Tuesday, March 1, 2022

Macros

Not going to kid you, most of these are fine, but I make no guarantees that they are perfect or without problems. They certainly won't damage your game or anything, but they may possibly need a tweak here and there.  I like to keep them all on one page so I can find them and just copy and paste them when I'm putting a game together.  -Regina


 Immunities-Resistances-Vulnerabilites


/w GM &{template:default} {{name=@{selected|token_name}}} {{Resistances=@{selected|npc_resistances}}} {{Immunity=@{selected|npc_immunities}}} {{Vulnerabilities=@{selected|npc_vulnerabilities}}} {{Condition Immunities=@{selected|npc_condition_immunities}}}



CANTRIPS



*cFireBolt120ft

/w GM &{template:default} {{name=Fire Bolt}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d10]]}} {{If Crit :+ Addt'l= [[1d10]] Fire Damage}} {{Description= A flammable object hit by this spell ignites if it isn't being worn or carried.}} {{5th Level to 11th Level Casting=add [[1d10]]}} {{Components=V,S}}


cProduceFlame

/emas @{selected|token_name} produces a mote of flame and hurls it at @{target|token_name}!

&{template:default} {{name=Produce Flame Attack}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Fire Dmg}}


*cProduceFlameAttack30ft

&{template:default} {{name=Produce Flame}} {{attack=[[1d20+6]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}}{{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d6]] Fire Damage}} {{Note=A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you.}} {{Duration=10 minutes}} {{Components=V,S,M}}


*cRay of Frost 60ft

&{template:default} {{name=Ray of Frost}} {{Target=One creature}} {{Duration=Instantaneous}}  {{Attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage=[[2d8]]}} {{If Crit :+ Addt'l= [[2d8]] Cold Damage}} {{Description=A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes cold damage, and its speed is reduced by 10 feet until the start of your next turn.}} {{Components=V,S}}


*cShockingGrasp

/w GM &{template:default} {{name=Shocking Grasp}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Lightning Damage}} {{Description= You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, target cannot take reactions until the start of its next turn.}} {{5th to 11th Level Casting=Add [[1d8]]}} {{Components=V,S}}


*cViciousMockery60ftSee

&{template:default} {{name=Vicious Mockery}}{{Duration=Instantaneous}} {{Saving Throw=WISvsDC14}} {{Description=You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take [[1d4]] psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.}} {{Components=V}}


1st LEVEL SPELLS


1Bane30ft

&{template:default} {{name=Bane}} {{Casting Time & Duration=30 Feet, See,Up to 3 Creatures, Concentration up to 1 minute}} {{Note=Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.}} {{Saving Throw=CHAvsDC15}} {{At Higher Levels=When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.}} {{Components=V, S, M (A drop of blood)}}


1Charm Person30ftSee

&{template:default} {{name=Charm Person}} {{Casting Time & Duration=30 Feet, See, 1 Hour}} {{Note=You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 

When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.}} {{Saving Throw=WISvsDC15}} {{Components=V, S}}


1Color Spray12ftfrmSelf

&{template:default} {{name=Color Spray}} {{Casting Time & Duration=15 foot cone emanating from you,1 Round}} {{Description=A dazzling array of flashing, colored light springs from your hand.

Roll [[6d10]]; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 

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.}} {{Level 2 Slot Cast Add=[[2d10]]}} {{Level 3 Cast Add=[[4d10]]}} {{Components=V, S, M  (Apinch of powder or sand that is colored red, yellow, and blue)}}



1DissonantWhispers60ft

&{template:default} {{name=Dissonant Whispers}} {{Saving Throw=WISvsDC14}} {{Description=You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes [[3d6]] psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. 

A deafened creature automatically succeeds on the save.}} {{2nd Level Casting=Add [[1d6]] to damage}} {{3rd Level Casting=Add [[2d6]] to damage}}


1ExpeditiousRetreatSELFBONUS

/w GM &{template:default} {{name=Expeditious Retreat}} {{Duration=Concentration Up to 10 minutes}} {{Description=This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.}} {{Components=V,S}}


1HellishRebuke60ftREACTION

&{template:default} {{name=Hellish Rebuke}} {{attack=[[1d20+7]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[2d10]]}} {{If Crit :+ Addt'l= [[2d10]] Fire Damage}} {{Note=You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature takes full fire damage on a failed save, or half as much damage on a successful one}} {{Saving Throw=DEXvsDC15.}} {{2nd Level Cast Add=[[1d10]]}} {{3rd Level Cast Add=[[2d10]]}} {{Casting Time=1 Reaction}} {{Range and Duration=60 Feet, See, Instant}} {{Components=V, S}}


1HideousLaughter30ftSee

&{template:default} {{name=Hideous Laughter}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC15}}{{Description=A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. 

A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.}} {{Components=V, S, M (Tiny tarts and a feather that is waved in the air)}}


1HuntersMark

&{template:default} {{name=Hunter's Mark, magic longsword}}{{Hunter's Mark=You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra [[1d6]] damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.}} {{Hunter's Mark Higher Level=When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.}} {{Hunter's Mark Casting Time=1 Bonus Action}} {{Hunter's Mark Duration and Range=1 Hour, 90 feet}}


1MageArmor

/w GM &{template:default} {{name=Mage Armor}} {{Duration=8 hours}} {{Description=You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.}} {{Components=V,S,M (a piece of cured leather)}}


1MagicMissle120ftSee

&{template:default} {{name=Magic Missile}} {{Duration=Instantaneous}} {{attack1=[[1d20+5]]}} {{damage1=[[1d4+1]]}} {{If Crit1 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack2=[[1d20+5]]}} {{damage2=[[1d4+1]]}} {{If Crit2 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack3=[[1d20+5]]}} {{damage3=[[1d4+1]]}} {{If Crit3 :+ Addt'l= [[1d4+1]] Force Damage}} {{Casting Time & Duration=Instantaneous}} {{Description=You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.}} {{Level 2 Slot Cast Add=[[1d4+1]]}} {{Level 3 Cast Add=[[2d4+1]]}} {{Components=V, S}} {{Components=V,S}}


1ShieldSELF

/w GM &{template:default} {{name=Shield}} {{Duration=1 round}} {{Description=An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.}} {{Components=V,S}}


2nd LEVEL SPELLS


2HeatMetal60ft

&{template:default} {{name=Heat Metal}} {{Target=A manufactured metal object that you can see within range}} {{Duration=Concentration up to 1 minute}} {{Saving Throw=CONvsDC14}}{{Description=Choose a manufactured metal object that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[2d8]] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. 

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution Save or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.}} {{3rd Level Cast Add=[[1d8]]}}


2HoldPerson60ftSee

&{template:default} {{name=Hold Person}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC14}} {{Description=The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.}} {{Higher Level Cast=When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.}}{{Components=V, S, M (A small, straight piece of iron)}} {{Components=V,S,M (a small, straight piece of iron)}}


2InvisibilityTOUCH

/w GM &{template:default} {{name=Invisibility}} {{Duration=Concentration Up to 1 hour}}{{Description=A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.}} {{Higher Level Casting=When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.}} {{Components=V,S,M (an eyelash encased in gum arabic)}}


2MirrorImageSELF

/w GM &{template:default} {{name=Mirror Image}} {{Duration=1 minute}} {{Description=Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 [[d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.}} {{Components=V,S}}


2PhantasmalForce60ft

&{template:default} {{name=Phantasmal Force}} {{Description=You craft an illusion that takes root in the mind of a creature that you can see within range. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. 

This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against DC15. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. 

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal [[1d6]] psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking.

The target perceives the damage as a type appropriate to the illusion.}} {{Saving Throw=INTvsDC15}} {{Duration=Up to 1 minute}} {{Components=V,S,M (A bit of fleece]}}



2ScorchingRay120ft

&{template:default} {{name=Magic Missle}} {{Casting Time & Duration=Instantaneous}}  {{Attack1=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage1=[[2d6]]}} {{If Crit :+ Addt'l= [[2d6]] Fire Damage}} {{Attack2=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage2=[[2d6]]}} {{If Crit2 :+ Addt'l= [[2d6]] Fire Damage}} {{Attack3=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage3=[[2d6]]}} {{If Crit3 :+ Addt'l= [[2d6]] Fire Damage}} {{Description=You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.}} {{Level 3 Slot Cast Add a fourth ray=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage4=[[2d6]]}} {{If Crit4 :+ Addt'l= [[2d6]] Fire Damage}} {{Components=V, S}}


2SpikeGrowth150ft

&{template:default} {{name=Spike Growth}} {{Target=20 foot radius centered on a point within range}} {{Duration=Concentration up to 10 minutes}} {{Description=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes [[2d4]] piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.}}



2Suggestion30ft

&{template:default} {{name=Suggestion}} {{Range & Duration=30 Feet, See, Up to 8 Hour}} {{Description=You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. 

Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.}} {{Saving Throw=WISvsDC15}}{{Components=V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)}}


3rd LEVEL SPELLS


3Dispel Magic120ft

&{template:default} {{name=Dispel Magic}} {{Target=One creature, object, or magical effect within range}} {{Duration=Instantaneous}}{{Description=Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. 

For each spell of 4th level or higher on the target, make a WISDOM check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.}} {{Higher Level Casting=When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.}} {{Components=V,S}}


3LightningBolt100ftLine

&{template:default} {{name=Lightning Bolt}} {{Target=Self (100x5-foot line)}} {{Duration=Instantaneous}} {{Saving Throw=DEXvsDC14}} {{Description=A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[8d6]] lightning damage on a failed save, or half as much damage on a successful one. 

The lightning ignites flammable objects in the area that aren’t being worn or carried.}} {{Components=V, S, M (A bit of fur and a rod of amber, crystal, or glass}} 


Abilities


*AcidBreath

/fx beam-acid @{target|token_id} @{target|PC|token_id}

/emas Macterah blasts her foe with a 5'x30' spray of sizzling acid!

&{template:default} {{name=Acid Breath}}  {{damage=[[2d6]]}} {{Saving Throw= DC13vs DEX}} {{note=  Affects each creature in area of exhalation.  A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. 

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.}}




*BardicInspiration

&{template:default} {{name=Bardic Inspiration}} {{Casting=Bonus Action}} {{Duration=Up to 10 Minutes}} {{Description=Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.}}


*CuttingWords60ftSeeREACTION

&{template:default} {{name=Cutting Words}} {{Description=Use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling [[1d8]] and subtracting the number from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. 

The creature is immune if it can’t hear you or if it’s immune to being charmed.}}


Hoardbreaker

&{template:default} {{name=Hoardbreaker}} {{Hoardbreaker Attack=[[1d20+9]] vs. @{target|token_name}'s AC @{target|AC}}} {{Hoardbreaker Damage=[[1d8+4]]}} {{If Hoardbreaker Crit :+ Addt'l=[[1d8]] Piercing Damage}}{{Hoardbreaker=Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.}}





CANTRIPS



*cFireBolt120ft

/w GM &{template:default} {{name=Fire Bolt}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d10]]}} {{If Crit :+ Addt'l= [[1d10]] Fire Damage}} {{Description= A flammable object hit by this spell ignites if it isn't being worn or carried.}} {{5th Level to 11th Level Casting=add [[1d10]]}} {{Components=V,S}}


cProduceFlame

/emas @{selected|token_name} produces a mote of flame and hurls it at @{target|token_name}!

&{template:default} {{name=Produce Flame Attack}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Fire Dmg}}


*cProduceFlameAttack30ft

&{template:default} {{name=Produce Flame}} {{attack=[[1d20+6]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}}{{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d6]] Fire Damage}} {{Note=A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.


You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you.}} {{Duration=10 minutes}} {{Components=V,S,M}}


*cRay of Frost 60ft

&{template:default} {{name=Ray of Frost}} {{Target=One creature}} {{Duration=Instantaneous}}  {{Attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage=[[2d8]]}} {{If Crit :+ Addt'l= [[2d8]] Cold Damage}} {{Description=A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes cold damage, and its speed is reduced by 10 feet until the start of your next turn.}} {{Components=V,S}}


*cShockingGrasp

/w GM &{template:default} {{name=Shocking Grasp}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Lightning Damage}} {{Description= You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, target cannot take reactions until the start of its next turn.}} {{5th to 11th Level Casting=Add [[1d8]]}} {{Components=V,S}}


*cViciousMockery60ftSee

&{template:default} {{name=Vicious Mockery}}{{Duration=Instantaneous}} {{Saving Throw=WISvsDC14}} {{Description=You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take [[1d4]] psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.}} {{Components=V}}


1st LEVEL SPELLS


1Bane30ft

&{template:default} {{name=Bane}} {{Casting Time & Duration=30 Feet, See,Up to 3 Creatures, Concentration up to 1 minute}} {{Note=Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.}} {{Saving Throw=CHAvsDC15}} {{At Higher Levels=When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.}} {{Components=V, S, M (A drop of blood)}}


1Charm Person30ftSee

&{template:default} {{name=Charm Person}} {{Casting Time & Duration=30 Feet, See, 1 Hour}} {{Note=You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 

When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.}} {{Saving Throw=WISvsDC15}} {{Components=V, S}}


1Color Spray12ftfrmSelf

&{template:default} {{name=Color Spray}} {{Casting Time & Duration=15 foot cone emanating from you,1 Round}} {{Description=A dazzling array of flashing, colored light springs from your hand.

Roll [[6d10]]; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 

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.}} {{Level 2 Slot Cast Add=[[2d10]]}} {{Level 3 Cast Add=[[4d10]]}} {{Components=V, S, M  (Apinch of powder or sand that is colored red, yellow, and blue)}}



1DissonantWhispers60ft

&{template:default} {{name=Dissonant Whispers}} {{Saving Throw=WISvsDC14}} {{Description=You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes [[3d6]] psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. 

A deafened creature automatically succeeds on the save.}} {{2nd Level Casting=Add [[1d6]] to damage}} {{3rd Level Casting=Add [[2d6]] to damage}}


1ExpeditiousRetreatSELFBONUS

/w GM &{template:default} {{name=Expeditious Retreat}} {{Duration=Concentration Up to 10 minutes}} {{Description=This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.}} {{Components=V,S}}


1HellishRebuke60ftREACTION

&{template:default} {{name=Hellish Rebuke}} {{attack=[[1d20+7]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[2d10]]}} {{If Crit :+ Addt'l= [[2d10]] Fire Damage}} {{Note=You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature takes full fire damage on a failed save, or half as much damage on a successful one}} {{Saving Throw=DEXvsDC15.}} {{2nd Level Cast Add=[[1d10]]}} {{3rd Level Cast Add=[[2d10]]}} {{Casting Time=1 Reaction}} {{Range and Duration=60 Feet, See, Instant}} {{Components=V, S}}


1HideousLaughter30ftSee

&{template:default} {{name=Hideous Laughter}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC15}}{{Description=A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. 

A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.}} {{Components=V, S, M (Tiny tarts and a feather that is waved in the air)}}


1HuntersMark

&{template:default} {{name=Hunter's Mark, magic longsword}}{{Hunter's Mark=You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra [[1d6]] damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.}} {{Hunter's Mark Higher Level=When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.}} {{Hunter's Mark Casting Time=1 Bonus Action}} {{Hunter's Mark Duration and Range=1 Hour, 90 feet}}


1MageArmor

/w GM &{template:default} {{name=Mage Armor}} {{Duration=8 hours}} {{Description=You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.}} {{Components=V,S,M (a piece of cured leather)}}


1MagicMissle120ftSee

&{template:default} {{name=Magic Missile}} {{Duration=Instantaneous}} {{attack1=[[1d20+5]]}} {{damage1=[[1d4+1]]}} {{If Crit1 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack2=[[1d20+5]]}} {{damage2=[[1d4+1]]}} {{If Crit2 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack3=[[1d20+5]]}} {{damage3=[[1d4+1]]}} {{If Crit3 :+ Addt'l= [[1d4+1]] Force Damage}} {{Casting Time & Duration=Instantaneous}} {{Description=You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.}} {{Level 2 Slot Cast Add=[[1d4+1]]}} {{Level 3 Cast Add=[[2d4+1]]}} {{Components=V, S}} {{Components=V,S}}


1ShieldSELF

/w GM &{template:default} {{name=Shield}} {{Duration=1 round}} {{Description=An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.}} {{Components=V,S}}


2nd LEVEL SPELLS


2HeatMetal60ft

&{template:default} {{name=Heat Metal}} {{Target=A manufactured metal object that you can see within range}} {{Duration=Concentration up to 1 minute}} {{Saving Throw=CONvsDC14}}{{Description=Choose a manufactured metal object that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[2d8]] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. 

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution Save or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.}} {{3rd Level Cast Add=[[1d8]]}}


2HoldPerson60ftSee

&{template:default} {{name=Hold Person}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC14}} {{Description=The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.}} {{Higher Level Cast=When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.}}{{Components=V, S, M (A small, straight piece of iron)}} {{Components=V,S,M (a small, straight piece of iron)}}


2InvisibilityTOUCH

/w GM &{template:default} {{name=Invisibility}} {{Duration=Concentration Up to 1 hour}}{{Description=A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.}} {{Higher Level Casting=When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.}} {{Components=V,S,M (an eyelash encased in gum arabic)}}


2MirrorImageSELF

/w GM &{template:default} {{name=Mirror Image}} {{Duration=1 minute}} {{Description=Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 [[d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.}} {{Components=V,S}}


2PhantasmalForce60ft

&{template:default} {{name=Phantasmal Force}} {{Description=You craft an illusion that takes root in the mind of a creature that you can see within range. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. 

This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against DC15. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. 

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal [[1d6]] psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking.

The target perceives the damage as a type appropriate to the illusion.}} {{Saving Throw=INTvsDC15}} {{Duration=Up to 1 minute}} {{Components=V,S,M (A bit of fleece]}}



2ScorchingRay120ft

&{template:default} {{name=Magic Missle}} {{Casting Time & Duration=Instantaneous}}  {{Attack1=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage1=[[2d6]]}} {{If Crit :+ Addt'l= [[2d6]] Fire Damage}} {{Attack2=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage2=[[2d6]]}} {{If Crit2 :+ Addt'l= [[2d6]] Fire Damage}} {{Attack3=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage3=[[2d6]]}} {{If Crit3 :+ Addt'l= [[2d6]] Fire Damage}} {{Description=You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.}} {{Level 3 Slot Cast Add a fourth ray=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage4=[[2d6]]}} {{If Crit4 :+ Addt'l= [[2d6]] Fire Damage}} {{Components=V, S}}



2SpikeGrowth150ft

&{template:default} {{name=Spike Growth}} {{Target=20 foot radius centered on a point within range}} {{Duration=Concentration up to 10 minutes}} {{Description=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes [[2d4]] piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.}}



2Suggestion30ft

&{template:default} {{name=Suggestion}} {{Range & Duration=30 Feet, See, Up to 8 Hour}} {{Description=You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. 

Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.}} {{Saving Throw=WISvsDC15}}{{Components=V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)}}


3rd LEVEL SPELLS


3Dispel Magic120ft

&{template:default} {{name=Dispel Magic}} {{Target=One creature, object, or magical effect within range}} {{Duration=Instantaneous}}{{Description=Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. 

For each spell of 4th level or higher on the target, make a WISDOM check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.}} {{Higher Level Casting=When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.}} {{Components=V,S}}


3LightningBolt100ftLine

&{template:default} {{name=Lightning Bolt}} {{Target=Self (100x5-foot line)}} {{Duration=Instantaneous}} {{Saving Throw=DEXvsDC14}} {{Description=A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[8d6]] lightning damage on a failed save, or half as much damage on a successful one. 

The lightning ignites flammable objects in the area that aren’t being worn or carried.}} {{Components=V, S, M (A bit of fur and a rod of amber, crystal, or glass}} 


ABILITIES


*AcidBreath

/fx beam-acid @{target|token_id} @{target|PC|token_id}

/emas Macterah blasts her foe with a 5'x30' spray of sizzling acid!

&{template:default} {{name=Acid Breath}}  {{damage=[[2d6]]}} {{Saving Throw= DC13vs DEX}} {{note=  Affects each creature in area of exhalation.  A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. 

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.}}


*BardicInspiration

&{template:default} {{name=Bardic Inspiration}} {{Casting=Bonus Action}} {{Duration=Up to 10 Minutes}} {{Description=Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.}}


*CuttingWords60ftSeeREACTION

&{template:default} {{name=Cutting Words}} {{Description=Use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling [[1d8]] and subtracting the number from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. 

The creature is immune if it can’t hear you or if it’s immune to being charmed.}}


Hoardbreaker

&{template:default} {{name=Hoardbreaker}} {{Hoardbreaker Attack=[[1d20+9]] vs. @{target|token_name}'s AC @{target|AC}}} {{Hoardbreaker Damage=[[1d8+4]]}} {{If Hoardbreaker Crit :+ Addt'l=[[1d8]] Piercing Damage}}{{Hoardbreaker=Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.}}


Back to The Riverport Rebels page.





How to Write Macros for Roll20


This section isn't just for DMs, although DMs will find it very useful. Players can use this technique too. All my players really enjoy having macros pop up when they click on their tokens. You do not need to have a Pro-level subscription or API to use regular macros. You can use them with a free account, even. 

Macros are little bits of custom code you can add to your game that streamlines all kinds of repetitive functions so you spend less time fiddling around with dice and math and looking things up, and more time focusing on the story. 

The picture in this post shows macros across the bottom of the screen. They manage various functions for me with a single click. Across the top of the screen, macros specific to a single token pop up on the screen only when the token is selected. They function the same way. For instance, Atalaya there can shoot her longbow and roll damage with a single click, thus keeping combat fast and exciting and focused more on narrative than mechanics. I don't require my players to use them, but once they started using them, they sure do like them. 

I only require one: and that's the initiative macro. It automatically adds initiative to my tracker without my having to go around the table and bog down the moment by setting up turn order. 


I use them for initiative, for weapon and spell attacks, and to leave myself notes so I don't forget details. It's even possible to make a macro to trigger an animation to accompany a flashy spell. 

It looks complicated at first, but I promise you it's pretty easy once you get the hang of it. These instructions start with how to write a very simple macro, and gets fancier bit by bit. 

Things to remember:

[[ ]] this is where you put your desired dice to be rolled. 

{{ }} This is how you box up your array into a single section of the code. 

= is how you add a title or name to your section if you have a macro with multiple sections. 

&{template:default} before a macro creates a nice, elegant template that is easy to read. 

And keep in mind that if you macro stalls at a specific point, there may be a very hard-to-see space in there that isn't supposed to be. If you have a problem with part of your macro, break it up and run just the first bit, then add the second bit, then the third, until you hit the problem part. Makes it much easier to troubleshoot.


Simple dice roller

This macro will simply roll a twenty-sided die and then and four-sided die:

[[1d20]] [[1d4]]


Simple dice roller with modifiers

This will roll the same dice, but then add your modifiers to the roll. 

[[1d20+4]] [[1d4+2]]


Simple attack macro that labels your rolls

This one does the same thing, but it labels the rolls in the chat.

{{attack=[[1d20+4]]}} {{damage=[[1d4+2]]}}


Attack macro that pulls the target’s Armor Class 

Now we’re getting fancy. This one will roll your attack, but it will also display the target’s AC in the chat with the roll. It will open a box that prompts you to click on the target token.


{{attack=[[1d20+4]] vs. @{target|token_name}'s AC @{target|bar2}}} {{damage=[[1d4+2]]}} {{If Crit :+ Addt'l= [[1d4]] Piercing Dmg}}


*NOTE: This sort of thing gets a little fiddly because you have to tell it where to draw this info from. The bit of code for various functions will be found on the Abilities tab of the character sheets. If you just use tokens the way they are set up when you buy them, this configuration should work, although you may need to test it.)

Attack macro with template

And this one does the same, only it boxes it up nice and neat inside a pretty template. 


&{template:default} {{name=Dagger}} {{attack=[[1d20+4]] vs.  @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d4+2]]}} {{If Crit :+ Addt'l= [[1d4]] Piercing Dmg}}



You don’t ‘have put only numbers into a macro. You can use it as a sticky note to remind you of things you might forget. For instance, Boz, an NPC, has this macro attached to his token, to remind me that he can use his Uncanny Dodge to halve damage against him. Just seeing it up there reminds me, and I can click on it to view the full text in the chat if I need to. 


Sticky Note Macro

&{template:default} {{name=Uncanny Dodge}} {{Description=When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

You can test macros by throwing the code into the chat and hitting enter. You can also just put them into your “abilities” tab and test them there. And third, you can store them in your “macro” section over there in your right-hand column. Look for the section with the three dots and three lines over in the top right-hand side of the column. Click on that icon to open a “macros” section that you can store your macros in. 


Here's a link to a running list of macros I have made for various things. I apologize in advance for the mess.



The map in the picture is made from tile packs:

Village to Pillage: City Walls by Gabriel Pickard (who never disappoints)
Quick Encounters: Cursed Woods by Gabriel Pickard
Vile Tiles: Overgrown Decals by Gabriel Pickard (can you tell who my favorite tile pack creator is?)

One of the many reasons I like Pickard's work is because...well...the roofs come off those houses. 



Letter to Sorrow


Sorrow,

I hope this letter finds you (and Joan) well.

I miss my friend.

During our watches together we talked about anything and everything. We tend to think alike on a lot of things. I miss your warped sense of humor, like mine.

It is just not the same here without you.

You are like a brother to me. A day without you is like a day without coffee, and you know how I love my coffee.

No one is upset with you.

Please consider returning to us soon

Missing you (both)

Macterah

The Tomb of Crossed Words

I picked up The Tomb of Crossed Words by Richard Jansen-Parkesup many years ago, and I've run it for several groups. It's a great one for kids and low-level players. It's not terribly combat-heavy, and it's a great puzzle dungeon!

I've got two regular D&D groups: the Riverport Rebels, which consists of my daughter, my nephew, and my husband, and the Class of '81. When I ran it for the Riverport Rebels, we played in person, and I made up actual hands-on puzzles for the kids to solve. They loved the puzzles so much that it has become my regular DMing style. The Class of '81 plays entirely remotely, so I still do hands-on puzzles, but I translate them for Roll20 use. 

SPOILERS! If you are likely to end up as a player in this module, you should probably skip this next part. 

The premise is pretty straightforward: a monk, Brother Connor, is looking for a party of adventurers to investigate a legendary shrine that was dedicated to learning and writing, but lost to time. Local legend says that fifty years ago, a group of adventurers found the tomb, but met a grim fate. Only one of them stumbled back to the village to tell of it before dying of his wounds. 

 The players must answer a riddle given by a skeletal warrior and choose the correct door to access the tomb. Inside, the players find that all the books and scrolls inside are under a curse, their inks turned to smeared and running black oil. 

Encounters include: 

A room that must be passed through by passing by stone soldiers that block the way by advancing on anyone retreating from them. 

A pool of water containing a water weird and spectral beings that can be dispelled using a hint contained in a riddle. 

A room containing a beholder with amnesia. Not kidding. Having been mindwiped, he's more confused than aggressive. I have run this module at least three times, and been a player (I was along to help a new DM run the module) in it once, and never have the players of any group failed to bring the beholder with them out of the dungeon because they felt sorry for it. The Rebels named it Avalon, and the after they followed suite, the Class found out the Rebels had named the thing already and decided to just keep the name. 

A hidden room containing the Big Bad Boss, who turns out to be the undead leader of the doomed party of adventurers that brought the story to the village fifty years prior. He gives the players a choice...answer my question and fight me alone, or fail and fight me and a swarm of animated skulls. The players may ask 20 questions for yes or no answers to figure out the solution.  Every time I run this, the players scoff that the riddle will be impossible to guess. And no group has ever failed to get it right, and often they do it without even hitting their 20 question limit. Which I love, because I kind of feel like that doing a task you thought you weren't up to is a real confidence booster. 

I tweaked the story to fit the campaign, so the doomed adventurers have become the party of friends from the Elaria's journal. In that story, Elaria had been carried to the village by the mortally injured dwarf, Ingot. He died shortly after arriving, but she survived. Decades later, she returned to the tomb and hid the Eye of Death inside, knowing the cult was no longer there and figuring they wouldn't think to return to look. The specters in the room of the pool are the unquiet and changed ghosts of her friends, and the Big Bad Boss is none other than the leader of the original adventuring party (conveniently named Rufus, to mesh with the story in the module).  

The Class searches one of the libraries and find the relic, The Eye of Death, hidden in a clay urn. They take it and the beholder, and head back to Gillian's Hill. 

Tuesday, October 12, 2021

Non-Player Characters

Grinda is not your average kobold. He is a gentle soul, and dislikes harming anything helpless. He loves to cook and to garden, and his life has changed for the better since ditching his bullying kobold allies and stowing away on the Hond Ebrath. 
Grinda

He is studying to be a druid under the tutelage of Macterah. 

Grinda joined the cast when the players did the module The Brain Gorger's Appetite. He snuck back to the docs and stowed away on their ship. 














Cirilli
Cirilli Finla, who changed her last name to Loravaris, is a fierce, independent teenager, throwing herself passionately into her goal of becoming a ranger. She has become the ward of the ranger, Atalaya, and
is like a daughter to her. She was rescued by the Class of '81 when they found her imprisoned by an evil cult (Against the Cult of the Reptile God), and she swore she'd never go back to her abusive and brainwashed family. 











Sorrow
Sorrow Telenus is a popular tiefling Lore bard from the city of Baldur's Gate. As a teenager, Sorrow went to study under Master Elaria Feywing, along with his best friend, Joan of Gell. Later, he divested himself of his oppressive family and headed back north to Daggerford, where he and Joan befriended Vasilya Boswell and his small caravan of transients. The friendship blossomed into more of a family, and the travelling life suited him, so he stayed on. 











Joan
Joan of Gell, a half-orc ranger from Baldur's Gate, is the best friend of Sorrow and the staunch protector
of Vasilya Boswell's small caravan. Having faced bigotry and prejudice for her orcish heritage all her life, a group that accepted her and her tiefling companion was a something she wasn't willing to lose. She is quiet and stoic, and a loyal friend. 









Seraphina




Seraphina Greenbottle is the halfling den mother of the group. A halfling from the village of Shining Falls, she has taught Grinda a lot about cooking and gardening. She happily takes the youngsters when they are in need of supervision, and always makes sure something is cooking when the group returns home. 

However, no one except perhaps Boz really knows all that much about her. She disappears on mysterious errands and seems to be more in the know regarding political intrigue than your average halfling mom ought to. 





Boz
Vasilya "Boz" Boswell is the de-facto chieftain of his small caravan. A Gur from the Western Heartlands, he possesses his family's trait of precognition, although he has not been trained in how to control it.  

A crime boss put a price on his head in Waterdeep of 500 gp for pulling a sizable score on the turf of a local syndicate without cutting them in. 

The Waterdeep constabulary put a 500gp price on his head for the exact same offense. 

Boz doesn't go to Waterdeep anymore. 





Blue

Bluebell "Blue" Hardcheese works in the Green Goblin Tavern and Inn (an establishment owned and operated by her family) in the town of Daggerford (Riverport). She happened to be at The Smoke Ring Tavern while staying in Underwillow one evening and caught the performance of the band Constant Sorrow (comprised of Tifinin, Sorrow, and Ivar).  So when Tif came into the tavern where she works, she was thrilled and the two became fast friends. 

It's pretty obvious that Blue is smitten with Tif. 






Wil


Wilverax of the Daardendria is a Daggerford soldier that is often stationed in Saltmarsh. He became friends with the Class of 81 when they were tasked with investigating the Abbey Isle off the coast. Seeing that the Class had a rather fetching copper Dragonborn druid among them, he makes a point to try to adjust his work schedule to put him in either Saltmarsh or Daggerford if it means  he can manage a visit with Macterah when she's in town. 

The Friday Night Crew

 

Regina the Dungeon Master
This is Regina, the Dungeon Master. Regina learned to play Advanced Dungeons and Dragons back in High School, a little over 40 years ago, from an amazingly cool math teacher named Paula Hough. She's since learned 5e through playing for years in  Trey Causey's (From the Sorcerer's Skull) Azurth campaign. 

As a kid, she read in the paper that business about the kid "playing games in the sewer and then going nuts and killing himself." 

Even as a kid, she knew something about that story was horseshit. 

She also knew she needed to find someone to teach her that game.



Tifinin the Bard

Tifinin "Just Tifinin" is a Lightfoot Halfling (he wouldn't call himself a "Halfling", though. He prefers to refer to everyone else as "Doublings.") bard of some renown, especially after he saved the music festival in Saltmarsh and wrote a song for and about The Smoke Ring, the tavern in Underwillow. 

Tif is played by a real-life musician and songwriter, who actually occasionally writes and records songs for our game (needless to say, he almost always has some DM-bestowed Inspiration kicking around). This is his first time playing any sort of RPG.

He is a gentle soul, and prefers good food and music to just about anything else, but do not play games with bacon. Because that's the line nobody wants to cross. 



Macterah the Druid
Macterah Danorae is a copper Dragonborn who found herself in Parabor after fleeing violence in the south. She is very protective of her chosen family, and sees closely to their safety and health, often using wild plants and herbs in her craft. 

She is played by someone for whom this is also true in the real world. This is her first 5e campaign.

"Mac" has decided she needed to learn to shoot, so she got her companions to teach her and then practiced and practiced until the DM let her do it.








Ivar the Rogue
Dorian & Llewellyn, the ship's cats
Ivar Greenleaf is a half-elven swashbuckler rogue from Saltmarsh, whose parents believe him to be working on a merchant ship. 

He did work on a ship, that much was true. He just didn't feel the need to elaborate on exactly what kind of ship it was really.

So imagine his delight when a small smuggler's ship came into his and his friend's possession shortly after his old teacher's funeral.

He doesn't even mind it when his brother uses the ship to haul cabbages. 

The person playing Ivar started this whole thing by requesting a D&D game happen. 



Atalaya the Ranger
Atalaya Loravaris is a half-Elven ranger from the High Forest. She is stern and no-nonsense, and is more or less the tank of the group. Inheriting her Wood Elven father's restless nature, she followed in his footsteps and became a ranger, though she also learned much from her mother, a human healer and midwife. 

Atalaya is played by an old gaming friend of the DM's, and though they've played in two other campaigns together over the years (one complete homebrew and one Boot Hill), it's the first time playing 5e.



Wednesday, September 1, 2021

Game Notes: August 13, 2021 At Phylund Lodge

 

Continuation of 7th Day of Kythorn, 1491


After a couple of hours of rest, the adventurers began to stretch and gather their packs as they discussed what to do next.  It was decided that the first priority was finding out what lay through the door the last gnolls had come through.  So carefully pulling the blockade away from the door in the southwest corner of the stable room they were in, they entered another largish room. The first thing that they noticed that as bad as the smells had been in the room they were leaving, this room was even worse.  It stank of wet animals and smoke.  Bones, dried skins, and rotting meat were scattered across the floor.  Atalaya shook her head in dismay as she moved carefully into the room, her bow at the ready, looking for signs of anything living.  She didn’t see anything to shoot at.  She did see a long rectangular table placed in front of a large fireplace.  There were also some chairs scattered here and there around the room, some broken, some upturned.  There were two pillars supporting the ceiling in the center of the room.  The walls were cracked and damp.  There were some faded remains of frescos where the plaster was still attached to the underlying brick wall.   Along the southern wall there was a staircase leading up, with the landing situated above where they had entered the room.  Across the room, on the western wall was a set of double doors.  Two windows revealed another building, a little yard and an outbuilding/shed and what might at one time have been a palisade fence.  

Seeing nothing alarming in this room, the party quietly headed up the stairs until they reached a door at the top.  Listening at the door, the sounds of gnolls talking were heard.  Everyone crept back down the stairs.  A quick survey of the room and Atalaya with help from some of the others upturned the table to provide a barrier to shelter them as they attacked the gnolls they hoped to entice to come down the stairway.  They used the pillars to help keep the table in place. 

Mac and Ivar positioned themselves behind the pillars and the rest of the group moved behind the table.  Once everyone was ready, Tifinin created the illusion of the smells of gnoll foods roasting in the fireplace.  

After a few moments the sound of the upper door opening could be heard.  Two gnolls began creeping down the stairs, sniffing as they went.  Tif added the sounds of pots and spoons banging as if they were preparing more food.  Another gnoll starts to creep down the stairs.  

Macterah steps out from behind the pillar and sends a lightning bolt up the stairs trying to hit the gnolls.  The middle gnoll goes up in flames, turning into a stinking burning mass.  The other two jump off the stairs and try to swat out the flames engulfing them.  

Ivar targets and shoots at one of the two remaining gnolls as Mac sends off a round of magic missiles at the other.  It goes up in flames.  She then sends her remaining missiles at the remaining gnoll.  It also goes up in flames. 

The rest of us hear activity coming from the top of the stairs.  There is a lot of commotion and guttural voices.  Atalaya watches as a gnoll peeks out of the door and starts to head down the stairs.  Seeing the dead gnolls he high tails it back up the stairs and through the door uttering urgent cries in his hideous gnollish language.  

Tif makes an illusion of one of the dead gnolls sitting on the edge of the table chomping on a bone.  

There is a huge clap of thunder that pulses through the room.  Atalaya, Sorrow, Vaz, Ivar and Cirilli stagger as the sound physically explodes across their bodies.  Atalaya, Sorrow and Cirilli were so affected by the noise that they needed several moments to shake off the effect of the sound before they could re-engage in the fight continuing around them.  

Following the thunderclap, the doors on the west side of the room open and Atalaya sees about 4 gnolls entering the great hall.  The first of the gnolls sees Joan and tries to shoot her with his bow and arrow, but misses.

Ivar shoots back at that gnoll and hits him so hard that he goes flying back and is pinned to the wall with Ivar’s arrow.  

Tifinin shoots at a different gnoll using one of his Thunder crossbow bolts, but misses his target.

Mac raises her Wand of Missiles and fires at each of the three remaining gnolls and then ducks behind the table.

Atalaya, picking one of the gnolls threatening them, shoots two of her magicked arrows at him, hitting each time.  This gnoll also goes flying back and is pinned to the wall.  The sound of his head hitting against the wall is heard above the other sounds of mayhem in the room.  Atalaya watches as his dangling feet briefly kick out, trying to dislodge him as he dies and then hangs limply against the wall. 

Sorrow points his finger at one of the remaining two gnolls and in a low intense voice says, “Freeze!”.  The gnoll immediately freezes, remaining as still as a statue.

Cirilli takes a shot at the last remaining gnoll, but still slightly affected by the loud thunderclap, misses her shot. 

Joan, using her longbow, shot two arrows at the gnoll Cirilli had aimed at and “takes him down”.  The last gnoll, the one that had been frozen in place by Sorrow, is killed by an arrow shot into him by Vasilya.   

After picking up their arrows, Atalaya, Joan and Sorrow head up the stairs.   Easing the door open, they see a sitting room.  On the walls of this room are many hooks and rotting wooden frames of various sizes and shapes.  A round table sits in the middle of the chamber, and a rusty suit of decorative plate armor stands on the east wall near the massive fireplace to the north.   To the west is a set of double doors and two doors are closed on the southern wall. Opposite the fireplace on the southern wall is a staircase leading down.  Just north of the staircase is another closed door.  This room looks “semi-civilized.”  

As the trio creeps along the hallway  out of the room (heading north) Vasilya joins them.  Vaz then calls out “Behind us!!”  Within a second of his warning there is another loud sonic thunderclap of sound from behind the party.  As Atalaya recovers and turns to look behind her down the hallway,  she sees a man with a bald head (Thegger Grynn) holding up his hand which is glowing.  

Vasilya turns and shoots an arrow into the magic user as Sorrow, shaking off the stunning from the sound calls out again in his low intense voice “Freeze!”

The bald headed man freezing.  Atalaya walks up towards him as Vasilya pointing at his tattoo says, “He’s a Thayian.  

Atalaya then paralizes him using her wand of paralysis.  Vasilya ties him up as Atalaya gags and blindfolds him.  Opening one of the doors on the south wall of the sitting room near the southwest corner of the room, they find a linen closet.  Atalaya and Vasilya toss the Red Wizard into it and close it back up.  

The double doors on the west end of the sitting room now stand open and appear to be where the Thayian came out of.  Atalaya begins to search his room, finding it to be his bedroom.  

While Atalaya is searching the bedroom Vasilya searches the Thayian.  He jumps as a skeletal hand comes towards him and then grabs him.  Vasilya begins to shiver as the hand grasps him.  Atalaya, hearing the commotion outside the bedroom, rushes over towards Vasilya, her sword out in her hand to try to stab the skeletal hand or otherwise detach it from Vasilya. But as she readies the sword to try to knock it off him, Tif, who heard the sounds of fighting, has rushed up the stairs.  He casts a dispel magic spell and the hand disappears in a mist. 

Vasilya moves away from the door.  Macterah uses a spell and turns her Magic Missile wand into an elemental weapon and shoots the wizard as he lies tied up in the closet.  She then shoots him with a crossbow bolt just to be sure that he is really dead.

While this is happening three more gnolls come upon the group from the hallway they had started to follow towards the north.  

The first gnoll shoots at Joan and misses her.  The second takes a shot at Sorrow and also misses him.  The third, moving a bit more deliberately, takes a moment to actually aim and hits Joan, causing some (9 points worth) damage.  

Joan turns and fires, missing with her first arrow as the gnoll’s arrow grazes along her thigh.  She immediately fires off another arrow with her longbow and this one hits one of the gnolls, who growls and readies another shot.

Vasilya attempts to shoot at the gnolls but fumbles and is more vulnerable to the next attack against him.

Sorrow attempts to cast “Hideous Laughter” on one of the gnolls, but it doesn’t seem to phase the gnoll.

Macterah quickly moves over to Joan and touches her quiver and turns 12 of her arrows into flaming arrows. 

Ivar, pulling out his bow, shoots at the gnolls and misses.

Grinda is hiding behind Tifinin in the corner of the room.

Cirilli moves over to the closet, kicks the door closed and holds her shot until she can get a clear shot at the gnolls.

One of the gnolls tried to shoot Sorrow but instead fell down as he pulled back on the bowstring.  He lands face down on the floor, but has managed to maintain his grasp on his bow.

Another of the gnolls shoots at Joan, but misses her.

Atalaya fires her two thunder arrows at the gnoll who shot at Joan.  He falls down and is pushed back 5 feet.  

A different gnoll shoots at Atalaya and hits her causing minimal damage, just grazing her.


At this time the southern door (not the closet door) opens and three more gnolls are seen entering the room.  

Joan, hearing the door open, pushes past Ivar and shoots with her longbow at one of the new gnolls.  Her second arrow hits causing both piercing damage and fire damage.  She then lets fly a third arrow at one of the gnolls standing next to her initial target, hitting it and causing both piercing and flame damage again. 

Vasilya moves into the room and shoots at the first gnoll that Joan had targeted, but misses him.    

Sorrow targets one of the gnolls and casts Hideous Laughter.  This gnoll starts laughing uncontrollably.  

Macterah casts shots from her magic missile wand at the gnoll that had attacked Joan, and at another of the gnolls. One of the gnolls falls down.  

Ivar, who had hidden in the bedroom, runs out, takes a shot at a gnoll, killing it, and then jumps back into the bedroom.

Grinda, using his shortbow, shoots one of the gnolls, hitting and doing some damage.  Cirilli then shoots at the same gnoll, but misses it. However, the gnoll, looking at the armed party facing him, backs out through the door in the south wall and runs away.  

Tifinin puts on his ring of flying, picks up Grinda and flies to the corner of the room where the fireplace is.

The large hyena-like gnoll takes a shot at Joan, misses her and then falls back through the southern door into the room behind it and closes the door. 

The gnoll that had been laughing stops laughing.

The door that the gnolls had fled through was locked.  Tif casts a “Knock” spell and opens the door.  Behind the door is a trophy room.  This room holds the remains of scores of hunting trophies-- furs, mounted heads, skulls and small beasts stuffed whole-- of which only a few still hang on the walls. Four wooden bookcases, their shelves broken out, have been laid on the floor and filled with grass and furs.  A stairway to the south leads downward. 

Before exploring further, Atalaya, Macterah, Cirilli and some of the others loot the gnoll bodies, finding an equivalent of 68 gp in coins and gems.  

Ivar is actually able to complete the search of the wizard’s bedroom (Phylund Lodge Room 16) that Atalaya had attempted but been called away from.  He finds:  

A desk with a spell book and journal on it, 

A white bowl and a copper cup, 

A black ceramic bowl with a spindle shaped magic lodestone.  


As Atalaya and Mac search the wizard, they find:

A dagger with a faint aura of magic

A potion of healing

An unknown potion

Set of platinum rings set with a black pearl

Keyring with keys


When Ivar tries using the keys on the locked chest it opens revealing what looks to be the wizard’s personal effects (i.e. clothing).

Deciding not to go through the Trophy Room, but rather down the hallway leading to the north they pass a couple of windows, noting nothing of import through them as they pass by.  

The hallway ends at a landing where they see a partially opened door. Deciding that was probably where the gnolls came from, they choose to go through that door.  (The walls of thi s landing are decorated with hundreds of wooden crests bearing the emblems of noble families.  Some crests have been removed, some have fallen to the floor, and all have faded with age and weather.  A large hole in the ceiling explains the weathering of this area.)


Going through the partially opened door they find 4 doors and stairs winding down.  Skipping checking out the closed doors, the group heads down the stairs (and ends up in the Old Keep Hall).  

As they enter the hall, Grinda becomes excited at the traps on the doors he finds, explaining how the spiked wooden planks would come swinging down and crashing into anyone who pushed their way through the doors into the room they were now in.  There are 3 doors in the room and traps on each of them.  

The stone walls of this room are bare and aged.  Part of the rune engraved monolith on which the structure is founded is visible in the southwest corner, and a fireplace has been carved into it.  The room contains disorderly piles of containers, as well as rugs, blankets, cloaks, furs, vases and other earthenware.  The stairway they used to enter the room is on the northern wall.  In an alcove to the southeast is a descending stairway.


After looking at the 3 trapped doors, they decide to head down the stairs to see where that will go.  They find there way into a small wine cellar.  Looking around they find several bottles of elvish wine and decide to keep 3 of the bottles for themselves. 


In the east wall of the wine cellar is a door.  Ivar checks it and doesn’t think that it is trapped.  After opening it, they see a hallway that goes east for a short distance and then turns southward.  Tifinin sneaks down the hallway and peeks around the corner to see what he can find there.  He comes back and tells us that there are “things” down there, he’s not sure whether they are alive or undead, but he is sure that he was hearing something down there.  After further listening, we decide that we are hearing creepy doggish/wolfish-like sounds.  We think that there must be more of the hyenas we have seen in other places around the lodge.  Deciding that we really don’t want to get into a fight with a bunch of hyenas in the closed in space of the hallway we head back upstairs into the Old Hall.  

After returning to the Hall we got Grinda, Ivar and Vasilya to untrap the doors leading into that room.  

Tifinin then opened the door on the eastern wall. This led into a kitchen.  This old kitchen had been recently cleaned and put back into use.  Near the fireplace, neatly stored in a wooden casket, are several cooking utensils.  A tarnished copper pan punched with multiple holes hangs on the wall near the entrance.  This kitchen appears to be in pretty good shape and like it has been used recently.  Further searching reveals some edible food.  There is another door in the southeastern corner of the kitchen on the eastern wall.  The door appears to be locked from the kitchen side.  

When Tif tries to open it, it sticks and is hard to push open.  Once he is able to open it he finds that a sack of chestnuts was blocking the door.  We take the bag of chestnuts and add it to our stores. Looking out the door we see hyenas patrolling the yard. We head back into the kitchen and lock the door behind us.

Checking the south and western doors reveal that they also open to the outside.  There is a well outside the south door.  We can also see the rock that the fireplace is carved into from the outside.  We go back into the hall and lock the doors.  

After a little more discussion we head down the stairs to the wine cellar and into the hallway, preparing ourselves to fight the hyenas we expect to find there.  

Mac, Joan and Atalaya lead the way and encounter two wolves.  Mac sends flames at wolf 2.  Wolf 1 bites Mac.  Ivar pushes his way forward and shoots wolf 2 killing it.  

At this point a hyena-like gnoll attacks Macterah but slips on the wolf blood on the floor stumbling as he tries to swing his weapon at Mac.  He recovers and takes a second swing with his halberd.  This swing hits her and she takes 10 points of damage from it.

Vasilya moves forward through the hallway, but doesn’t have a viable shot. 

Sorrow moves from the wine cellar to where the hallway turns south, mentally running through the spells that he might use.  He realizes that he doesn’t have much casting ability left for the day.  He feels that he can cast Vicious Mockery spell and does so.  (But I don’t know what he cast it on.)

Joan, using her flaming arrows that Mac had bespelled earlier, shoots two arrows at the hyena-like gnoll, hurting it.  She then shoots a third arrow at one of the wolves.  It dies. 

Atalaya shoots at the gnoll hitting it with both her shots.  It bursts into flame and we see the demon Baazka leave its body. There is a smell of burning hair in the air around the gnoll. 

Atalaya, Joan and Mac take some damage from the fire as the gnoll bursts into flame.


Once the fighting is over, Atalaya actually looks at the area they have been fighting in.  She sees that the walls of this square room are brick lined.  In the room are three empty barrels and an upturned chest.  The rotting shards and rusty hoops of a few other broken barrels are scattered here and there on the floor. The stench of burning fur lingers in the air of the room.  What is left of the body of the hyena-like gnoll that the demon had been using smolders on the ground 

The room (Phylund Lodge, Room 22) is searched/looted and we find the following:

A small copper pot that holds a pair of worry dice.  And a metal bucket.  They also find 6 gp, 13 sp, and 35 cp.  


Deciding that we had already passed a long day and were tired and hungry and hurting we returned to the Great Hall.  Dinner was made, making use of the kitchen.  After eating, and then resetting the traps on the doors leading into the hall Tifinin and Sorrow cast a Leomund’s Tiny Hut spell, making two safe huts for us to spend the night in.  


GAME ENDS.


Cut Scene: Palace of Heart's Desire

  Cut scene:  Palace of Heart’s Desire, 5th of Flamerule?  Atalaya, her arm around Cirilli’s waist, followed Thinnings through the corrido...