The V.A.L.U.E. of Apocrypha

I’m willing to join T3 table, if it’s not available I would gladly partake in Arthilas adventure(T4)

I would also join with a T1/T2

ill be there for either t3 or t4

Hello there!

If there’s space for one more T1 player, I’d gladly join.

Won’t be able to make tomorrow. Hope you all have fun

Unfortunately, I wont be able to join tonight =(

When is the place going to open up? I might be there rather early

Sorry guys I messed up today, I will show up next time. Have a lovely playing night

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I’m running 10 minutes late, sorry

@Mexikorn @Istariel @Takanari @polina @Tequila_Sunset Thanks for playing at my table!

The Professor himself thanks Nike for showing mercy and sparing his life. For what he ha done, he for sure deserved death, he thinks. He will ensure that the book all started with will be returned to the library of candlekeep and uses whatever magic he still has to undo as much destruction he caused as possible.

You, as the heroes, are paid by the Council of the Eight for your deeds of course - everyone gets 10k gold - and you found a lot of magic items either in the tower or on the professor’s body. Everyone can take one of the following:

Moreover, everyone can get one spell scroll of their choice of any spell. Remember the restrictions in regards to who can use spell scrolls.

@Takanari your deeds on this faithful day pleased both Selune and Bahamut. You showed that even people as far gone as the professor still deserve a second chance. You can feel their blessing, their powers. You can also get a Holy Avenger as your magic item for this session. Also, Kalandros is certainly eager to hear your story once you return to the temple.
If you want to keep your Staff of Power as your primary weapon, you can, as a homebrew story reward, use it as a Holy Avenger at my table (basically adding the Holy Avenger abilites to the Staff of Power).

Homebrew Story Rewards

Everyone gets a spell scroll or spellwrought tattoo (essentially works like a scroll, but can be used by anyone) of the spell Conjure Adventurer:

Conjure Adventurer
8th-level Conjuration spell
Casting Time: 1 action
Duration: 1 hour (concentration)
Range: 90 feet
Components: V, S, M (a black board, a sheet of parchment and 1000 gold pieces, which the spell consumes)

You call forth an adventurer to fight at your side. When you cast the spell, you can summon a player character of a level up to your own level. That character can be one of your other VALUE characters or, if another player at your table is fine with it, one of their VALUE characters.

The character is an ally to you and your companions. In combat, the character shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

@Tequila_Sunset, you find the professor’s eldritch tome, which includes the following spells that might be of interest for you (the professor could not use the first one, because he was unable to draw power from Hadar after you destroyed the first shrine/tower):

Gateways of Hadar
8th level Conjuration spell
Casting Time: 1 action
Duration: 10 minutes (concentration)
Range: 500 feet Components: V, S, M (two pickled octopus tentacles)

You open two gateways to the dark between the stars, a region infested with unknown horrors. Two 20-foot-radius spheres of blackness and bitter cold appear, centered on two points within range and lasting for the duration. These voids are filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The voids create a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 6d6 cold damage and is pulled 10 feet towards the center of the area… Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 6d6 acid damage as milky, otherworldly tentacles rub against it.

In addition, when you enter one of the areas, you can spend 5 feet of movement to teleport to the other area, traveling through the void as if it was a wormhole, appearing in an unoccupied space within 5 feet of it.

Hungry Pit
5th level Conjuration spell
Casting Time: 1 action
Duration: 1 minute
Range: 120 feet
Components: V, S, M (a shovel and a wolverine’s tooth)

You create a 10-foot-by-10-foot extradimensional hole with a depth of 60 feet. You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Dexterity saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Dexterity saving throw to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as Repelling Blast) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. In addition, each creature that starts its turn in the pit must make a Strength saving throw, taking 5d6 bludeoning damage on a failure or half as much on a success, as the pit contracts and then returns to its normal size, just like the maw of an eldritch horror.

A creature can use its action to climb out of the pit by succeeding on a Strength (Athletics) check agaist your spell save DC. Creatures with a flying or climbing speed do not need to make the ability check. Creatures that die within the pit are consumed, leaving no trace behind. When the duration of the spell ends, living creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

At Higher Levels. When you cast the spell with a spell slot of 6th level or higher, the pit’s depth increases by 10 feet and the damage creatures take at the start of their turn increases by 1d6 for each slot level above 5th.

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@Arthilas Just to be clear: I was using a staff of striking, not a staff of power. Which I am happy to improve to a holy avenger.

In my kanon this is a combination of my sunblade and the staff itself with a blessing of two gods.

@cat4laugh Did you ever give us adventure rewards? I had to leave early so if you gave them after the adventure, I didn’t see them

Thank you for showing up to Vanishing Volumes and helping the library of Candlekeep retain it’s most crucial text and integrity.

Your rewards for successfully sneaking out the paper drake are as follows: @Diistract @Akamigo @JadedTrekkie @Valzon 100gp, a spell scroll of levitation (a page left over by the swarms of animated books) And the choice between

  • A hat of Comprehend Languages (the paper drake sits inside and whispers the translations to you)
  • A barrier tattoo (small)

Thanks for playing! and thanks for the reminder @JadedTrekkie

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I was part of that adventure too, so… does this apply to me too?

Yes!

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Alrighty! Thanks again for having me!

holy shit, kled can speak lizard now :lizard:

Arguably kled can speak lizard thanks to another lizard… Made of paper…:smiley:

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