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Game-Summaries:9/21/2019 Recollections
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==Recollections by Jeroy== [[File:Magni.png|thumb]] My compatriots recounted our adventure well. I have nothing to add on the adventure. I share the story of what I have learned since I returned to the keep. The horn of valhalla was forged in ages long past, it is thought the iron that emblazons the horn is from dwarven hands, perhaps by Surtur himself, but the wood within is believed to be carved from a branch of Yggdrasil's roots that touch into the plane of the dead. It is believed that this is what gives it the power to call upon the aid of fallen heroes. Contrary to popular belief, the horn's most prized version is the original casting in iron wrapped around the branch, and in fact the more valuable metal versions are the fakes. Although definitively connected to many prophecies about the end of the world, it is unclear whether the horn has ever been blown, or what would come of it if it had, or whether the horn begets the apocalypse, of vice versa. Many fables are tied up around the horn, who actually rightfully owns it, who it was intended for, and even what powers it possesses. The only thing consistent with the lore around the Horn of Valhalla is that it will be called upon for Ragnarok. As I study the tracings of the horn a ghostly figure appears beside me. He looks kind of familiar, but I can't quite place it. Although his lips move, he seems to speak directly into my mind. "Jeroy Lenkins. I know what it is you seek. I am Magni. When you should need aid, ca<span class="c-mrkdwn__br" data-stringify-type="paragraph-break"></span>ll upon me. We have many more battles before we fight in the Last Battle." Though he nearly transparent, I can make out some of his features. He is wearing a massive necklace of iron with intricate carvings, with markings similar to those of the Horn of Valhalla. Magni is one of Thor's two sons, but it was fabled that he would survive Ragnarok, and yet he is somehow a ghost already…Something seems awry. Also Cordite has been busy researching the Delving Gear that we found in the Vault o<span class="c-mrkdwn__br" data-stringify-type="paragraph-break"></span>f the Night. In her research she has discovered something miraculous. Studying the Kundarak Warding gear and Kundarak Delving gear, we have learned about the master craftsmanship and obvious guildmanship involved in creating these pieces of adventuring gear, in many ways the skill is unmatched in anything we've ever seen. We found makers mark from dozens of crafts, enchanters, smiths, engravers, jewelers and gemcrafters. Everyone signs their own masterwork contribution, and all of the marks tie in a piece of artwork in and of itself, the sigil of House Kundarak. We learn less about the specific gear and more about House Kundarak through these symbols and old references to "Dragonmarks," House Kundarak operating under the Dragonmark of Warding, and that mark is seen everpresent on both the warding and delving gear. It appears to have many different forms and styles, but through this we have learned of the Dragonmark of Warding, but also of other Dragonmarks, and other houses too. Besides house Kundarak, none of them sound particularly familiar and information about them appears quite scarce, but we discovered a House Tharashk, blessed by the Dragonmark of Finding, and House Jorasco, blessed by the Dragonmark of Healing, House Deneith, blessed by the Dragonmark of the Sentinel, and finally House Phiarlan, blessed by the Dragonmark of Shadow. It's difficult to tell but it appears most of the other houses we have discovered are primarily human or elven in nature, only House Kundarak is primarily Dwarven, although something about the way it is described, all of these houses have some manner of interplay of races. * Mark of Healing ** The Mark of Healing manifests exclusively on halflings. If your character has the Mark of Healing, this is your halfling subrace. ** '''Medical Intuition.''' When you make a Wisdom (Medicine''') check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.''' ** '''Healing Touch.''' As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest. ** '''Jorasco’s Blessing'''. You know the cantrip ''spare the dying'''. Charisma is your spellcasting ability for this.''''' * Mark of Sentinel ** The Mark of Sentinel only manifests on humans. These traits replace the human Ability Score Increase trait given in the ''Player’s Handbook.'' ** '''Sentinel’s Intuition.''' When you roll for Initiative or make a Wisdom (Perception''') check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check.''' ** '''Sentinel’s Shield.''' You know the cantrip ''blade ward'''. You can cast''' shield '''once with this trait and regain the ability to do so after you finish a short or long rest.''''' ** '''Vigilant Guardian.''' As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight''') and Wisdom ('''Perception''') checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.''' * Mark of Shadow ** The Mark of Shadow only manifests on elves. If your character has the Mark of Shadow, this is their elf subrace. ** '''Ability Score Increase.''' Your Charisma score increases by 1. ** '''Natural Talent.''' You gain proficiency with one musical instrument or the Performance '''skill.''' ** '''Gift of the Shadows.''' When you make a Charisma (Performance''') or Dexterity ('''Stealth''') check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.''' ** '''Shape Shadows'''. You know the ''minor illusion '''cantrip. Charisma is your spellcasting ability for this trait.''''' ** '''Slip Into Shadow.''' You can use the Hide '''action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest.''' * Mark of Warding ** The Mark of Warding manifests exclusively on dwarves. If your character has the Mark of Warding, this is their dwarf subrace. ** '''Master of Locks.''' When you make an Intelligence (History'''), Intelligence ('''Investigation'''), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.''' ** '''Wards and Seals.''' You can use your mark to cast the ''alarm '''spell as a ritual. Starting at 3rd level you can cast''' arcane lock '''once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.''''' I will be looking for more of these marks.
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