Skip to main content

A Tale of the Thornhold Guard: Taking on the Old Wizard Pharalyn

In the keep, celebrating the recent victory, the party relaxes, having a drink.  The party consists of:

  • Elven Ranger Corrail
  • Half-elf Druid / Rogue Felix
  • Victaerrus Shieldheart, 16 year old girl fighter
  • Khaleel, human cleric of Desna
  • Halfling Ranger Roderick
  • Pinnacle, a human sorcerer
  • Ali, a catfolk monk
The commanders of the Thornhold's hired army comes to the party asking them for a flag to raise in celebration of their victory over the Chtulian star spawn and evil wizard.  The party, in return for allowing her to stay on as part of the keep's staff, has a beautiful flag sewn by the bard Krisora.  The flag is purple with a griffin and seven gold starts.

The bard returns to the party and says that she wished to record their deeds in song and story of the victory at hand, but she needs a name for the party.  The party names themselves the Thornhold Guards, and Krisora is delighted at the name.

Victaerus's mother arrives at the keep with news.  The army at Neverwinter has broken its siege and is no heading for the gnomish city.  Elminster has requested that the party head for the gnomish city.  Vic's mother also suggests that now would be an opportune time to mop up some stragglers from the battle she has found camped at an old ruins two days out from the keep.

The party prepares to leave, when a woman arrives, Miss Agrivar.  She asks to speak to Corrail alone, though the rest of the party is eavesdropping.  She tells Corrail that the Harpers have gotten word that the army is retreating from the Neverwinter siege and heading straight for the gnome city.  The siege on Neverwinter was a ploy to keep Neverwinter's army from interceding in the real assault on the gnome city.  Now the Harpers was Corrail to make sure the city is not destroyed, or if that fails, ensure that he takes possession of the Mace of the Sun.  Someone will meet him in Waterdeep to take possession of the mace, should the city be destroyed.


The party then got in flight on their way to the ruins to take out the stragglers.  Between brooms of flyings, a griffon, and cloak of the bat, all get airborne.  They land and hike in just after midday.  The party gets into position and attacks.  Unfortunately, the wizard has been scrying and knows they are coming.  There is no surprise, and they find themselves immediately under attack.

The monk turns to his rod of wonder, a magical random effect device that doesn't seem to help half the time. Growing a tree, making sparkly lightshows happen between lucky shots of lightning.  The old wizards starts out easy but quickly is angered by the annoying attackers.  The halfling ranger gets pounded by mages.  A group of rogues follows the party members out into the woods and gets slaughtered by Corrail and Khaleel.  Pinnacle wisely fires off spells while ducking back into to cover, so as to avoid getting hit.

Meanwhile another group of rogues chases down the bear and Yuri, the winter wolf.  Felix flies in to attempt to save them, but gets sliced and diced by rapiers and goes down.  The party anxiously awaits to find out if he will live or die.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl

GM Tip: Changing the Effective Font Size in Roll20

I've seen this complaint a few times in roll 20:  can't adjust the font in the chat window.  Unfortunately, they haven't added controls for this yet, at least not at the level of account I have.  For me the font is just too big, but I know for a lot of people it is too small. I am using chrome to do this, but I am sure it will work in other browsers. The method basically allows to increase/decrease the size of the font/controls by about a factor of 2 easily. To increase the effective font size, zoom in with the browser (ctrl-plus), and reduce the zoom on the map, until it is back to the size you want. To decrease the effective font size, zoom out with the browser (ctrl-minus), and increase the zoom on the map until its back to the size you want. The main limit of this is the limited range of the map zoom, which really limited me to fonts doubling to halving in size. Default size with chat font Decrease browser zoom and increase map zoom to reduce font e