the town, but are stopped from staying overnight in town. A week later some chokers attack the town but are defeated.

Recap[]

22nd July, Year 20 - Birthday Pie in Fairport[]

The party are staying in the inn in Fairport. Hornet the journeyman Dwarf craftswoman visits first thing in the morning to see Kyra. Hornet forgot to tell Kyra about the city of Ipsum to the north who may have an expert wizard who is able to repair golems. Prince Sumya was the prince who ran Ipsum and their wizard, Arcmage Maven. Hornet hadn't seen them since the war 20 years ago so is unsure if Maven is still alive. Before leaving, Hornet mentions offhand that Prince Sumya kept dinosaurs in captivity. Kyra briefs the rest of the party at the table over breakfast.

Tristelle remembers yesterday it was Pearl's birthday. So she goes to the innkeeper and slips them a gold coin, revealing that Pearl is a Tabaxi. The Innkeeper arranges a key lime pie with one candle on it sent out to the party's table. The whole bar join the applause as Pearl becomes the centre of attention. Tristelle performs happy birthday on her lyre. Pearl had been trying to keep a low profile and becomes embarrassed by the situation.

The party meet with messenger who takes the party to Mayor Leftrin at the Mayor's Office on the matter of the silver dragon Silvanothernis. Tristelle remembers she forgot to bring up the matter of the tribute that Silvanothernis had requested to the Mayor when they met last. The Mayor plans to leave with the party to meet with the dragon, leaving her deputy in charge.

22nd July - Meeting with Silver Dragon[]

The party and the Mayor arrive outside the silver dragon's cave in the pass. Silvanothernis isn't outside his cave this time, so Tristelle calls out for him, using Minor Illusion S M 0  Minor Illusion Range  30 feet Concentration  No Casting Time  1 action Duration  1 minute Save   Damage   Target  See text Materials  A bit of fleece You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again.If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete Sounds at different times before the spell ends.If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.If a creature uses its action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature. School  Illusion Classes  Bard, Sorcerer, Warlock, Wizard to make her voice louder. Silvanothernis comes out and greets the Mayor. Silvanothernis explains they are offering their service to keep the pass safe in exchange for a home. Mayor Leftrin agrees.

Mayor Leftrin agrees to pay for the party's room & board while they are in town, then heads back to town.

Pearl asks Silvanothernis about the thin layer of magic that is all over the region. Silvanothernis admits this magic is what drew them to this area from the far north across the mountains. Silvanothernis had been looking for a lair for the past 20 years. Silvanothernis suspects the magical aura is residual from the war that ended 20 years ago. During the war Silvanothernis had lost both his parents. The party agree to keep Silvanothernis informed of any findings they discover regarding the magical field over the land. Silvanothernis admits they are only 45 years old.

Pearl asks how far away the lands to the north are, since Silvanothernis had mentioned last time he had seen Tabaxi there. Silvanothernis indicates on the scale of the map being 3 foot big, then the jungles where the Tabaxi are found are 27.8 feet away to the North-Northwest. Silvanothernis suggests the journey there is very dangerous and would take months.

The party then head back to Fairport.

22nd July - Willy the Merchant[]

The party collect their alpacas from Fairport and head south homeward towards Trog Canyon.

A mile out of town the party encounter a traveling merchant. The merchant is a older gentleman pulling a cart. The man introduces his shop as Willy's Wonderous Shop who travels all the way to Ipsum to collect goods. Pearl asks about the status of Ipsum and Willy admits it isn't good, with the path there going though the Ipsum Woods which is of dinosaurs and lycanthropes. Willy mistakes Pearl as a lycanthrope. Willy sell cinnamon (1 gold per stick) and chocolate (3 gold per bar). Cinnamon can be found in the Ipsum Woods, while the Chocolate is from Halflings further away. Tristelle buys 2 cinnamon sticks and 1 bar of chocolate.

Tristelle asks about getting to Ipsum, and Willy explains he travels there by boat up the river, and gives directions to a hut next to a oaktree where Jezebel & her husband lives who row people up and down the river. 10 gold per person each way.

Pearl pays for their map to be extended for 1 gold. Kyra shows Tristelle the map. Willy stitches on an extension to the existing map, revealing the location of Ipsum and the northern mountain range. The party mention that Silvanothernis the Silver Dragon has moved in near Fairport and Willy thanks the party for the information. Ipsum's Prince has been lost and gangs runs the town. Archmage Maven still lives in the city but is a recluse in their tower.

The party and Willy split ways and the party make the 5 day journey towards Trog Canyon.

27st July - Back Home[]

The posse arrive in Trogg Canyon in the late afternoon. The party get home to find they missed the Summer Solstace Festival and Parade on the 21st.

Today is however is Mayor Barnaby's birthday. There is a party going on in the Mayor's honor at the tavern. Selena the bartender meets the party, glad for the mead they are delivering.

Pearl asks about how the new mine is going and Chester the foreman drunkenly talking about making friends with the miners, but is unsure if he can truly get close to people who work for him due to the power imbalance, especially Mark the miner. Kyra suggests changing the mine into a scrum style organisation without a singular leader.

28th July - Draconian Visitors[]

Wedge wakes up Kyra, explaining 4 Draconians have arrived. Wedge then goes to wake up Tristelle and Pearl. Wedge finds Tristelle awake and drunk in the inn.

The party and the town guard meet with the 4 Bronze Baaz Draconians at the edge of town. The party spot a 5th Draconian, a Kapak Draconian (Copper), hiding in the distance. The Draconians ask to survey the area. The leader of the Draconians says he is here to confirms the details of the deal the party made with his underling. The Draconians ask to rest in the town's mine.

The party lead the group of 4 Draconians to the mine, with their scout staying distant. Pearl brings up Obsidian the cat, which makes the Draconians curious. Tristelle casts Identify V S M 1  Identify Range  Touch Concentration  No Casting Time  1 minute Duration  Instantaneous Save   Damage   Target  One object that you must touch throughout the casting of the spell Materials  A pearl worth at least 100 gp and an owl feather You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its Properties and how to use them, whether it requires Attunement to use, and how many Charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it. School  Divination Classes  Bard, Wizard on Obsidian and finds that it has no magic upon it. The lead Draconian requests to take custody of the cat. Kyra politely declines.

After some time the Draconians leaves town up river, along with their 2 hidden scouts. Pearl follows stealthy to make sure they leave. Pearl sees the Dragonians stop a little distance outside of town. After a few minutes of talking one Bronze Draconian hits another Bronze Draconian with their axe in the leg. There is no retaliation. All four bronze draconians then start to head back towards town. Pearl rushes off ahead back to town.

Pearl groups up with the party before the draconians arrive. The draconian leader says one of them, Krag, got injured and ask for hospitality overnight for Krag. Kyra declines to give the draconians hospitality. The four draconians then leave. Pearl again spies after them. This time the draconians actually leave the canyon proper.

After the draconian meeting Tristelle meets with Selena and talks with her about making some Mulled Wine with her cinnamon. Tristelle takes a percent of the profit from the sales of the Mulled Wine.

Kyra checks in at the mine progress but there is nothing new to report.

The party rest for a week.

4th August - Choker Attack[]

Choker 5e

Choker from Mordenkainen's Tome of Foes

On the last day of their 7-day, early in the morning, alarm bells ring out from the temple. The party wake up at their separate homes and equip up. They see several chokers spread across town. The party move to deal with the choker near each of them. 2 on the bridge near Kyra. One of the bridge near Tristelle, one outside a house near Pearl.

Combat: 4? Chokers vs Party

  • Pearl casts Scorching Ray V S 2  Scorching Ray Range  120 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save   Damage  2d6 (Fire) Target  Targets (one or several) within range You create three rays of fire and hurl them at Targets within range. You can hurl them at one target or several.Make a ranged spell Attack for each ray. On a hit, the target takes 2d6 fire damage.At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you create one additional ray for each slot level above 2nd. Higher Spell Slot   When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. School  Evocation Classes  Sorcerer, Wizard on the choker near her, killing it before it could get inside the Jefferson's house. Tristelle goes Invisible S M V 2  Invisibility Range  Touch AoE  Creature touched Casting Time  2 Duration  Special Save  None Damage   Materials  an eyelash and a bit of gum arabic This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable.

    Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.

    Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).

    The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs,etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.

    All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).

    The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
    School  Illusion/Phantasm Source  Players Hand Book page 184
    , the attacks the choker near her from behind. The 2 chokers near Kyra charge towards the Sheriff. Kyra shoots one choker dead with her bow.
  • Tristelle casts Sleep V S M 1  Sleep Range  90 feet Concentration  No Casting Time  1 action Duration  1 minute Save   Damage  5d8 (Hit Points of Creatures) Target  Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures) Materials  A pinch of fine sand, rose petals, or a cricket This spell sends creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.Undead and creatures immune to being Charmed aren't affected by this spell.At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, roll an additional 2d8 for each slot level above 1st. Higher Spell Slot  2d8 When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. School  Enchantment Classes  Bard, Sorcerer, Wizard on the choker she attacked, and it falls unconscious on the ground. The last choker left takes cover from Kyra behind an oak tree. Pearl and Kyra move towards the hiding choker.
  • Tristelle stabs the unconscious choker, waking it up. The hiding choker moves towards the temple. Pearl and Kyra chase after the temple-bound choker.
  • Tristelle finishes off the choker she is fighting with. Pearl and Kyra continue to give chase. Kyra gets ambushed by 3 chokers and grappled by 2 of them. Tristelle moves towards Kyra's spot. Pearl casts Magic Missile V S 1  Magic Missile Range  120 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save   Damage  1d4+1 (Force) Target  A creature of your choice that you can see within range You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the spell creates one more dart for each slot above 1st. Higher Spell Slot   When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. School  Evocation Classes  Sorcerer, Wizard at the chokers holding Kyra, killing one. The wild surge forces Pearl is forced to pivot 180 degrees.
  • Kyra kills the last choker grappling her. Pearl casts Magic Missile V S 1  Magic Missile Range  120 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save   Damage  1d4+1 (Force) Target  A creature of your choice that you can see within range You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the spell creates one more dart for each slot above 1st. Higher Spell Slot   When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. School  Evocation Classes  Sorcerer, Wizard at the last choker. The last choker retreats inside the temple.
  • Inside the temple is the town guard, the golem, and Annabelle. Biggs and Wedge were injured but Annabelle has healed them up. Jesse and Greg the Golem attack the choker, with Jesse getting the killing blow.

End of Combat.

The Town Guard and the Party check the town and find no other chokers.

Experience[]

No experience given this episode.

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