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CharacterRace, ClassPP
JarpettoGnome Illusionist11
GromudHalf Orc Barbarian10
VladimirHalf Elf Warlock – (Played by group)12
ColeHuman Wizard11

The story So Far

You’ve faced a lot of challenges trying to clear the lost mine, Wave Echo Cave. You’ve been bitten by a swarm of Stirges, thwacked by a band of Bugbears, slapped by an Ochre Jelly, drooled at by ghouls, stared through by Fireball fodder Zombies. Some things have laid some pain on you, a green flaming skull and most recently a Wraith called Momesk, who left Cole at deaths door with one touch. Your most recent incursion saw a brilliant plan to simultaneously charge into a room full of Bugbears from two directions thwarted only by putting Gromud at the unlocked door and Vald at the heavily barricaded one. The Forge of Spells has been discovered and it’s guardian Pilph, a Spectator with a tenuous grasp of time has agreed to return to his home plane having been fooled into thinking our intrepid party were his employers and that they then released him from his guarding duties. Here you discovered:

Lightbringer +1 mace, made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra ld6 radiant damage to undead creatures.

Dragonguard +1 breastplate, has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.

Next door you discovered Momesk who put up a strong fight but was eventually vanquished. You found a map of the Chult city of Mezro hidden in the cover of one of his books.

Forge of Spells (Open To Discussion)

The forge of spells has obviously been very potent but is now a shadow of it’s former capabilities.

It can be restored to something like it’s former potency by removing the limiting effect, which is somehow linked to the last magic item that was made using it, a rod of resurrection.

Once restored it can be used every …………to craft an uncommon item. It may be possible to craft more potent items but the brazier would need to be unused for longer.

As it has been unused for centuries there is enough stored power for 5 charges, (3 max of each type), after that it will be unusable for 100 yrs, unless freed from it’s limitation.

  1. Weapons/armour +1:
    Items to +1 but the effect is temporary only lasting 1d12 hrs.
    Holding the item in the flame for a minute is enough to imbue it with this power.
  2. Magical Item creation:
    2x of the exact same item (200gp combined value per uncommon item) (one is destroyed in the enchantment, failure on mismatch, both items lose ½ value)
    Formula (blueprint (scroll/spellbook/)).
    24hrs uninterrupted.
  3. Permanent item +1:
    Item to be enchanted (min 100gp value per uncommon item)
    Gem of minimum 100gp value (single gem, destroyed on enchantment ritual)
    Formula (blueprint (scroll/spellbook)).
    24hrs uninterrupted.

Outstanding Missions

  • Daran Edermath (Orchard), investigate Old Owl Well undead spotted.
  • Sister Garaele (Tymora Shrine), ask Banshee (Conyberry) location: Bowgentle’s spellbook. 2x potions of healing
  • Harbin Wester (Townmaster),Orcs at Wyvern Tor 100gp


You’re in a very old dilapidated wizard’s quarters deep within the Wave Echo Cave. Everything in here is charred of splintered.

Right Now…

Cole doesn’t look brilliant….a deathly pallor is slowly clearing from his face although he still looks pretty pale…