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D&D Duet; Third Times the Charm.json
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D&D Duet; Third Times the Charm.json
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{
"_meta": {
"sources": [
{
"json": "ThirdTimesTheCharm",
"abbreviation": "TCha",
"color": "",
"full": "Third Time's the Charm",
"authors": [
"Jonathan Ball",
"Beth Ball"
],
"convertedBy": [
"SeuRonão"
],
"dateReleased": "2019-04-26",
"version": "Final",
"url": "https://www.dmsguild.com/product/274183/Third-Times-the-Charm",
"targetSchema": "1.4.0"
}
],
"dateAdded": 0,
"dateLastModified": 0
},
"adventure": [
{
"name": "Third Time's the Charm",
"id": "ThirdTimesTheCharm",
"source": "ThirdTimesTheCharm",
"coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ThirdTimesTheCharm/cover.webp",
"contents": [
{
"name": "Introduction",
"headers": [
"Overview"
]
},
{
"name": "In the Sacred Grove",
"headers": [
"Janvair the Elder"
]
},
{
"name": "On the Road",
"headers": []
},
{
"name": "Meeting the Wizard of the Crooked Tower",
"headers": [
"Mandelius Griffon Turlock Stellarin III"
]
},
{
"name": "A Small Favor... or Two",
"headers": [
"Troll Cave",
"Pixie Mirror",
"Twinklelolly"
]
},
{
"name": "Third Time's the Charm",
"headers": [
"Fee-Ree",
"Rare Beauty, A Decision",
"Serephina"
]
},
{
"name": "Appendix A",
"headers": []
},
{
"name": "Appendix B",
"headers": []
},
{
"name": "Appendix C - Garren's Backstory",
"headers": []
}
],
"level": {
"start": 3,
"end": 4
},
"published": "2019-26-04",
"storyline": "The Crystalline Curse"
}
],
"adventureData": [
{
"id": "ThirdTimesTheCharm",
"source": "ThirdTimesTheCharm",
"data": [
{
"type": "quote",
"entries": [
"Beware arrogant disdain for those who came before, born of the gods and the land, and the bearers of their ways. They stand in the sunset and tell themselves it's noonday. Be on guard against those with starry-eyed devotion for traditions most respected for being ancient. A new day dawns, and another after that, leaving them in darkness. - Meditations on the Arcane"
],
"by": "Krizal Hubersnatch",
"from": "Meditations on the Arcane"
},
{
"type": "section",
"name": "Introduction",
"page": 3,
"entries": [
{
"type": "entries",
"name": "Appendices",
"page": 1,
"entries": [
"{@adventure A|ThirdTimesTheCharm|7|Appendix A} - maps of region and locations",
"{@adventure B|ThirdTimesTheCharm|8|Appendix B} - stats for creatures, characters, and items",
"{@adventure C|ThirdTimesTheCharm|9|Appendix C - Garren's Backstory} Garren's backstory"
]
},
{
"type": "entries",
"name": "Setting Note",
"page": 1,
"entries": [
"The adventure opens only a few days after the close of {@adventure Second Glance|SecondGlance} with the resolution of the conflict between the people of Duskhollow and the druids of the Sacred Grove. At the close of that adventure, it was revealed that the player's companion, {@creature Garren Bronson (Level 3 Paladin)|ThirdTimesTheCharm|Garren}, is afflicted with an ancient curse from the time of the Spellplague, a cataclysmic event that shook magic to its core and left the land forever altered. The PC and Garren are told about a wizard in the neighboring region that may be able to help end the curse.",
"Note - If you and your party have not played Second Glance, you may use an alternative hook to travel to the Veiled Wood. The writing of this adventure assumes that the party has completed both {@adventure First Blush|FirstBlush} and {@adventure Second Glance|SecondGlance}, but the adventure can still be played with slight modification in any campaign or setting. In adaptation, the PC's treasured amulet can be switched out for any item of great emotional significance to the character.",
"A sense of urgency should drive the pacing of the adventure and the PC and Garren's interactions. That is not to say that play needs to be rushed or that RP should be skipped over, but ideally the possibility of Garren returning to a statue and not being able to recover should keep the emotional stakes of the encounters, both social and combat, high.",
{
"type": "inset",
"name": "Crystalline Curse",
"entries": [
"An individual afflicted with this curse is immediately turned into crystal, and their soul is ejected from their body to wander the Astral Plane. The soul may return to the body under certain conditions (such as through connection with the Amulet of Binding) but can only continue doing so for a finite period after which the soul is once more expelled from the body. As time goes on, an awakened individual with the Crystalline Curse slowly becomes more rigid until they are again turned into crystal. Only Greater Restoration or the blessing of a powerful goodaligned being can break this curse, returning the afflicted individual to their natural form.",
"The affliction progresses through 4 stages.",
{
"type": "list",
"style": "list-no-bullets",
"items": [
"{@b Stage 1}: The individual can move and act normally, though they appear to be made of crystal.",
"{@b Stage 2}: The individual suffers a -2 penalty to any skill checks, attack rolls, and saving throws that involve Strength or Dexterity as the curse begins prohibiting natural movement.",
"{@b Stage 3}: The individual's speed is halved and they have disadvantage on all ability checks and attack rolls.",
"{@b Stage 4}: The individual becomes a statuesque pillar of crystal as their soul is ejected to wander the Astral Plane."
]
}
]
}
]
},
{
"type": "entries",
"name": "NPCs Note",
"page": 2,
"entries": [
"Garren, the paladin, figured prominently in the climax of the story arc of First Blush. Feeling that he owes the PC a debt for freeing him, he intends to help and protect them. His backstory can be found in {@adventure Appendix C|ThirdTimesTheCharm|9|Appendix C - Garren's Backstory}.",
"Some parties have also added {@creature Remmy Sullivan (Rogue)|ThirdTimesTheCharm|Remmy} from First Blush, the PC's best friend from their time growing up in the castle. If Remmy came along, he can help the PC as a rogue.",
"Garren and Remmy's stat blocks are located in {@adventure Appendix B|ThirdTimesTheCharm|8|Appendix B}."
]
},
{
"type": "insetReadaloud",
"name": "Format Note",
"entries": [
"In this adventure, the text appearing in boxes like this is optional and intended to be read aloud to your player."
]
},
"{@i Additionally, in some sections text is italicized. Italicized text can be read aloud or paraphrased but represents things the players immediately sense in an area}. (Following such text there is usually more in parentheses describing things the party does not see yet or may need to discover.)",
{
"type": "section",
"name": "Overview",
"page": 3,
"entries": [
"The Player and Garren are leaving the Duskhollow region in search of a wizard who may know more about Garren's affliction.",
"They travel through the wilderness for three days. There is a chance for wilderness encounters and roleplaying before they reach the wizard's tower in the middle of the Veiled Wood.",
"The wizard has his hands full with the Keepers of the Veil. They are more naturally-oriented than the wizard's arcane learning. These regional protectors will keep popping up throughout the adventure.",
"The party needs to navigate the situation as they believe that the wizard has the best chance of telling them what they need to know to cure Garren's condition.",
"The wizard is willing to help and will act like he knows just what to do. In reality, he is grasping for straws and stalling for time. He says that he needs certain items for the magical ritual to cure Garren. He requires troll blood, an amber mirror, and, he will leave out till the end, jellied newt.",
"By the end of the adventure, the party realizes that the wizard won't be able to help them and are left with no other choice than to try meeting {@creature Serephina, Water Nymph|ThirdTimesTheCharm|Serephina}, the Nymph. Local legends tell of a sacred spring where one can be made whole again and wishes can be granted.",
"The Nymph asks Garren why he should be restored. She explains that in order to heal Garren, the PC will need to give up the amulet that's been so important to them over the course of their life. It must be destroyed so that Garren may live."
]
}
]
},
{
"type": "section",
"name": "In the Sacred Grove",
"page": 4,
"entries": [
"Important Note: All of the NPCs have been designed with flexibility in mind. Feel free to alter the names, gender, or personality of any NPCs described here to best suit you and your player's needs or preferences.",
"One morning, after spending a few days recovering from your adventure, Janvair pulls you aside and says, \"The time has come for the two of you to move on. He tries not to show it, but Garren is becoming less mobile as time passes. The curse is taking greater hold.\"",
{
"type": "section",
"name": "Janvair the Elder",
"page": 4,
"entries": [
"{@i Human Male Druid, Werebear, Chaotic Good 100 years old, huge and lumbering, kind green eyes.}",
"{@b Ideal}: It is my sacred duty to shepherd my people and the forest.",
"{@b Flaw}: I fixate on intriguing puzzles & can be slow to act.",
"One of the largest humanoids that the PC has ever seen, even taller than Garren, Janvair is the elder of the druid colony outside Duskhollow, where the adventure begins.",
{
"type": "list",
"items": [
"I am hoping that my associate Stellarin to the North can help Garren. Stellarin and I have maintained friendly communication from when we were young, banding together and trying to avoid the scolding of the scholars. He went on to specialize in ancient knowledge, and well, I found my way to this place.",
"He can be... difficult at times but could be of help.",
"Stellarin resides in the Veiled Wood, a valley in the foothills of the Cloud Peak mountains north of here."
]
},
"Eliastra, the druid that took care of the player in Second Glance, will be tearful and want to give some traveling advice. The player has her {@item Cloak of Protection|DMG}, but she will also press a small silver carving of a raven into the player's hand. This is a {@item Silver Raven|DMG}. The player can use it to communicate over distances. If the player found the {@item Ring of Protection|DMG} in First Blush, Eliastra can give them a {@item Cloak of Elvenkind|DMG} instead.",
"To Garren she will give a {@item Heward's Handy Haversack|DMG} and admonish him to continue to care for the player."
]
}
]
},
{
"type": "section",
"name": "On the Road",
"page": 4,
"entries": [
"They travel to the North for 3 days to reach the Veiled Wood from Duskhollow.",
"{@b Watch limitations with only 2...}",
"In 5e, with the rules as written, it will not be possible for the player and Garren to get a full rest while keeping a watch. At the DM's discretion, Garren can enter a restive trance, remaining alert to danger, but still reaping the benefits of a long rest.",
{
"type": "inset",
"name": "Encounter",
"entries": [
"The second night on the road, the full moon gleams brilliantly and the baleful call of wolves pierce the dark. A pair of Harpies (MM pg. 181) attempt to lure a character keeping watch away from camp and into a foggy bog. Loot: 1 potion of healing and 2d8x10 SP"
]
},
{
"type": "entries",
"name": "Camping and Wilderness Travel",
"page": 4,
"entries": [
"The trail to the wizard's tower is a wonderful opportunity for the player to engage in some roleplaying with Garren. At the DM's discretion, Garren could parse out more and more of his backstory (included in {@adventure Appendix C|ThirdTimesTheCharm|9|Appendix C - Garren's Backstory}) as his memories slowly return. This is also a good time to consider what, if any, role you see Garren playing moving forward.",
"Depending on their backstory, the player may be thinking about contacting someone from back in Amn. Garren can query the player about their past, allowing the PC to flesh out their character's history more."
]
},
{
"type": "inset",
"name": "The Veiled Wood",
"entries": [
"The region that this adventure takes place in is called the Veiled Wood, a storied little pocket of (mostly) forest that happens to press rather close to the Feywild. The barrier between the Planes is thin here. In most places around the valley, colors seem extra vibrant, birdsong sounds especially complex and musical, and the air is slightly sweet. The unique quality of this special place does hold some danger and was one of the primary reasons for Stellarin setting his tower here.",
"On the third day, the trail leads over a small hill and the party finds themselves looking down into the Veiled Wood. From this vantage point, they can make a Perception ({@skill Wisdom}) check, possibly revealing the following details:",
{
"type": "list",
"style": "list-no-bullets",
"items": [
"(11+) Tall mountains surround the bowl of this verdant valley...",
"(13+)... and a crooked tower standing in a green opening lies to the North...",
"(15+)... and there is a gap to the Northwest, the trees obscuring what may be an opening in the forest floor...",
"(17+)... and perhaps some ruins to the Northeast...",
"(19+)... and a cave mouth at the foot of the mountains to the North...",
"(21+)... and a thin line of smoke from beyond the mountains to the distant Northwest, perhaps a small town on the other side of the mountains?"
]
}
]
},
"The party is free to head wherever they wish, though the ticking clock of Garren's Crystalline Curse will motivate him to recommend seeing the wizard first."
]
},
{
"type": "section",
"name": "Meeting the Wizard of the Crooked Tower",
"page": 5,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"As you approach the wizard's tower, you note the dissipation of the more intense fey elements of the forest. The bright colors and intense vegetation give way to a more muted palette and order, as if the trees and grass in the area have been directed to stand at attention in neat rows. At the threshold between the wilder fey forest and the ordered environment surrounding the tower, you see the edges of the groomed earth reaching out and subduing the chaotic plant life around its borders."
]
},
"When the party is near the tower, they hear raised voices. A {@dc 13} Perception ({@skill Wisdom}) roll reveals snatches of Elvish. If the player speaks Elvish they hear, \"...not leaving without him, and we together are more than you can handle, ball gazer!\" At the base of the tower there are two Elven figures standing with their hands on their hips staring up at a window opening. A bald head pivoting on a vulture-like neck shoots out of the opening and calls down, \"All this fuss for some plant matter? Really?\"",
{
"type": "section",
"name": "Mandelius Griffon Turlock Stellarin III",
"page": 5,
"entries": [
"{@i Lawful Neutral Human Male Wizard Long, skinny neck. Narrow, pointy face. Swallowed up in his robes.}",
"{@b Ideals}: The pursuit of knowledge, not its acquisition, is the route to power.",
"{@b Flaws}: I oftentimes use people to get what I want, without remorse.",
"Use the {@creature Mage|MM} for Stellarin's stats.",
"{@b Goals}: Stellarin is not actually as powerful of a mage as he projects and indeed teleported his tower into the middle of the Veil quite by accident. While he finds Garren extremely interesting and wants to understand his condition, he is mostly happy to have adventurers that are not afraid of running around doing errands for him.",
"Two Keepers of the Veil members, Vielesha and Tidan, are angrily confronting the wizard while Paylyc, a third, watches cautiously from afar. The Keepers dare not enter the tower, just as the wizard dares not leave it. The pair of Elves will avoid conflict with the wizard, preferring to see what the introduction of these new adventurers may do to the balance of power in the region, though they are wary when they discover that the adventurers are there for a meeting with the wizard."
]
},
{
"type": "inset",
"name": "Keepers of the Veil",
"entries": [
"This trio is native to the region and have been tending to this stretch of forest for decades. They do their best to keep the wilder parts of the Feywild from wreaking havoc on the area. The sudden appearance of Stellarin's tower and the unnatural effect his presence has in the region are unwelcome.",
"The Keepers regard the party with suspicion but, depending on how your social encounter with Stellarin goes, the party may prefer to deal with this group as opposed to working with the wizard. If that is the case, you may choose to have the Keepers asking for the tasks to be completed as a way of establishing trust before they will reveal the location of the nymph's grove. Eliminating a troll, recovering a lost artifact, and checking in on Fee-Ree are all tasks that the Keepers would like to see completed before leading the party to the Nymph.",
"{@b Vielesha}\u2014a spring eladrin, the speaker for the group. She has emerald green skin and dark green hair with seafoam-colored markings in intricate patterns on her face, neck, and hands. Use the {@creature Druid|MM}.",
"{@b Tidan}\u2014of all the Keepers, Tidan suspects the adventurers the most. She's unwilling to go into detail, but her recent inclusion into the group of rangers is partly due to a great tragedy that befell the community where she grew up. On a few occasions, the PC and Garren may feel a dark gaze, turning around to see a pale form clad in green staring them down for her position among the foliage. Use the {@creature Veteran|MM}.",
"{@b Paylyc}\u2014the voice of reason for the party, Paylyc gives the PC and Garren the benefit of the doubt and recognizes that their connection to the wizard is only circumstantial and doesn't pose any actual threat. Instead, the parties might even be able to work together! Paylyc's elven features are tinged ever so slightly red, and his ears are quite oversized. Over time observing him, it becomes clear that he is part-Eladrin, raised among the elves by his father after his mother returned to her home in the Feywild. Use the {@creature Veteran|MM}."
]
},
"If the player approaches and offers to mediate the situation, Vielesha will reveal that the wizard has absconded with an Awakened Shrub. The wizard wants to study this shrub to better understand consciousness, but it is not his to steal. From Vielesha's perspective, it is its own plant.",
"The wizard does not recognize shrub autonomy, but (unknown to the player) he is more interested in making a deal now that there are interesting, new subjects to study. He will back down from holding the shrub with the offer of something, pretty much anything in return, which he hints at a few times to better understand Garren and the PC. If the player does not offer anything to trade, Vielesha can pay the shrub ransom, giving up a small Sapphire.",
"With a successful exchange, the wizard's head disappears for a time and a quivering bush appears at the edge of the window. The bush looks frightened, but only more so after the wizard gives it a shove from behind. As Vielesha cries out in dismay, the wizard flicks his wrist and the nervous bush floats safely to the ground, shaken but unharmed.",
"The elves will be wary of the party and anyone with connections to the wizard, parting with a warning, \"We'll be watching.\"",
"The Wizard of the Crooked Spire is named Mandelius Griffon Turlock Stellarin III. He does not have any hair on top of his head or on his face, but plenty of long gray hairs sprout from vacuous nostrils that flare as he speaks. He regards the adventurers with a wary squint before croaking out, \"You pair have my thanks. Those elves have been harassing me non-stop. Seems they don't care for how things are changing in this valley.\"",
"If pressed about the conflict, Stellarin can posit that perhaps it's because he's human, or a practitioner of the arcane arts. Neither of these are the cause of the Watcher's ire. Stellarin is a bad neighbor, and his taming of the valley's wild fey nature is spreading.",
"As the player reveals the reason for their visit, the self-assured Stellarin will exclaim and declare that of course, as a powerful wizard, he can certainly cure Garren of anything that is ailing him, but he will need some components to aid in his diagnosis. If the party would like to roll a {@dc 18} Wisdom ({@skill Insight}) check, they will perceive that Stellarin is exaggerating his abilities. If challenged, he will bashfully confess his fears of leaving the tower for his own safety in an effort to change the subject. If the party continues to press this subterfuge, he will become angry and start to threaten to not help them at all, though his interest in Garren's condition will make this disavowal unlikely.",
"The spell to cure Garren calls for a vial of Troll's blood. Stellarin is reasonably sure that there is one of those vile beasts lurking in a cave to the Northeast from the tower. Note, the troll blood needs to be as fresh as possible, so the party should try to bring a part of it back intact. A limb or a head or something...",
"Additionally, to cast the spell, he will need a mirror made of amber to reflect and focus the arcane energies. There is one relatively nearby to the South at an abandoned ruin. The mirror is set into a moss covered plinth. It has been said that an ancient order of elves used pillars such as this to ride on sunbeams, but that's *probably* pure nonsense.",
"{@b After the party completes the first of these two tasks, advance Garren's Crystalline Curse to Stage 2.}"
]
},
{
"type": "section",
"name": "A Small Favor... or Two",
"page": 7,
"entries": [
"TODO Continue from here",
{
"type": "section",
"name": "Troll Cave",
"page": 0,
"entries": [
""
]
},
{
"type": "section",
"name": "Pixie Mirror",
"page": 0,
"entries": [
""
]
},
{
"type": "section",
"name": "Twinklelolly",
"page": 0,
"entries": [
""
]
}
]
},
{
"type": "section",
"name": "Third Time's the Charm",
"page": 0,
"entries": [
"Fee-Ree",
"Rare Beauty, A Decision",
"Serephina"
]
},
{
"type": "section",
"name": "Appendix A",
"page": 13,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ThirdTimesTheCharm/the-veiled-wood.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ThirdTimesTheCharm/the-trolls-cave.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ThirdTimesTheCharm/pixies-shrine.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ThirdTimesTheCharm/fee-rees-sinkhome.webp"
}
}
]
},
{
"type": "section",
"name": "Appendix B",
"page": 17,
"entries": [
{
"type": "list",
"name": "Creatures",
"items": [
"{@creature Garren Bronson (Level 3 Paladin)|ThirdTimesTheCharm}",
"{@creature Remmy Sullivan (Rogue)|ThirdTimesTheCharm}",
"{@creature Serephina, Water Nymph|ThirdTimesTheCharm}"
]
},
{
"type": "list",
"name": "Items",
"items": [
"{@item Amulet of Binding}",
"{@item Ring of Mage Hand}",
"{@item The Bent Knee}",
"{@item Staff of the Grotto}"
]
}
]
},
{
"type": "section",
"name": "Appendix C - Garren's Backstory",
"page": 24,
"entries": [
"See fluff in {@creature Garren Bronson (Level 3 Paladin)|ThirdTimesTheCharm}."
]
}
]
}
],
"monster": [
{
"name": "Garren Bronson (Level 3 Paladin)",
"shortName": "Garren",
"isNpc": true,
"source": "ThirdTimesTheCharm",
"page": 17,
"size": "M",
"type": {
"type": "humanoid",
"tags": [
{
"tag": "human",
"prefix": "male"
}
]
},
"alignment": [
"L",
"G"
],
"ac": [
{
"ac": 18,
"from": [
"{@item chain mail|phb}",
"{@item shield|phb}"
]
}
],
"hp": {
"formula": "3d10 + 4",
"average": 28
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 10,
"con": 14,
"int": 10,
"wis": 13,
"cha": 15,
"save": {
"wis": "+3",
"cha": "+4"
},
"skill": {
"athletics": "+5",
"insight": "+3",
"intimidation": "+4",
"medicine": "+3"
},
"passive": 11,
"languages": [
"Common",
"Dwarvish"
],
"cr": "1/2",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Garren is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following paladin spells prepared:"
],
"spells": {
"1": {
"spells": [
"{@spell bane}",
"{@spell command}",
"{@spell cure wounds}",
"{@spell heroism}",
"{@spell hunter's mark}"
],
"slots": 2
}
},
"ability": "cha",
"type": "spellcasting"
}
],
"trait": [
{
"name": "Lay on Hands",
"entries": [
"As an action, Garren can draw power from his pool of divine energy and restore up to 15 hit points to a creature of his choice. Alternatively, he expends 5 of those points to cure the target of one disease or neutralize one poison affecting it. The pool replenishes when he takes a long rest."
]
},
{
"name": "Divine Smite",
"entries": [
"When Garren hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is worth {@dice 2d8} for a 1st-level spell slot. The damage increases by {@dice 1d8} if the target is an undead or a fiend."
]
}
],
"action": [
{
"name": "Flametongue Longsword",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d8 + 3}) slashing damage + {@damage 2d6} fire damage."
]
},
{
"name": "Abjure Enemy",
"entries": [
"As an action, Garren presents his holy symbol and speak a prayer of denunciation, using his Channel Divinity. Garren chooses one creature within 60 feet of him that he can see. That creature must make a Wisdom saving throw, unless it is immune to being {@condition frightened}. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is {@condition frightened} for 1 minute or until it takes any damage. While {@condition frightened}, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage."
]
}
],
"bonus": [
{
"name": "Vow of Enmity",
"entries": [
"As a bonus action, Garren can utter a vow of enmity against a creature he can see within 10 feet of him, using his Channel Divinity. Garren gains advantage on attack rules against the creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}."
]
}
],
"reaction": [
{
"name": "Protect",
"entries": [
"When a creature Garren can see attacks an ally within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll."
]
}
],
"fluff": {
"entries": [
"Garren Bronson is a devoted paladin of {@deity Torm}, god of duty, loyalty, and righteousness. He is naturally protective, and his years of military service make him instinctively guard the PC from the dangers they face in the outside world. He is compassionate and insightful, and desires to inspire courage and confidence in those around him. If the PC is nervous or frightened, he will try to comfort them and assure them of their safety, even in the face of danger. Garren will not hesitate to risk his life to protect the PC. He must remain near the PC's Amulet of Binding or be returned to a crystalline state.",
{
"type": "entries",
"name": "Backstory",
"entries": [
{
"type": "entries",
"name": "The History of Garren Bronson, Oath of Vengeance Paladin of Torm",
"entries": [
"Note to DM: Garren himself is unaware of this history, but we thought it would be helpful to have something to work from as your campaign and storyline move forward. Though he doesn't remember many of these events, he has still been shaped by them, and they are part of his character. Ideally, Garren will slowly regain his memories and be able to share them with the PC.",
"One of the advantages of Garren not having very many memories is that it creates lots of opportunities for the player, through the PC, to fill in details about the shared world. All of it is new to Garren, and so the player can speak customs and personal or national histories into being during their conversations with the paladin.",
"As his memories return, Garren may choose different paths for himself, especially because he feels a responsibility to protect the PC. Though in some ways his division between good and evil or conception of justice is rather black and while, he is also wise, thoughtful, and intelligent, and will make a great companion for helping the PC adapt to a life of adventuring.",
"Back in the years preceding the Spellplague, when the deities sensed a shift among themselves and in the balance of power, select warriors joined the gods' Chosen to further the causes of goodness and justice, the highest callings of their loyalty. These positions of honor exempted the soldiers from a responsibility to a city or nation-state, calling them far from home to engage in epic deeds, risking their lives for the fate of the world.",
"One such soldier grew up on a farm located in the distant outskirts of a prosperous city. The owners, Erdin and Bratis, took in orphan children who would otherwise fall victim to the more unsavory parts of the city and taught them to till the land and provide for themselves and their neighbors. No one knew the history of the young boy who was brought to their door one chilly night; he seemed as though he had experienced some sort of trauma, and all he could communicate was his name, Garren.",
"In his later years as a hero, when given the chance to address cheering populaces, he would return to that initial kindness he had been shown by the two men and encourage others to follow their example. Their lack of selfishness saved his life, allowing him to save many others; this was the foundation of his understanding of law and justice.",
"In Garren's early adolescence, the struggles between the gods and among mortals intensified. Erdin and Bratis, in service to their city, turned their barn into a hospital for wounded soldiers. Garren was enchanted by the battle-hardened men he met, though later he would look back and realize they had only been a few years older than he was at the time. As the battlefields grew ever larger, the recruitment ages decreased, leading to Garren being drafted into a regiment when he was fifteen. He assured his adopted parents that he would be careful, and they watched him striding off to his training camp, unable to shake the feeling that he would never return.",
"Being naturally tall and strong and hardier still from the labor on the farm, Garren quickly made an impression on his commanders. There was a knowing depth behind the boy's eyes; he had seen and understood much more of the world than his sheltered peers. One promotion followed another, and after a few short years, Garren was made the captain of his own unit. Even better, his first mission would be to return to the city of his birth to protect it from ever-looming threats from the outside.",
"But the leaders and strategists had once again misunderstood Cyric and his trickery, believing that the city would face its greatest challenge from afar rather than within. Politicians turned against one another, priests betrayed their congregations, neighbors falsely accused one another of crime and absconded with all the family's valuables in the night.",
"In Garren's home, among Erdin, Bratis, and all the children he had regarded as friends and siblings, who looked up to him as their mentor, the deceit took a particularly unfortunate turn. Whether the warriors were bewitched, secret agents, or traumatized beyond discernment, Garren's parents had been right about him not being able to return home; they had just misguessed the reason.",
"One night, as tempers flared throughout the city, several of the wounded soldiers turned on their fellows, creating in-fighting and panic that spread across the farm. The braziers burning in the barn to provide comfort to the weary and wounded in the hours of darkness overturned in the fray, igniting the hay and wood and quickly engulfing the structure. The flames spread across the late summer grasses, dried by the sunny days leading into harvest, and lit the main house and outbuildings as well. Bratis was killed ushering children out of one of the structures when a beam fell and crushed him from above. Erdin, in his dismay searching for his partner, failed to discern that the soldier running at him was not fleeing in terror but sprinting in anger. He turned to show the panicked man the way to safety but was cut down instead. Judging by the footprints, many of the children survived, but the trails to them were lost in the unrest and riots of the city.",
"Garren returned a few days after the worst of the turmoil subsided. He had pushed his regiment to travel ever faster the last few days on the road, concerned, like his soldiers, that their messages were going unanswered. Even if they had known, they would have been too far away to make it back in time, but such facts proved little comfort.",
"In his anguish at the destruction of his home and all those he held dear, those he had sworn to protect, Garren threw his helmet to the side, crying out as he fell to his knees in frustration. That day, his sword clutched between his hands, his only remaining support, he swore to the gods that if they would allow him, he would enact vengeance on his foes.",
"The men surrounding him saw a beam of light engulf their leader, so bright they had to shield their eyes and could only just make out his silhouette. Garren, however, witnessed his sword burst into flames and felt himself swell with power. The symbol of a white gauntlet for the right hand emblazoned itself on his shield, covering over the flag of his region - Torm had accepted the warrior's oath and would aid him on his quest.",
"The young paladin grew in power, so much so that he surpassed his mentors in record time. His intuition was keen for discerning the greatest threats to the forces of the light, but no amount of success was enough for the raging spirit within the warrior. No amount of good could absolve him of the debts he laid against himself.",
"At the height of his own ability, when he was a legendary fighter almost on par with the gods themselves, a clever series of traps were laid before Garren, one of several victims of such schemes. To the dark deities and their allies, Cyric and Shar in particular, the greatest weakness of their foes lay in their dependence on and affection for mortal creatures. But this would prove the moment of their great triumph. They would not kill the warriors outright\u2014no, that would only serve to make them martyrs or invite a show of mercy through resurrection. Instead, Cyric proposed, they would separate the heroes from their souls, making it impossible for them to be resurrected, especially following the sundering of much of Faerun itself.",
"Garren was led through a series of dangers, all the while believing he was growing closer to one of the head lieutenants of his enemies. The men and women serving beside him died off one by one to the forces surrounding them until only Garren himself was left. His might weakened and energy spent over the days tracking his prey through the mountains, he fought powerfully and bravely, but it was not enough. However many he struck down, more would take their place. In the final moments of the battle, they taunted him to call down his god, to cry out for aid that he might be avenged or saved. His oath called him to protect and defend the greatest good, and his faith placed Torm above himself. And so Garren stopped, giving himself over to his enemies that his deity might continue on and not be caught up in the Spellplague's destruction.",
"But all magic comes at a cost. When Cyric and Shar murdered the goddess of magic herself, their own actions spiraled out to Garren and those like him. The bonds holding the souls of the heroes weakened, and the fracturing magic entered a few ancient items. The fleeing gods had heard their heroes' silent cries; they would live on to fight again, one day when the world most needed them."
]
}
]
}
]
},
"languageTags": [
"C",
"D"
],
"damageTags": [
"S"
],
"spellcastingTags": [
"CP"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"frightened"
]
},
{
"name": "Remmy Sullivan (Rogue)",
"shortName": "Remmy",
"isNpc": true,
"source": "ThirdTimesTheCharm",
"page": 18,
"size": "M",
"type": {
"type": "humanoid",
"tags": [
{
"tag": "human",
"prefix": "male"
}
]
},
"alignment": [
"C",
"G"
],
"ac": [
{
"ac": 13,
"from": [
"{@item common clothes|phb}"
]
}
],
"hp": {
"formula": "3d8",
"average": 20
},
"speed": {
"walk": 30
},
"str": 9,
"dex": 16,
"con": 11,
"int": 14,
"wis": 13,
"cha": 15,
"skill": {
"acrobatics": "+7",
"deception": "+4",
"insight": "+3",
"investigation": "+4",
"sleight of hand": "+7",
"stealth": "+5"
},
"passive": 15,
"languages": [
"Common"
],
"cr": "1/8",
"trait": [
{
"name": "Sneak Attack",
"entries": [
"Remmy deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Remmy that isn't {@condition incapacitated} and Remmy doesn't have disadvantage on the attack roll."
]
},
{
"name": "Cunning Action",
"entries": [
"Once per turn, Remmy can take a bonus action to Dash, Disengage, or Hide."
]
},
{
"name": "Disguise Kit",
"entries": [
"Remmy adds 2 to checks he makes with a {@item disguise kit|PHB}."
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 2}) piercing damage."
]
}
],
"traitTags": [
"Sneak Attack"
],
"languageTags": [
"C"
],
"damageTags": [
"P"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"incapacitated"
]
},
{
"name": "Serephina, Water Nymph",
"shortName": "Serephina",
"isNpc": true,
"source": "ThirdTimesTheCharm",
"page": 22,
"size": "M",
"type": "fey",
"alignment": [
"C",
"G"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"formula": "17d8 + 51",
"average": 127
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 16,
"con": 15,
"int": 12,
"wis": 17,
"cha": 18,
"skill": {
"deception": "+7",
"insight": "+6",
"perception": "+6",
"persuasion": "+7"
},
"senses": [
"Darkvision 60 ft."
],
"passive": 16,
"languages": [
"Common",
"Elvish",
"Sylvan"
],
"cr": "6",
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The nymph's innate spellcasting ability is Charisma (spell save {@dc 14}). The nymph can innately cast the following spells, requiring no material components:"
],
"will": [
"{@spell entangle}",
"{@spell faerie fire}",
"{@spell shillelagh}"
],
"daily": {
"3e": [
"{@spell moonbeam}",
"{@spell plant growth}"
],
"1e": [
"{@spell control water}",
"{@spell dimension door}"
]
},
"ability": "cha",
"type": "spellcasting"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The serephina has advantage on saving throws against spells and other magical effects."
]
},
{
"name": "Amphibious",
"entries": [
"The serephina can breathe air and water."
]
},
{
"name": "Speak with Beasts and Plants",
"entries": [
"The serephina can communicate with beasts and plants as if they shared a language."
]
},
{
"name": "Stunning Beauty",
"entries": [
"When a non-fey creature starts its turn within 30 feet of the nymph, the nymph can force it to make a {@dc 14} Wisdom saving throw or be {@condition stunned}. When {@condition stunned} in this manner, the target is able to speak to the nymph, but has disadvantage on saving throws against her Fey Charm"
]
}
],
"action": [
{
"name": "Staff of the Grotto (+2 Quarterstaff)",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) psychic damage."
]
},
{
"name": "Fey Charm",
"entries": [
"the nymph targets one non-fey creature that she can see within 30 feet of her. If the target can see the nymph, it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the nymph as a trusted friend to be heeded and protected. Although the target isn't under the nymph's control, it takes the nymph's requests or actions in the most favorable way it can. Each time the nymph or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the nymph dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The nymph can have no more than one non-fey creature, or two creature {@condition stunned} by her, {@condition charmed} at a time."
]
}
],
"traitTags": [
"Amphibious",
"Magic Resistance"
],
"senseTags": [
"D"
],
"languageTags": [
"C",
"E",
"S"
],
"damageTags": [
"B",
"Y"
],
"spellcastingTags": [
"I"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"charmed",
"stunned"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ThirdTimesTheCharm/serephina.webp"
}
}
]
}
}
],
"item": [
{
"name": "Amulet of Binding",
"source": "ThirdTimesTheCharm",
"page": "23",
"type": "OTH",
"rarity": "legendary",
"wondrous": true,
"reqAttune": true,
"entries": [
"While attuned to this amulet, you can use an action to summon forth {@creature Garren Bronson (Level 3 Paladin)|ThirdTimesTheCharm|Garren Bronson}. If Garren drops to zero hit points, instead of falling unconscious, he returns into the Amulet of Binding, You may also dismiss Garren back into the amulet using your action. However, if dismissed in this fashion, Garren cannot be called forth again until after a long rest."
]
},
{
"name": "Ring of Mage Hand",
"source": "ThirdTimesTheCharm",
"page": "23",
"type": "RG",
"rarity": "uncommon",
"wondrous": true,
"reqAttune": false,
"entries": [
"While wearing this ring, you can cast the {@spell mage hand} spell by using an action to expend one of its charges. The ring has a total of five charges and regains {@dice 1d4} at dawn."
]
},
{
"name": "The Bent Knee",
"source": "ThirdTimesTheCharm",
"page": "23",
"type": "M",
"rarity": "rare",
"wondrous": true,
"reqAttune": true,
"entries": [
"A {@item +1 dagger}. Once per day, its bearer can cast an alternate {@spell Charm Person} spell against a {@dc 16} Wisdom saving throw. When {@condigion charmed} by the blade's spell, instead of regarding the caster as a close friend, the target regards them as a trusted superior and will defer to them as much as possible and reasonable. A caster issuing an order that would result in the target harming itself ends the effect."
]
},
{
"name": "Staff of the Grotto",
"source": "ThirdTimesTheCharm",
"page": "23",
"type": "M",
"rarity": "rare",
"reqAttune": "by a druid or a fey",
"entries": [
"This staff can be wielded as a magic {@item quarterstaff} that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice 1d20}. On a 1, the staff loses its magical properties and becomes a nonmagical quarterstaff.",
"Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using spell save {@dc 16}: {@spell awaken} (5 charges), {@spell conjure woodland beings} (6 charges), {@spell pass without trace} (2 charges), {@spell sleet storm} (3 charges), {@spell suggestion (4 charges)}"
],
"reqAttuneTags": [
{
"creatureType": "fey"
},
{
"class": "druid"
}
]
}
]
}