B&T Chapter 6: Pretty Dank Tree{s} Report in Gaion | World Anvil
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B&T Chapter 6: Pretty Dank Tree{s}

General Summary

Opening

  • Renamed the carriage to the Bonemobile
  • They make two big ceramic jars of Dragonborn blood
  • Travel for three more days and eventually find Islador; looks like the settlement is 20 ft up. Make their way up the stairs and into a draconic forest metropolis
  • Sees Forest Dragonborns, Kobolds, & Forest Wyverns (wyverns evolved to function like birds of prey)
  • Arrive in the Underbrush District (lower class district, but solid infrastructure) and determine that the upper class districts are closer to the forest canopy, while the lower class districts are closer to the forest floor

Weapons Shop, run by Fharris the Weaponsmaster (gruff Forest Dragonborn male)

  • Stump Hammer (Asspounder): does 2d12 piercing damage upon the target's failed Dexterity Save (if its over 5) or half as bludgeoning damage
  • Dragonspit Longbow: adds 1d6 of draconic essence to successful attacks
  • Sharpjaw: finds several woodland arrows with a magical effect upon shooting
  • Draconius: toxic scimitar (80 gp), handaxe (5 gp), mace (15 gp), two daggers (4 gp), a small knife & leather armor (8 gp). Fharris offers to take 112 gp off the price, but rejects the small knife. Counter offers with 112 gp (bartered goods)+460 gp. Final is 488 gp + bartered goods
  • Draconius asks about Stonius, who Fharris says can be found at the Brawling Branch (fight club in the Underbrush district)
  • Draconius is offered a Silly Stick for 60 gp, counteroffers for 50 gp. Accepts.
  • Noyla asks about the Longbow; offers 450 gp . Counteroffers the shortbow, Fharris offers to take it for 30 gp. Instead, Sharpjaw offers Golden Glaive for an even exchange (450 gp) and succeeds.
  • Sharpjaw asks about the whip, which Fharris demonstrates by whipping the unfortunate kobold customer and turning him into a wooden statue. Valued at 500 gp, adds to the tab for now
  • Sharpjaw asks about longbows, shopkeeper mentions arrows. Sharpjaw attempts to knock price of shortbow up to 100 gp, counters and finals for 75 gp.
  • Sharpjaw is shown arrows: A Vine Grapple arrow (5 gp), a poison arrow (1d6/1d8 poison, 3 gp), an explosive arrow (2d10 thunder, 10 gp).
  • Balcazar asks for throwing knives/stars. Is offered Poison Barkstars (1 gp each, 1d4 piercing plus 1d6 poison, one use). Barters his Chain Mail (75 gp) and is given 75 barkstars.
  • Sharpjaw order: Vine Whip, 10 Explosive, 10 Vine, 20 Poison arrows & 50 regular arrows. Offer: 600 gp plus shortbow, accepts the deal. Shopkeeper trades a 40-arrow quiver for Sharpjaw's 20-arrow quiver.

Herbalist Shop, run by Helgra the Herbalist (old Kobold lady)

  • Helgra shows Noyla the following herbs: Healing Herb (user regains 2d4+2 HP, 50 gp), Greater Healing Herb (user 2d8+4 HP, 90 gp), Master Healing Herb (user regains all HP, 300 gp)
  • Shopkeep shows Sharpjaw the following drugs: Swamp Diesel (indica-leaning strains, true hybrids, & sativas). Sharpjaw asks for an ounce of the highest quality (400 gp). Changes his order to an 1/8th with a Master Healing Herb (60+290 gp=350)
  • Noyla is shown a Poison Herb (1d8 poison damage if they fail a DC 14 Con save, 5 leaves per bulb, 80 gp), and a Greater Poison Herb (2d12 poison, can be applied in a gaseous form as a thrown weapon with range 20/60 ft, 4 per bulb, 400 gp).
  • Noyla orders Greater Poison Herb & two Greating Healing Herbs for 500 gp, succeeds.
  • Master Obu is offered three things: A Sleeping Herb (can be sprayed as a powder, eaten as a leaf, or drank as a potion, knocks them out for 6 hours, sells in a bulb of 5, 100 gp), a Paralysis Herb (can be sprayed as a powder, eaten as a leaf, or drank as a potion, 1 minute of paralysis, sells in a bulb of 5, 100 gp), the Wild Shape Potion (for 24 hours, you can take the form of any animal, only gets one attempt to use a Wisdom or Constitution save to revert back, DC of 14, 300 gp), and the Dragonfeign Potion (for 24 hours, you have a Breath Weapon of your chosen damage type, gets three attacks before it wears off, 240 gp). Master Obu buys it all (740 gp).
  • Draconius buys an 1/8th of the finest Swamp Diesel for 60 gp.

The Brawling Branch (fight club & tavern)

  • The three (Draconius, Fork & Master Obu) finds the Brawling Branch. The bartender offers a wooden bottle of Good Stuff, 8 sp per glass. Draconius & Fork each buy a glass for 8 sp (Fork thought he tipped the bartender 2 sp, but actually paid the proper price)
  • Master Obu pays 3 sp for the Woodsman Ale, the house drink
  • The bartender recommends the fighting ring, headed by Stonius. Draconius heads over and greets the old friend from his village (we learn that everyone from their village has the 'onius' end to their name, after the demon that they worship, Thalonius)
  • Stonius offers a 10 gp buy in for the Bludgeoing League (bludgeoning weapons and fists/feet allowed), but Draconius negotiates for the Experimental Group League (6v6, all weapons & magic are allowed). Whole squad will fight one day from now

Rewards Granted

Additions to Character Inventory

Draconius

  • Asspounder: Wooden Maul, does 2d6 bludgeoning damage and uses Strength for Attack & Damage modifiers. In addition, a wooden spike (starting out as a tree stump and growing to the height of the user) protrudes from the ground beneath the target, who must make a Dexterity saving throw (DC is your spellsave DC) to avoid getting hit. Upon failure, they take 2d12 piercing damage and are stuck at the top of the spike, which gives them disadvantage on Dexterity saving throws until the start of their upcoming turn. They can remove themselves from the spike at the start of their next turn, costing 5 ft of movement. However, if the target succeeds, they take only half the amount as bludgeoning damage and are thrown 5 ft from their initial position. This weapon gets 2 charges of this extra effect, which are expended whenever the user chooses to activate it. Both charges reset after a Long Rest, while 1 resets after a Short Rest
  • Silly Stick: Quarterstaff, does 1d6 bludgeoning damage (1d8 if wielded with two hands) and can use Strength or Dexterity for Attack and Damage Modifiers. In addition, anyone hit by these attacks must make a Wisdom saving throw or have the mental capacity of any animal (chosen by the user) for the duration of their upcoming turn. If the creature was previously sentient and could speak at least one language, they can no longer speak, use ranged attacks, or cast spells (unless they are a Druid who can cast spells in animal form). They can still use melee attacks and will remain loyal to their allies.
  • 1/8th of Swamp Diesel: Finest shit that the Underbrush District of Islador has to offer.

Sharpjaw

  • Vine Whip: Whip made out of plant matter and resembling a vine, does 1d4 slashing damage and uses Strength or Dexterity as the Attack & Damage modifiers. In addition, the target must make a Constitution saving throw (DC is your spellsave DC) or be petrified in wood. While petrified, the creature is incapacitated, aging ceases, any poisons or diseases within them are suspended and they can't be poisoned or diseased again while petrified. Attack rolls against the creature have advantage and the creature automatically fails Strength and Dexterity Saving Throws. As petrified wood, the target has resistance to bludgeoning, piercing, slashing, force, psychic, radiant & thunder damage, is vulnerable to fire damage, and is damaged normally by the others. The target can reroll their Constitution saving throw at the start of each of their turns, which will end their petrification upon success. The effect wears off naturally after a minute. This weapon gets 2 charges of this extra effect, which are expended whenever the user chooses to activate it. Both charges reset after a Long Rest, while 1 resets after a Short Rest.
  • 40-arrow quiver
  • Arrows (50 for himself)
  • Vine Grapple arrows (5): grows a vine rope from the end of the arrow to the bow, no matter how far the arrow is shot. If it hits a creature, the target is grappled and is unable to move farther from the user, and the user can use a bonus action to pull the target up to 10 ft closer to themselves per turn. If the arrow hits a solid surface, the user can tie the other end of the vine to an anchor point and zipline across, costing no movement. The arrows are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials). However, half the arrows expended in combat can be recovered as regular arrows, assuming the player takes the time to gather them after the battle.
  • Explosive arrows (5): adds 2d10 thunder damage with an AoE of 10 ft. Arrows are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials). However, half the arrows expended in combat can be recovered as regular arrows, assuming the player takes the time to gather them after the battle.
  • Poison arrows (10): adds 1d6 poison damage to every arrow that hits. Opponent must make Constitution saving throw (DC is your spellsave DC) or be poisoned for a day. If they succeed on the saving throw, they are immune to the poisoned condition for the next 24 hours. A poisoned creature has disadvantage on Attack rolls and Ability Checks. Arrows are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials). However, half the arrows expended in combat can be recovered as regular arrows, assuming the player takes the time to gather them after the battle.
  • 1/8th of Swamp Diesel: Finest shit that the Underbrush District of Islador has to offer.
  • Master Healing Herb: User regains all HP

Nolya

  • Dragonspit Longbow: adds 1d6 of draconic essence to successful attacks. If the user chooses to fire two arrows from the bow, the damage will be split between both arrows.
  • Greater Healing Herbs (2 leaves/uses): user regains 2d8+4 HP upon ingestion, can be eaten raw or brewed into a potion (takes 2 minutes using 8 fl oz of water & your alchemist tools)
  • Greater Poison Herbs (1 bulb with 4 leaves/uses): 2d12 poison, can be eaten raw, brewed into a potion (takes 2 minutes using 8 fl oz of water & your alchemist tools, can be ingested or applied to a weapon), or applied in a gaseous/powdery form as a thrown weapon (range 20/60 ft). Either way, opponent must make Constitution saving throw (DC is your spellsave DC) or be poisoned for a day. If they succeed on the saving throw, they are immune to the poisoned condition for the next 24 hours. A poisoned creature has disadvantage on Attack rolls and Ability Checks.
  • Vine Grapple arrows (5): grows a vine rope from the end of the arrow to the bow, no matter how far the arrow is shot. If it hits a creature, the target is grappled and is unable to move farther from the user, and the user can use a bonus action to pull the target up to 10 ft closer to themselves per turn. If the arrow hits a solid surface, the user can tie the other end of the vine to an anchor point and zipline across, costing no movement. The arrows are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials). However, half the arrows expended in combat can be recovered as regular arrows, assuming the player takes the time to gather them after the battle.
  • Explosive arrows (5): adds 2d10 thunder damage with an AoE of 10 ft. Arrows are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials). However, half the arrows expended in combat can be recovered as regular arrows, assuming the player takes the time to gather them after the battle.
  • Poison arrows (10): adds 1d6 poison damage to every arrow that hits. Opponent must make Constitution saving throw (DC is your spellsave DC) or be poisoned for a day. If they succeed on the saving throw, they are immune to the poisoned condition for the next 24 hours. A poisoned creature has disadvantage on Attack rolls and Ability Checks. Arrows are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials). However, half the arrows expended in combat can be recovered as regular arrows, assuming the player takes the time to gather them after the battle.

Master Obu

  • Sleeping Herb (1 bulb with 5 leaves/uses): can be sprayed as a powder (thrown weapon, range 20/60 ft), eaten as a leaf, or drank as a potion (takes 2 minutes using 8 fl oz of water & your alchemist tools, can be ingested or applied to a weapon), knocks them out for 6 hours. Targets that cannot be put to sleep by magic (such as those with the Fey Ancestry trait) are immune.
  • Paralysis Herb (1 bulb with 5 leaves/uses): can be sprayed as a powder (thrown weapon, range 20/60 ft), eaten as a leaf, or drank as a potion (takes 2 minutes using 8 fl oz of water & your alchemist tools, can be ingested or applied to a weapon), 1 hour of paralysis. If used in combat, target can make a Strength or Constitution saving throw (DC is your spellsave DC) at the start of each turn they are paralyzed, ending the effect upon success. A paralyzed creature is incapacitated, can’t move or speak, and automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage, and any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
  • Wild Shape Potion: Upon ingestion, transforms the user into an animal of their choice (no limits on Challenge Rating, so long as it carries the "Beast" classification on its statblock) for 24 hours. While in animal form, the user cannot speak or cast spells (unless they are a Druid who can cast spells while in Wild Shape form), but gains all the stats of their chosen animal. If the user wishes to revert back to humanoid form, they must succeed on a Wisdom saving throw, reverting them instantly upon success and forcing them to remain in animal form upon failure. After which, the humanoid will only revert back when the potion wears off or if their animal HP is reduced to 0.
  • Dragonfeign Potion: Upon ingestion, the user gains access to three Breath Weapon attacks (draconic essence of user's choice, can be the same or different for each one) for the next 24 hours. Each attack functions the same as the Dragonborn Breath Weapon.

Balcazar

  • Poison Barkstars (75): Shurikens that deal 1d4 piercing plus 1d6 poison damage. Opponent must make Constitution saving throw (DC is your spellsave DC) or be poisoned for a day. If they succeed on the saving throw, they are immune to the poisoned condition for the next 24 hours. A poisoned creature has disadvantage on Attack rolls and Ability Checks. Attacks & Damage use Strength or Dexterity modifier (Finesse property) and are easily concealed in clothing. Barkstars are expended after each use, but can be studied during downtime and recreated (with the proper ability checks & materials).

Bonemobile (War Carriage)

  • 2 big ceramic jars filled with Reaper Dragonborn blood

Removals from Character Inventory

Draconius

  • 598.8 gp (spent)
  • Toxic scimitar (80 gp value, bartered)
  • Handaxe (5 gp value, bartered)
  • Mace (15 gp value, bartered)
  • Two daggers (4 gp value, bartered)
  • Leather armor (8 gp value, bartered)

Sharpjaw

  • 950 gp (spent)
  • Golden Glaive with 2 radiant charges (450 gp value, bartered for Nolya's transaction)
  • 20-arrow quiver (exchanged for 40-arrow quiver)

Nolya

  • 500 gp (spent)
  • Serpentine shortbow (75 gp value, bartered for Sharpjaw's transaction)

Master Obu

  • 740.3 gp (spent)

Balcazar

  • Chain Mail (75 gp, exchanged for the Poison Barkstars)

Fork

  • 8 sp/0.8 gp (spent on a drink)
 

XP Earned (all characters)

2,100 XP (for expertly exploring the ciy, performing economic transactions, and gaining a Fight Club side quest for the next session through the Brawling Branch)

Character(s) interacted with

  • Fharris (weaponmaster & shopkeeper at the weapon shop)
  • Helgra (herbalist & shopkeeper at the herb shop)
  • Stonius (fight club organizer at the Brawling Branch)
  • Bartender at the Brawling Branch
Report Date
30 Nov 2021
Primary Location
Secondary Location

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