Session 072: Dark Knights in Thornwinds Report
General Summary
NEED TO FINISH & CLEAN UP!! 03/05/2023
Redfall 17, 2023 KC, evening

Show spoiler
I discussed a bit about guilds in Dierde. An opportunity for class and profession progression. This will be a side thing, played by ear and mostly an out-of-session possiblity for character progression.
They are in town for around a week as the crew needs serious R&R due to the attacks and morale issues.
Perception Check
Barlo: 14
Bastion: 1 (8) (on reroll 4 (11))
Calliope: 24
Sas: N.20 (25)
Shadow: N. 20 (32)
So the party has the knowledge given to each individually... Barlo
Bastion
Calliope
Sas
Shadow
In the past few days they have learned that this is a town run by rogues and their guilds, but this is an open secret. Crime is low though because of this. It is a very active port.
To the north is a mass of Coral that breaks the surface of the ocean and blocks much traffic, this is an underwater kingdom -- one that does not trust those on the surface. Thornwinds is about the only place it seems to have any trust with though and so uses its ports to do its only trades with the surface world.
There is a long past of transgressions, wars, and conflicts between the two -- but at some point in the past they finally conceeded to a working and somewhat trust-worthy relationship. There are many corals, pets, seafood, and gemstones only found in that region.
There is a graveyard to the south that periodically must send priests to in an effort to handle the undead. Undead in Dierde can always be problem, and this is why many regions tend to burn the Dead -- but some places tend to not have it as a rampant problem so they may ignore the problem of the undead returning to plague the Living. It seems in Thornwinds they have a place where many are buried that they have not just burned down and so this is how they handle it. Lately it has been getting out of hand.
The two adventurers, Yggdra & Nissa Silverfrond have, at some point, notified Sas W.T. Rayce & Shadow in the Snow that there are rumors of someone matching the description of Garm Pavond in the area. The reports make it seem as if there are multiple versions or people similar to him in multiple places.
Sas would like to learn more of the guilds of herbalism... (and to learn more about Coralhaven)
Shadow wants tattoo guild...
A reminder that the crew needs a break. The party is enroute to Bast, but she has told them she needs them to gain in power before they get there. They are going to the City in a Mirage/Mist. It is over land, which they may want to address how they leave the port.
discussions on Owlbear and crew... A dangerous animal pet is not unheard of in such a place, as long as they show he is trained it should be okay.
discussions on money distribution.
10pp
287gp
100sp
Shadow keeps Arktos close.
The city is mostly humans and halflings, but all races seem to be found near the ports. Rumors of many Beasts and creatures outside of the city.
discussion on how the ship can Fly very high, but can't leave the planet due to a "shield" unless they go to the South where all the dragons seem to live. discussion on how they can use the coin to Teleport.
So the party has the knowledge given to each individually... Barlo
It is possible you have been through this port town as it is the main southport for Aewrun. It is generally peaceful, as it is a hub of the major criminal enterprises that encompass Dierde, which means the Black Hand works out of there as well. They Work in cahoots with other criminal enterprises, most of the names are not exactly "public" and they try to hide their identities much like how The Black Road does. But many are aware of how this port city stays peaceful because of the deeds and deals in the shadows.
There is an underwater civilization to the North where ships cannot pass as the Coral is so big it grows above the ocean in many places. It is well known that the underwater society does not take kindly to anyone who goes into their waters without permission.
It was brought up before a bit how ports Work. There are groups like Black Road and others who Work together with ship captains and adventurers with regards to how goods and things get transported. This also means coins and wealth. It is why your party was given the "black card" it is what allows opportunities at the ports for those of wealth or adventuring backgrounds. The Black Card is what allows you to convert coins into Platinum or Gold or even Gems and if you need other items of wealth as well as put the call out for magic items.
This port used to be a grand port and had a large statue of a warrior fighting a large Dragon that greeted and warned those who came to the large city. At some point, long lost to history it was destroyed, leaving the legs of the warrior, the head of the Dragon, and only a narrow way that ships can go through or risk hitting the submerged statue parts.
At some point before the Great King a band of pirates from Carrune resettled the area, and over time were able to build the area up. With the lands of Dyrt and the knights who train there it became a way to bring goods in and a port for adventurers seeking glory to the west.
You might have come here at times in your youth or with Grognard. It is generally peaceful with rumors of how the true power is from various criminal enterprises.
There is an underwater civilization to the North where ships cannot pass as the Coral is so big it grows above the ocean in many places. It is well known that the underwater society does not take kindly to anyone who goes into their waters without permission.
It was brought up before a bit how ports Work. There are groups who Work together with ship captains and adventurers with regards to how goods and things get transported. This also means coins and wealth. It is why your party was given the "black card" it is what allows opportunities at the ports for those of wealth or adventuring backgrounds. The Black Card is what allows you to convert coins into Platinum or Gold or even Gems and if you need other items of wealth as well as put the call out for magic items.
This port used to be a grand port and had a large statue of a warrior fighting a large Dragon that greeted and warned those who came to the large city. At some point, long lost to history it was destroyed, leaving the legs of the warrior, the head of the Dragon, and only a narrow way that ships can go through or risk hitting the submerged statue parts.
At some point before the Great King a band of pirates from Carrune resettled the area, and over time were able to build the area up. With the lands of Dyrt and the knights who train there it became a way to bring goods in and a port for adventurers seeking glory to the west.
You have learned a bit of history and lore as a Bard and for your future as a representative of your people, so you would know that this was once a grand port city which long ago fell into Ruins. Later resettled by pirates and since then a peaceful (mostly) port city run supposedly by various criminal enterprises.
There is an underwater civilization to the North where ships cannot pass as the Coral is so big it grows above the ocean in many places. It is well known that the underwater society does not take kindly to anyone who goes into their waters without permission.
It was brought up before a bit how ports Work. There are groups who Work together with ship captains and adventurers with regards to how goods and things get transported. This also means coins and wealth. It is why your party was given the "black card" it is what allows opportunities at the ports for those of wealth or adventuring backgrounds. The Black Card is what allows you to convert coins into Platinum or Gold or even Gems and if you need other items of wealth as well as put the call out for magic items.
This port used to be a grand port and had a large statue of a warrior fighting a large Dragon that greeted and warned those who came to the large city. At some point, long lost to history it was destroyed, leaving the legs of the warrior, the head of the Dragon, and only a narrow way that ships can go through or risk hitting the submerged statue parts.
At some point before the Great King a band of pirates from Carrune resettled the area, and over time were able to build the area up. With the lands of Dyrt and the knights who train there it became a way to bring goods in and a port for adventurers seeking glory to the west.
You would know very little of this place, but you are sure you heard it is run by criminals and they keep the peace. As a Tortle from Oth'Mar you would hear a bit from the sailors so you would have also heard a bit of other things:
There is an underwater civilization to the North where ships cannot pass as the Coral is so big it grows above the ocean in many places. It is well known that the underwater society does not take kindly to anyone who goes into their waters without permission.
It was brought up before a bit how ports Work. There are groups who Work together with ship captains and adventurers with regards to how goods and things get transported. This also means coins and wealth. It is why your party was given the "black card" it is what allows opportunities at the ports for those of wealth or adventuring backgrounds. The Black Card is what allows you to convert coins into Platinum or Gold or even Gems and if you need other items of wealth as well as put the call out for magic items.
This port used to be a grand port and had a large statue of a warrior fighting a large Dragon that greeted and warned those who came to the large city. At some point, long lost to history it was destroyed, leaving the legs of the warrior, the head of the Dragon, and only a narrow way that ships can go through or risk hitting the submerged statue parts.
At some point before the Great King a band of pirates from Carrune resettled the area, and over time were able to build the area up. With the lands of Dyrt and the knights who train there it became a way to bring goods in and a port for adventurers seeking glory to the west.
You have learned a bit of history and lore from your fellow Tabaxi in the clan that have traveled here, so you would know that this was once a grand port city which long ago fell into Ruins. Later resettled by pirates and since then a peaceful (mostly) port city run supposedly by various criminal enterprises.
There is an underwater civilization to the North where ships cannot pass as the Coral is so big it grows above the ocean in many places. It is well known that the underwater society does not take kindly to anyone who goes into their waters without permission.
It was brought up before a bit how ports Work. There are groups who Work together with ship captains and adventurers with regards to how goods and things get transported. This also means coins and wealth. It is why your party was given the "black card" it is what allows opportunities at the ports for those of wealth or adventuring backgrounds. The Black Card is what allows you to convert coins into Platinum or Gold or even Gems and if you need other items of wealth as well as put the call out for magic items. I realize now you should have heard of this before⦠but maybe it never made as much sense as it does now that you are exposed to it and the world. You know that many in your clan have discussed this network so you are certain that you can probably get word to another Tabaxi through this network -- but no telling how long it would take the word to get around. Something to think about at any port city though.
This port used to be a grand port and had a large statue of a warrior fighting a large Dragon that greeted and warned those who came to the large city. At some point, long lost to history it was destroyed, leaving the legs of the warrior, the head of the Dragon, and only a narrow way that ships can go through or risk hitting the submerged statue parts.
At some point before the Great King a band of pirates from Carrune resettled the area, and over time were able to build the area up. With the lands of Dyrt and the knights who train there it became a way to bring goods in and a port for adventurers seeking glory to the west.
A discussion on guilds in Dierde
Almost all major settlements have guilds and to be in those professions you must be in the guild. It is possible smaller settlements don't have as strong of a tie to a guild, but if you are found to be practicing without an affiliation it can have consequences. Guilds help protect and gather information for their respective field and to benefit those in the profession. They may have different names, but they are all pretty much connected per field of study. So all Tattoo Guilds are part of the Major Tattoo Guild (not an official name), even if they may call each group a different name. The local groups are "sub guilds". Each Guild would have a major committee made of those from the more powerful guild groups. Guilds look to have 3 main groups. 1 is the main professional group and this is a lifetime commitment and dedication. 2 is an option for those with wealth who contribute coin to keep the guilds going, but offer the wealthy some prestige and notoriety. Finally is the adventurer class, as guilds have historically found them helpful. For one, they can tend to unearth many caches of old wealth and this is a way to curb inflation and to bring in revenue, but adventurers are a class of citizen who can do great deeds to benefit the guilds as well. in Thornwinds they learn of The Verdant Hand and The Etched Canvas, as well as The Illusive Symphony. To join it costs 500 gp, with a 100 gp/year fee. Additionally it is required to check in at least 1x a year (not a hard rule if due to adventuring issue) where you show what you have done and have an opportunity to learn something new (no more than 6x a year). You get discounts on tools or necessary things for profession, if bought through guild (generally only large cities). This would also give an opportunity to possibly buy new "recipes" or whatever knowledge is necessary. The DM would pick a few possibilities for the player to choose from. Thieves guilds are a bit different... but there are guilds for professions as well. For the bards, they can network for jobs or to learn of music and history lore. That is how bards Work here, their magic stems from pulling out power from those events and lore to bring to current time. These guilds will break up any non-guild busking or playing. other guilds exist, like bounty hunters (criminals or creatures), merchant guild of Wideberth, money guild of Neyer, Xanathar's Guild.For a Way of Shadow monk, can their Silence be dispelled? A spell is a spell, no matter its source. When you cast a spell through a feature, the spell is subject to the normal spellcasting rules, unless the feature says otherwise. Can permanent magical effects be dispelled? Or are they no longer considered magical effects once permanent? If the effect of a spell becomes permanent, it can be dispelled, unless its description says otherwise (such as in the Wall of Stone spell). Can a spellcaster dismiss a spell after casting it? You canāt normally dismiss a spell that you cast unless (a) its description says you can or (b) it requires concentration and you decide to end your concentration on it. Otherwise, a spellās magic is unleashed on the environment, and if you want to end it, you need to cast Dispel Magic on it. Can you use Dispel Magic to dispel a magical effect like a vampireās Charm ability or a Druidās Wild Shape? Dispel Magic has a particular purpose: to break other spells. It has no effect on a vampireās Charm ability or any other magical effect that isnāt a spell. It also does nothing to the properties of a magic item. It can, however, end a spell cast from a magic item or from another source. Spellsātheyāre what Dispel Magic is about. For example, if you cast Dispel Magic on a staff of power, the spell fails to disrupt the staffās magical properties, but if the staffās wielder casts Hold Monster from the staff, Dispel Magic can end that spell if cast on the target of Hold Monster. There are abilities and other spells that can end or suspend magical effects that arenāt spells. For example, the Greater Restoration spell can end a charm effect of any sort on a target (such as a vampireās Charm or a Dryadās Fey Charm), and a paladinās Aura of Devotion can prevent or suspend such an effect. Three of the most versatile spells for ending certain magical effects are Lesser Restoration, Greater Restoration, and Remove Curse. Can you use Dispel Magic on the creations of a spell like Animate Dead or affect those creations with Antimagic Field? Whenever you wonder whether a spellās effects can be dispelled or suspended, you need to answer one question: is the spellās duration instantaneous? If the answer is yes, there is nothing to dispel or suspend. Hereās why: the effects of an instantaneous spell are brought into being by magic, but the effects arenāt sustained by magic. The magic flares for a split second and then vanishes. For example, the instantaneous spell Animate Dead harnesses magical energy to turn a corpse or a pile of bones into an undead creature. That necromantic magic is present for an instant and is then gone. The resulting undead now exists without the magicās help. Casting Dispel Magic on the creature canāt end its mockery of life, and the undead can wander into an Antimagic Field with no adverse effect. Another example: Cure Wounds instantaneously restores hit points to a creature. Because the spellās duration is instantaneous, the restoration canāt be later dispelled. And you donāt suddenly lose hit points if you step into an Antimagic Field ! In contrast, a spell like Conjure Woodland Beings has a non-instantaneous duration, which means its creations can be ended by Dispel Magic and they temporarily disappear within an Antimagic Field . Can you ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while itās being cast. If successful, Counterspell interrupts the other spellās casting, and that spell fails to take effect. Counterspell works against any spell, regardless of a spellās casting time or duration. With the Ready action, Dispel Magic can be cast in response to another spell being cast, yet Dispel Magic canāt substitute for Counterspell. The main reason is that Dispel Magic removes a spell that is already on a target, whether that target is a creature, an object, or some other phenomenon. Dispel Magic canāt dispel something in advance. If a spell isnāt already present on a target, Dispel Magic does nothing to that target. The best that a readied Dispel Magic can do is dispel a spell immediately after the spell has been cast to prevent it from having any effect after the action used to cast it. For example, on your turn you could say something like this: āI ready Dispel Magic, and if the high priest casts a spell on anyone, I cast Dispel Magic on the target if the spell takes hold.ā If the high priest then cast Hold Person on your companion who fails the save against it, you could unleash your readied Dispel Magic and end Hold Person. Can Dispel Magic end Globe of Invulnerability? Yes, Dispel Magic can dispel the barrier created by Globe of Invulnerability, but not any magical effects that are active inside the barrier. If Dispel Magic targets the magical effect from Bless cast by a cleric, does it remove the effect on all the targets? Dispel Magic ends a spell on one target. It doesnāt end the same spell on other targets. --Sage Advice
Item Rarity | Cost* |
---|---|
Common | 50 gp |
Uncommon | 200 gp |
Rare | 2,000 gp |
Very rare | 20,000 gp |
Legendary | 100,000 gp |
Redfall 20, 2023 KC, evening

t Milestone Experience | 2000 ea Total: 104000 (Next Goal: 120,000 ) t
Rewards Granted

Experience

t Milestone Experience | 2000 ea Total: 104000 (Next Goal: 120,000 ) t
Missions/Quests Completed
Character(s) interacted with
Created Content
2023
10 (Redfall)
Redfall 17-20, 2023 KC
- The Wild Cards get to Thornwinds, and enjoy some down time and learn of how guilds work in the world. As well as pursuit leads towards Garm.
Locations
- The Sleepy Seahorse
- The Howling Gale
- Enchanted trinkets of Coralhaven
- The Captain's Coin
- Carrune
- Ruins
- Straits of Madness
- Dierde
- Oth'Mar
- Eushia
- Dyrt
- Wideberth
- Neyer
- Forlione
- Thornwinds
Items of Note
- Alchemy Jug
- Amulet of Proof Against Detection and Location
- West Molly
- Books
- Ring of Alertness
- Bone
- Lead
- Gold
- Pearl
- Silk
- Wood
- Adamantine
- Coral
- Gem
- Ivory
- Platinum
- The Audacity
Factions
- Coralhaven
- The Illusive Symphony
- The Etched Canvas
- The Black Road
- Wild Cards
- Tattoo Guilds
- Mercantile Company
- The Verdant Hand
- Asathalfinare
Misc
- Redfall
- Living
- Dead
- Illusion
- Abjuration
- City in a Mirage
- Druid
- Bard
- Work
- Crime
- Gate
- Detect Magic
- Conjure Woodland Beings
- Weird
- Remove Curse
- Fly
- Teleport
- Wall of Stone
- Greater Restoration
- Silence
- Dispel Magic
- Antimagic Field
- Fear
- Hold Person
- Scorching Ray
- Hold Monster
- Find Familiar
- Animate Dead
- Bless
- Cure Wounds
- Symbol
- Counterspell
- Globe of Invulnerability
- Lesser Restoration
- Heroes' Feast
Session 72: Dark Knights in Thornwinds Report
Table of Contents

Bastion Bladesinger
/

Sas W.T. Rayce

Calliope Galanodel

Barlo
Chaotic Neutral Tabaxi (Smuggler)
Barbarian 8
Barbarian 8
85 / 85 HP
STR
18
18
DEX
16
16
CON
16
16
INT
10
10
WIS
11
11
CHA
14
14

Shadow in the Snow

Arktos
Report Date
11 May 2024
Primary Location
Secondary Location