376 lines
19 KiB
HTML
376 lines
19 KiB
HTML
<!--
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title: Session56 Moratti Tower Notes
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description:
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published: true
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date: 2023-02-23T13:49:16.528Z
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tags: game-master, session 56, 56
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editor: ckeditor
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dateCreated: 2023-02-22T16:48:17.330Z
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-->
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<h2>Items given by Navara:</h2>
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<ul>
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<li>Gemstones containing spells.<ul>
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<li>2x Knock</li>
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<li>2x Silence (to be used in conjunction with Knock)</li>
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<li>2x Dispel Magic</li>
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</ul>
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</li>
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<li>Items:<ul>
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<li> </li>
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</ul>
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</li>
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</ul>
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<h2>Abjuration spells with components:</h2>
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<ol>
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<li>Cantrips:<ol>
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<li>Blade Ward (Cantrip) - Resistance to bludgeoning, piercing, and slashing damage</li>
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<li>Resistance (Cantrip) - Add d4 to one saving throw<ol>
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<li>Material: Miniature cloak</li>
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</ol>
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</li>
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</ol>
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</li>
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<li>Leveled:<ol>
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<li>Absorb Elements</li>
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<li><mark class="pen-green">Alarm</mark>
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<ol>
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<li>Materials: Tiny bell and a piece of fine silver wire</li>
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</ol>
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</li>
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<li>Armor of Agathys<ol>
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<li>Material: A cup of water</li>
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</ol>
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</li>
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<li>Ceremony<ol>
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<li>Materials: 25gp of powdered silver, which the spell consumes</li>
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<li>Mage Armor</li>
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</ol>
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</li>
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<li><mark class="pen-green">Arcane Lock</mark>
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<ol>
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<li>Materials: Gold dust worth at least 25gp, which the spell consumes</li>
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</ol>
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</li>
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<li>Warding Bond</li>
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<li><mark class="pen-green">Counterspell</mark></li>
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<li><mark class="pen-green">Dispel Magic</mark></li>
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<li><mark class="pen-green">Detect Magic </mark>(technically divination)</li>
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<li><mark class="pen-green">Glyph of Warding</mark>
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<ol>
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<li>Used to make Rugs on 1st Floor</li>
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<li>Also if no pass-phrase: Glyphs that make explosions etc.</li>
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</ol>
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</li>
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<li><mark class="pen-green">Magic Circle</mark>
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<ol>
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<li>Part of Countermeasure testing?</li>
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</ol>
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</li>
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<li>Nondetection</li>
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<li>Protection from Enerrgy</li>
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<li>Banishment<ol>
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<li>.</li>
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</ol>
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</li>
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<li><mark class="pen-green">Circle of Power</mark>
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<ol>
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<li>Used as part of ritual circles. Large ritual circles are probably a Circle of Power</li>
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</ol>
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</li>
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<li>Dispel Evil and Good</li>
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<li><mark class="pen-green">Forbiddance</mark>
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<ol>
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<li>Prevents teleportation. Permanent effect. Crystals Moretti has allows by-pass specifically at her teleportation circle</li>
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</ol>
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</li>
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<li><mark class="pen-green">Guards and Wards</mark>
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<ol>
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<li>Cast to cover entire area. Permanent effect</li>
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<li>All doors affected by Arcane Lock - unless specifically taken off them.</li>
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</ol>
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</li>
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</ol>
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</li>
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</ol>
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<h2>Materials that May be found:</h2>
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<ul>
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<li><mark class="marker-yellow">Diamonds (Needed by Gate spell)</mark></li>
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<li><mark class="marker-yellow">Powdered Gold (For Imprisonment Spell. Or in this case to revert one)</mark></li>
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<li>Alum soaked in Vinegar (Antipathy/Sympathy)</li>
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<li>Drop of Honey (Antipathy/Sympathy)</li>
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<li>Powdered Iron / Iron Finings</li>
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<li>Clay</li>
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<li>Crystal Class</li>
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<li>Mineral Spheres</li>
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<li>Incense</li>
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<li>Sponge</li>
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<li>Straw</li>
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<li><mark class="pen-green">Mercury. Phosphorus. Powdered diamond. Opal (Needed for Symbol)</mark></li>
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<li>Powdered diamond, emerald, ruby, sapphire</li>
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<li>Loadstone</li>
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<li><mark class="marker-yellow">Forked metal rods (Needed for Plane shift)</mark></li>
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<li>Bat Guano</li>
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<li>Sulfur</li>
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<li>Quartz</li>
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<li>Ointment for the eyes (made of mushroom powder. Saffron, and fat)</li>
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<li>Magnifying glass</li>
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<li>Fleece</li>
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<li>Crystal Sphere</li>
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<li>Snake tongue</li>
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<li>Honeycomb</li>
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<li><mark class="marker-yellow">Brimstone and oil. Knotted string. Monster blood. Small silver rod (Needed for Guards and Wards)</mark></li>
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<li>Lime</li>
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<li>Tiny Bell</li>
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</ul>
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<p> </p>
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<ul>
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<li>Fine Silver Wire</li>
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<li>Morsel of food</li>
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<li>Blood from different creatures</li>
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<li>Bone Dust</li>
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<li>Bat Fur</li>
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<li>Bark (mostly from oak)</li>
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<li>Snakeskin</li>
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<li>Eggshells</li>
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<li>Holy Water</li>
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<li>Fur</li>
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<li>Amber</li>
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<li>Incense</li>
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<li>Sulfur</li>
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<li>Phosphorus</li>
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<li>Sand</li>
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<li>Nuts</li>
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<li>Berries (Holly Berry)</li>
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<li>Ruby, Emeralds, Opals, Sapphires, Diamonds, Gold, Silver</li>
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<li>Insense</li>
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<li>Clay</li>
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<li>Wychwood</li>
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<li>Glowworms</li>
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<li>Coal</li>
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<li>Bat Guano</li>
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<li>Copper wire</li>
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<li>Lodestone</li>
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<li>Ink</li>
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<li>Quills/feathers</li>
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<li>Squid tentacles and ink sacs</li>
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<li>Alcohol and distilled spirits</li>
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<li>Various herbs - some dissolved in liquids like alcohol, some have specific parts extracted.</li>
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<li>Tallow</li>
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<li>Brimstone</li>
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<li>Leaves</li>
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<li>Salt - some components, especially biological ones, are also “preserved” in salt.</li>
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<li>Mistletoe</li>
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<li>Seeds - either whole or extracts.</li>
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<li>Monster Blood, body parts, eyes, etc.</li>
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<li>Oils - some infused with other components, such as herbs and monster parts.</li>
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<li>Roots</li>
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<li>Insect parts</li>
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<li>Leather + Cured Leather</li>
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<li>Various ointments</li>
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</ul>
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<h2>Floors quick note:</h2>
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<ul>
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<li>0: Enterance</li>
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<li>1: Basic mass-production/research with assistants area</li>
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<li>2: Rest and relaxation area for guests etc. (Level 5/7)</li>
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<li>3: Smaller private testing area / preparation area / mixing area / curing area (general area to keep components that need to "stay in solution" for a while to dissolve or turn into proper materials etc)<ul>
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<li>Cauldrons, chemistry stuff, storage, barrels for curing things in, etc</li>
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</ul>
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</li>
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<li>4: Multiple arcane preparation areas with ritual sites, smaller in size<ul>
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<li>Magic item creating area as well.</li>
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</ul>
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</li>
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<li>5: Huge central ritual site (sun-dial?)</li>
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<li>6: Countermeasure specific test area</li>
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<li>7: Private Quarters</li>
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<li>8: Teleportation circle and private study, private relaxation area.</li>
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<li>.</li>
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<li>-1: Storage area</li>
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<li>-2: Security floor (guardians against anyone passing)</li>
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<li>-3: Countermeasure test area (i.e. small operating model, with measuring and test devices, etc)</li>
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<li>-4: Test subjects / Secret components and stuff related to Countermeasure development here.</li>
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</ul>
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<h2>Floor by Floor</h2>
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<p>Main types of traps (causes):</p>
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<ul>
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<li>Magical Glyphs</li>
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<li>Magical Sigils</li>
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<li>Non-magical pressure plates</li>
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<li>Traps that react to magic being used</li>
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<li>Traps that react by being seen or heard. (i.e. trigger if someone comes into view)</li>
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</ul>
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<p>Main types of effects:</p>
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<ul>
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<li>Explosions etc</li>
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<li>Dispel magic or counterspell is cast in response to spell being cast</li>
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<li>Animates objects</li>
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<li>Teleportation</li>
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</ul>
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<p> </p>
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<p> </p>
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<ul>
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<li>Many glyphs, sigils, etc placed around the area. If one does not give pass-phrases etc, they'll be active. If given pass-phrase, they'll deactivate for a time.</li>
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</ul>
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<p> </p>
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<h3>Specific Traps and Effects:</h3>
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<ul>
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<li><mark class="pen-green">Guards and Wards (permanent effect)</mark>
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<ul>
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<li>Materials: Burning Incense. Small measure of brimstone and oil. Knotted string. Small amount of Umber Hulk blood. Small silver rod worth at least 10gp</li>
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<li>Effect covers entire tower.</li>
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<li>Causes all Doors to be locks as by Arcane Lock<ul>
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<li>Arcane Lock: (Materials: 25gp of gold dust, consumed by spell). Becomes locked. Password to suppress spell for 1min. Knock suppresses Arcane Lock for 10 minutes. DC for forcing or breaking open door by force, or pick-locking it, increased by 10</li>
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</ul>
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</li>
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<li>Causes Magic Mouth in several locations<ul>
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<li>Components: Small bit of honeycomb. Jade dust worth 10gp which the spell consumes</li>
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<li>Triggers on audible or visual conditions within 30ft, which can be as general or detailed as one likes.</li>
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<li>Spell remains after effect is triggered, to trigger again later.</li>
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<li>Utters message of up to 25 words when trigger condition is met.</li>
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</ul>
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</li>
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<li>Causes entire area to radiate magic.</li>
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</ul>
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</li>
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<li><mark class="pen-green">Forbiddance (permanent effect)</mark>
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<ul>
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<li>Materials: Sprinkling of holy water. Rare incense. Powdered ruby worth at least 1000gp (which is consumed on last cast that makes effect permanent)</li>
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<li>Effect on entire tower, except magic circles where Containment experimentation is done?</li>
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<li>Prevents teleportation, including from other planes</li>
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<li>Undeads take 5d10 radiant damage per turn while in the field.</li>
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</ul>
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</li>
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<li><mark class="pen-green">Symbols (Glyphs hidden on surfaces or within objects)</mark>
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<ul>
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<li>Glyph nearly invisible. REquires successful Investigaiton check against spell save DC to be found.</li>
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<li>Triggers can be anything. Can also set cases that prevents triggering, such as saying a password. Saying password to get through locked doors also disables glyphs temporarily on that floor.</li>
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<li>Glyph glows when triggered, filoling 60ft radius with dim light for 10 minutes. Each creature in the sphere when the glyph activates is targeted by its effect; as is a creature that enters the sphere for the first time on a turn or ends its turn there.</li>
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<li>Specific Effects:<ul>
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<li><strong>Death</strong>: Con Save. 10d10 necrotic damage on failed save; half on success.</li>
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<li><strong>Discord</strong>: Con Save. On failed, the target bickers and argues with other creatures for 1 minute. In capable of meaningful communication and has disadvantage on attack rolls and ability checks.</li>
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<li><strong>Fear</strong>: Wis Save. Frightened on failed save, causes target to drop whatever it is holding and must move at least 30 ft away from glyph on each turn if able.</li>
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<li><strong>Hopelessness</strong>: Cha Save. On fail, will despair for 1 minute. Can't attack or target any creature with harmful abilities, spells, or other magical effects during this time. (no subsequent saves, it just lasts 1 minute)</li>
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<li><strong>Insanity</strong>: Int save. On failed save, the target is driven insane for 1 minute. During this time, it can't take actions, can't understand what other creatures say, can't read, and speaks only gibberish. DM controls movements, which are erratic (roll to move in random direction)</li>
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<li><strong>Pain</strong>: Con save. Becomes incapacitated with excrusiating pain for 1 minute on a failed save.</li>
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<li><strong>Sleep</strong>: Wis save. Falls unconscious for 10 minutes on failed save. Awoken if they take damage or someone uses an action to shake or slap them awake</li>
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<li><strong>Stunning</strong>: Wis save or become stunned for 1 minute on failed save.</li>
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</ul>
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</li>
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</ul>
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</li>
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<li><mark class="pen-green">Glyph of Wardings (Glyph on surface or within object that can be closed, that explodes or casts another spell. Spells can summon creatures. If concentration, lasts maximum duration)</mark>
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<ul>
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<li>Glyph nearly invisible. REquires successful Investigaiton check against spell save DC to be found.</li>
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<li>Triggers can be anything. Can also set cases that prevents triggering, such as saying a password. Saying password to get through locked doors also disables glyphs temporarily on that floor.</li>
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<li>Specific Effects:<ul>
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<li>Explosion version: Deals 5d8 acid, cold, fire, lightning, or thunder damage on failed DEX save. Half on Success.</li>
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<li>(Spell) Animate Objects (Rugs): Animates Rugs into Rugs of Smoldering</li>
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<li>(Spell) Conjure Minor Elementals</li>
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<li>(Spell) Summon Construct</li>
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</ul>
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</li>
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</ul>
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</li>
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<li><mark class="pen-green">Physical Pressure plates:</mark>
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<ul>
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<li>Pressure plates with Glyphs of Wardings hidden underneath, triggered off the pressure plate being pressed. Used to prevent magic detection from being potentially able to discern where all the glyphs are.</li>
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</ul>
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</li>
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</ul>
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<h3>Getting in</h3>
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<ul>
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<li>Either needs the keys; or someone on the inside. Doors can be unlocked from the inside, though they lock the moment they're closed.</li>
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<li>Navara can give them a letter designated to be personally delivered to the Headmistress at her office, though one of them would have to be able to get in without being noticed, as they won't let it slide if someone disappears.</li>
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<li>They can alternatively steal the keys from one of the 2 receptionists. They'll go help out and check out commotion if anything's going on, though they're never to both leave. (i.e. needs to be something in particular to make both leave, or one has to distract remaining one so one can steal keys)</li>
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</ul>
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<h3>Floor 0</h3>
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<ul>
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<li>Moretti Spell DC: 18 (8 +5 for 20 int +5 for proficiency)</li>
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<li>No traps. Under effect of Forbiddance, but not Guards and Wards.</li>
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<li>Books on table:<ul>
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<li>Bookkeeping. Logs on requests granted to apprentices and assistants, as well as those denied. Short logs on what the apprentices have done and accomplished. What they've been tasked to etc. Basically logs on what tasks she's given her assistants and apprentices, and what the statuses of said tasks are.<ul>
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<li>Lots of material making and distilling tasks here.</li>
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</ul>
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</li>
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</ul>
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</li>
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</ul>
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<h3>Floor 1</h3>
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<ul>
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<li>Components are prepared here. Often with the help of apprentices. Raw materials are taken and made into components through distilling, extraction, dissolving, crushing, curing, preserving, etc.</li>
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<li>Door to floor 1:<ul>
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<li>Magic Mouth triggers when approaching door. “You're approaching a restricted area. Show the Headmistress' approval of your visit, or risk being forcefully removed”</li>
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<li>Touching door handle without either casting Knock on it or saying password:<ul>
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<li>Glyph of Warding (Suggestion): Wisdom Save. “This was a bad idea. You should immediately go confess what you were trying to do to the Headmistress.”</li>
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</ul>
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</li>
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<li>Door is locked with Arcane Lock on it. DC25 to picklock. AC28 to destroy - failure once means you're unable to break it.</li>
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</ul>
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</li>
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<li>Entering Floor 1:<ul>
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<li>No passphrase: Traps are active</li>
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<li>Rug trap: Shortly after entering, new magic mouth will appear on small Owl statue on desk. It will say “You do not have clearance to be here.”<ul>
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<li>Triggers: Symbol: Stunning</li>
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<li>Glyph of Warding: Animate Objects (Rugs of Smoldering)</li>
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<li>Rugs will not kill, only make people unconscious. Goal is to stun intruders and then knock them out. Non-lethal since it may be a stray apprentice whose wandered in.</li>
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</ul>
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</li>
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<li>Books on Desk:<ul>
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<li>Logs on refining, distilling, extraction of, powdering, dissolving, etc, raw materials into components needed for spellcasting. Glance on the logs reveal there's been a LOT of materials made the last couple of months. There's no indication regarding what they're used for.</li>
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</ul>
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</li>
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<li>Other Books:<ul>
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<li>Instructions, diagrams, etc, that describe how to properly turn different raw materials into components.</li>
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<li>On tables: Many describe how to extract the “magic part” of the material, and separate it from the “non magical”</li>
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<li>Many of the papers are on how to extract concentrated magic from different components, and on what procedures to perform to alter the nature of said magic. (i.e. make it more suitable as power source for specific types of magic. In this case seems to be a siphoning effect they're after)</li>
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</ul>
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</li>
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<li>Materials found here:<ul>
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<li>.</li>
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<li> </li>
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</ul>
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</li>
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</ul>
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</li>
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</ul>
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<h3>Floor 2</h3>
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<ul>
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<li>Sleeping/Resting area for assistants and apprentices for when they're working. Each bedroom area also has small desk with some material making capabilities and small magic circle so they can practice their own magic during downtime.</li>
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<li>.</li>
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<li>Golems that come to life if stepping into rooms? Locks people inside room?</li>
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<li>Gr</li>
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</ul>
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<p> </p>
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<h3>Floor 3</h3>
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<ul>
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<li>Door from 2nd floor to 3rd floor (i.e. bottom of stairs) has Symbol: Death cast on it. </li>
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<li>In corridor up to 3rd floor: Glyphs that summon elementals when stepped on, or when touching certain parts of the wall.<ul>
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<li>Symbol: Insanity? Maybe save this combo for later on.</li>
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<li>Instead: Have a type of elemental with a ranged attack. If the party just starts running up to them, they'll step on more pressure plates and summon more.</li>
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</ul>
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</li>
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<li>UpperLeft Room:<ul>
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<li>MAGIC ITEM: <strong>Flawed Apprentice's Focus</strong>
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<ul>
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<li>Attunement. Gives a +1 to hit on spell attacks. However, if you roll a 1 to attack with a spell while attuned to the rod, then the rod explodes, dealing 8d6 damage to you and anyone within 5 feet of you. Force damage. Half on DC15 dex save. You have disadvantage due to holding the rod.</li>
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<li>Placed to “cool” on top of magic circle.</li>
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</ul>
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</li>
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<li>Book on Table: GLYPHED. DC13 (Apprentice with 14 int and +3 Proficiency)<ul>
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<li>On touching book: DC13 DEX Save. 5d8 Lightning Damage on Failure, half on success.</li>
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<li>LOOT ITEM: <strong>Apprentice Abjurer's Research Notes:</strong>
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<ul>
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<li>Contains an apprentice's research in the field of Abjuration. The book includes notes and research trying to understand the following Abjuration Concepts: Absorb Elements, Alarm, Mage Armor, Arcane Lock, Protection from Evil and Good, Magic Circle, Glyph of Warding</li>
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<li>Effect: On level up, someone whose been actively reading and taking notes from the book may make a DC10 + Spell Level to learn one of the spells listed above in addition to other spells gained on level-up. This can only be done by someone who learns spells through research, meaning it cannot be done by individuals who simply have innate magical abilities. One you've successfully learned a spell from the book, you may not use the same book again to learn more spells - as the incomplete research within lacks the necessary information to be of further use.</li>
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</ul>
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</li>
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</ul>
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</li>
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</ul>
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|
</li>
|
|
</ul>
|
|
<p> </p>
|
|
<p> </p>
|