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While all posts are here (and pages) all links will lead you back to the primary site, I don’t have time to relink to here for all posts here as well.

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Drow Matron Mother


At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the interests of the family.

Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen’s favor, and the dark god sometimes capriciously takes back what she has given.

Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn’t be surprised.

Medium humanoid, neutral evil
Armor Class 17 (Half Plate)
Hit Points 262 (35d8 + 105)
Speed 30ft.

  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 17 (+3)
  • WIS 21 (+5)
  • CHA 22 (+6)

Saving Throws CON +9, WIS +11, CHA +12
Insight +11, Perception +11, Religion +9, Stealth+10
Condition Immunities Charmed, Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 21
Languages Elvish, Undercommon

Challenge 20 (25,000 XP)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:

At will: dancing lights, detect magic

1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion

Lolth’s Fickle Favor. As a bonus action, the matron can bestow the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.

Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.

Spellcasting. The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy

  • 1st level (4 slots): bane, command, cure wounds, guiding bolt
  • 2nd level (3 slots): hold person, silence, spiritual weapon
  • 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians
  • 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith
  • 5th level (3 slots): contagion, flame strike, geas, mass cure wounds
  • 6th level (2 slots): blade barrier, harm
    7th level (2 slots): divine word, plane shift
  • 8th level (1 slot): holy aura
  • 9th level (1 slot): gate

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.

Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Summon Servant (1/Day). The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions
The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn.

Demon Staff. The drow makes one attack with her demon staff.

Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see.

Cast a Spell (Costs 1–3 Actions). The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.

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Drow Elite Warrior


Drow elite warriors defend their houses and their superiors against all enemies, although they specialize in fighting dwarves, gnomes, and elves (including other drow). They frequently raid surface settlements under cover of night, returning to the Underdark with prisoners and spoils in tow before dawn.

Medium humanoid, neutral evil
Armor Class 18 (Studded Leather, Shield)
Hit Points 71 (11d8 + 22)
Speed 30ft.

  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (+0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Saving ThrowsDEX +7, CON +5, WIS +4
Perception +4, Stealth +10
Condition Immunities Charmed, Frightened, Poisoned

Senses Darkvision120 ft., Passive Perception 14
Languages Elvish, Undercommon

Challenge 5 (1,800 XP)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Multiattack. The drow makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.


Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

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Dark Elves/Drow (bestiary)

The Ancient Symbol of
House Ara’bund

Important Note: There are major differences in this world’s drow. Because of that I will not try and recreate the entirety of the writeup here (at least at this point). Below will be all the major changes (or links to where those changes are). Otherwise refer to the drow writeup in MORDENKAINEN’S TOME OF FOES and the drow listing in the MONSTER MANUAL.


The drow are the antithesis of the high elves. The high elves are benevolent, cool, calm, reserved and hold themselves above many desires of the younger races. The drow are the opposite. Full of fire, passion, desire, jealousy and hate they burn much hotter than their elven contemporaries. This has a cost though, and is believed to be why they have not yet won the “eternal war” with their brethren.


Drow (referred by some races as Dark Elves) are smaller than their surface cousins. Thousands of years and dozens of generations of living in the Underdark caverns has resulted in drow not growing as tall and the difficulty in getting enough food has resulted in lighter elves. The average drow stands 4’8 to 5’6″ tall, with some exceptions, while they weigh 90-140lbs.

Drow have generally become even paler then many of the other subraces of elves (such as the Desert Horse Masters). This is generally thought to be from the lack of sunlight, but some say it is because they are so enmeshed in Lolth that her paleness soaks through her people. This thought though goes counter to the examples of some darker skinned drow found raiding the surface world.

Drow however can be discovered by the mark of Lolth they carry. There is a small mark of a spider on each and every drow. On some of the more “blessed” this mark can move around on its own.

Drow also are a lot shorter lived in general. This is not because they age and out and die, but rather because their lives are brutal both internally and to the many predators of the underdark. Most drow can expect to live a little over 200 years, many who don’t even reach human lifespans. In turn though they are fertile and can have many babies, contrary to the difficulties of their surface cousins.

Items/Things of Note:

Drow Repeating Crossbow (2d6+2 piercing, +special ammo), weight 2lbs, +3lbs per 10 shots. Range 80/240, loading via Two-Handed


The shared history of the Seldarine/Dark Seldarine and their children is broken into many conflicting stories. Blame is heaped on both sides, vengeance and hatred are common. Any additional changes to in game legends will be in the specific section (with hopefully a link here).


Many would tell you that the drow are wanton destruction of their own people. That they can never work together and are pure evil. This is not the truth. The drow hold more in common with the more harsh human empires. Law, order and family status are the biggest items that hold the drow together. It is acceptable to murder your way up the ladder of success, but don’t get caught, that has consequences as well.

The drow as a race are matriarchal. In the ancient days it was only ruled by women and men fared only slightly better than slaves. However in the last several hundred years men have started to become part of the fabric. The rants of drow priestesses no longer curse all men, rather they have focused more on the male surface elves, as being too close to Corellon, the abuser of their goddess.

Some surface experts believe this is because the drow realize they are a dying race and need everyone’s full support. That could just be surface bias though.


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Raid on Velkynvelve (session summary)

Click to go to the SSU Redeemer

Adventure Name: “Raid on Velkynvelve”
Session Number:   22
Ending Game Date:
Out of Game Date:
   January 26, 2018
Group XP Earned: 11,800 xp each

Characters Involved:



 RP Threads leading up to this Session:



[foogallery id=”2961″]

Brief Description of Events:  The team awaited several magical items to be produced for them in Kokand and read up on magical tomes before continuing on to attempt to rescue Veronwe. They had arranged the following items to be commissioned:

  • Studded leather +2 for Jack
  • Rings of Lightning Immunity x 3 (for Keyleth, Luke and Rabbit)
  • Small music player (for Rabbit, given to Luke)

There were tomes read as well, including the Exalted Deeds granting Wisdom bonuses to Jack/Sargon and Manual of Dexterity granting Dexterity bonuses to Keyleth (this last one was read after they returned.

While waiting the team did the following things:

  • Luke had Alluvian, Night Scale and Rabbit all looked over for impacts of demigod marriages/massive torture and damage and demon pacts.
    • Alluvian was suffering some, her aunt’s persona/soul/force had asserted itself more strongly. Her eyes at this time could not be fixed, but she could learn to live with them and not scream incoherently for now. Salkya is convinced she can fix her though, maybe not all the way, but enough to aid everyone.
    • Alluvian was also found that she could be used as a viewer herself. If someone situates themselves in front of her, removes her blindfold and looks into her eyes, they can see what she is seeing.
    • Night Scale turned out to be relatively well adjusted, the torture, resurrection and the pain all seem to have made little to no impression. The one thing that impacted her was failing to protect her friend, she seems to be not forgiving of herself that way.
    • Rabbit’s pact with a demon was much larger than Salkya anticipated, resulting in Rabbit attacking her (but not lethally and not by her conscious will, which is a good sign) when she was being looked over.
    • Rabbit’s demon was unknown to Salkya, she will do more research.
    • Rabbit and Luke’s wards (including for pregnancy) had been taken down without their knowledge. Rabbit believes it was Izzy, but it could also possibly have been Amal. However, Izzy was the only one that they were intimate with before. No pregnancies have occurred.
    • The team also had an intervention for Te’Teh whose alcoholism was accelerating over the last year and a half. Jack was uncharacteristically quiet during this and didn’t engage much with Te’Teh who seemed to be avoiding him as well. Te’Teh agreed to cool down her drinking and drug use, would do nothing during their adventuring and keep it low key during their down time as she didn’t want to alarm them.
  • Keyleth arranged for Alluvian, Anglerond and Nestrim to be situated as heirs in that order in case she was killed and could not be resurrected.
  • Keyleth talked with Nestrim and will be expanding the manor house/property. She will also be attempting to get pregnant when they are done raiding the Underdark to “give something to Anglerond to do and give her a blood heir”.
  • Luke and Nestrim formalized their relationship together. They are now officially seeing each other. Nestrim seems ok with Rabbit and the same is true with Rabbit for Nestrim
  • Rabbit gave Luke a music box and a necklace gotten from Mori and refashioned into a cat. Luke has not yet realized the music box is Rabbit singing and playing instruments to him, nor has she told him yet.
  • Jack officially changed his name to Sargon and avoided at all costs interacting with Te’Teh over the issues between them. Te’Teh had given Sargon a snow globe made by the elves that she commissioned, and there is now a dispute how they interacted after that involving two drow maidens.
  • Te’Teh’s alcoholism has become more visible, although she is now “being good”.

The group then received information from Sobhan during this time about a lost Umberlee dedicated ship that was carrying cargo. Sobhan was able to give the group a day head start before the rest of the salvage teams in Kokand would leave for it. Sobhan also paid for their gate to the wreckage site and back.

The group arrived at the site of the SSU Redeemer. Having been lost more then 20 years before it was laying on its port side on the beach. In very good condition actually. The one small drawback was an adult blue dragon sitting on the hull of the ship, resting comfortably.

After some back and forth between the group it was decided that Te’Teh would scout on her own with invisibility ring she had claimed last adventure. She would remain an unknown for the dragon while the rest of the group approached the dragon directly.

The group approached and made some wheeling and dealing with who turned out to be “Dawn Breaker” an adult blue dragon that was claiming the ship. He did agree that the group could retrieve their religious artifacts if they relinquished all their other booty they find and an additional 2,000 gold. The group agreed and the deal was struck without a blow being exchanged.

The group proceeded below and found the remnants of the Captain of the ship, now an Eidolon who attempted to scare off the team. The only members who ran screaming away were Keyleth and Te’Teh. However, no one made fun of them, it just didn’t feel right for them to do that.

There they found 5,000 gp and two items. The Sextant of Homing, an Umberlee designed item useful for finding a location and Tsovinar’s Blessing, or otherwise known as the Trident of the Storm. A symbol of Tsovinar’s power. The team returned to the dragon, gave him the gold and the ship and kept the religious items.

Upon returning to Kokand Keyleth found that Reggie who had given up the Manual of Dexterity and already used it and it was useless after six days of study. Rightfully incensed she issued a letter detailing the problem to the library.

Meanwhile Rabbit took her family (the team) to an underground location. In it was packed hundreds of trophies she took when in the Underdark. She wanted to give them to Luke and the Temple of Sekhmet. She gave Keyleth the location of another cache (mostly gold, silver and other easily traded treasure) to donate to her house. Finally she gave back a suit of armor that Anglerond’s son had died in during their raid on Alluvian’s aunt’s coronation.

The team were incredibly kind to Rabbit (which Rabbit as normal has a hard time handling) and returned the suit to Anglerond who seemed to take it in stride. He spoke with Rabbit privately for some time and told the group he accepted her apology. Nothing else was spoken of what the two of them talked about privately.

There has been talk between Rabbit and Luke, and Keyleth and Anglerond about children. Nothing finalized but Rabbit and Keyleth seem intent on if pregnancies do happen they will time it together.

Rabbit then provided an overview of the outpost they were going. Veronwe and the rest were taken to Velkynvelve, a drow slaving outpost where all slaves coming into the Empire must be registered with their owners and destination. She provided maps, but made it clear it was all several decades old and it could have changed. She also purchased the supplies necessary and reviewed everyone’s packs.

The group would go down via back caves, only covering 4-6 miles a day. Avoiding the road would keep them out of sight but slow things down. During the ten day journey Rabbit showed them the basics of traveling the rough way in the Underdark.

This included showing them edible fungus, where to avoid climbing and what water to avoid drinking (and how to find drinkable water). Should be noted by the end of the underdark sessions (after Veronwe is found) the group can pick up Survival: Underdark for free.

The group arrived outside the outpost and posed as a drow raiding party returning with a slave (Keyleth). They were escorted in, and without much fanfare butchered the drow warriors living here. They then rushed the Shrine to find that the high priestess was nailed to a statue of Lolth and that Shae, the young priestess from Alluvian’s coronation was here.

They attacked Shae with no warning and she had offered no threat. The fight was brutal, showing off Sargon’s lightning, Key’s acrobatic ability to go up and over walls and Luke’s ability to walk through a wall of blades and pound some divine damage. Meanwhile Te’teh was unable to get past the wall but did try and assist by bouncing a holy water bottle off of Shae’s forehead and Rabbit walked through the wall too in order to lay into her.

The battle was over fairly quickly and Shae teleported out of the area leaving the group battered but victorious. They took down the high priestess, questioned her a bit and put her down, not allowing Rabbit to do it (Key jumped ahead and did it herself). 

They found the prisoner log book and Ember’s wings above the high priestesses bed. They took both plus about 20,000 gp total back with them to Kokand.

Victorious, the group rested up and determined a portion of the underdark that Veronwe would be according to the log. They will wait about a week, gate to the surface location near there and Rabbit would escort them again as well. 

While the raid on Velkynvelve was indeed the most dangerous, it took the least time in game, less than 90 minutes.

While in the downtime Keyleth received another copy of the Manual of Dexterity but no letter. She did study the manual, utilizing it but she also went to Danbury’s and had a letter of certification written saying that the book given to Reggie originally was fully enchanted. She then had Nestrim compose another letter along with the certification and sent it back to the library.

Meanwhile Te’Teh came home hammered and tried to sleep in Luke’s rooms. Luke having none of this issue with Te’Teh and Sargon picked up Te’Teh and took her back to Sargon’s where she slept in his bed passed out.

When they awoke there was an awkward several minutes. Te’teh got up to leave when Sargon said simply “I am sorry”. Te’Teh hesitated at the door, not saying the same words she did mumble something in return. Nothing additional happened between them during game, that is where game was ended.


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Is this thing on? (forum rp thread)

Title: Is this thing on?
RP Thread Number: 47
When Occured Between Sessions #21 and #22
Location: Book of Communication
Out of Game Date: Jan 20 – Jan 25, 2019
Participants:  Luke, Sidonai
Original Thread:
Previous Thread:  Walking the Hallways (1/19/19 – 1/23/19)
Next Thread:  TBD

A conversation using a book capable of being written by two parties over a long distance.

Continue reading

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Tsovinar’s Blessing, Trident of the Storm (artifact)

Tsovinar’s Blessing is one of the last remaining artifacts of Tsovinar’s reign of the sea during the first age. Signifying her wrath and protection of her people, the location fo this fell into Sargon’s hands.

Tsovinar’s Blessing

Name:  Tsovinar’s Blessing (Trident of the Storm)
Owner:   Sargon (Jack Tar)

Weapon Type:  Trident (legendary)
Origin:  Seeing the peril her people faced, the goddess Tsovinar had Manuela of the Salt forge a weapon that would be her people’s defender and her wrath.

Venturing deep under the oceans, deeper than any surface dweller had ever wam, the Manuela of the Salt came to the blazing heart of a great underwater volcano. With the aid of Tsovinar, she crafted the trident using Amar-Utuk’s forge, Anbar the Black Forge. With them, she forged Tsovinar’s Blessing.

Armed with the artifact, Manuela returned to the goddess. Her trident ended the attacks on her people and answered the calls for Tsovinar’s Wrath. Later, in the betrayal of Tsovinar and the overthrow of her priests the trident was lost to the seas.


Base Damage:   2d6+3  (see properties below base damage does not include  abilities), with an additional 2d8 when thrown against enemies of Tsovinar.
Dimensions:    12 inch blade, 72 inches long total, 4lbs.
Requires Attunement?:    Yes, 24 hour dedication on the water in a boat.

Magic Weapon

The Trident of the Storm (Tsovinar’s Blessing) is a magic weapon that starts with a 2d6 damage that grants a +3 bonus to attack and damage rolls made with it. An additional 2d8 happens against enemies of tsovinar. The trident also has other functions that resemble belt of dwarvenkind in granting a constitution bonus only, a dwarven thrower granting the return of the weapon, and a sword of sharpness. The difference is a limb is skewered and removed on a roll of 15-20, not just a 20 when a critical hit is taken.

It is unknown of more abilities come to bear if or when Tsovinar is freed.

Random Properties

The trident has the following properties:

  • Song Craft, whenever this item is used or struck, the bearer hears fragments of ancient sea chanties
  • Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
  • Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
  • Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.

Blessings of Tsovinar

If you are a follower attuned to the trident, you gain the following benefits:

  • You have immunity to poison damage.
  • The range of your darkvision increases by 60 feet (or you gain dark vision 60′ if you didn’t have it).
  • You gain proficiency with sailor’s tools related to navigation, trident and trade (haggling).

Conjure Water Elemental

If you are holding the trident, you can use your action to cast the conjure elemental spell from it, summoning a water elemental. You can’t use this property again until the next dawn.

Travel the Depths

You can use an action to touch the trident to a fixed pool of water and cast the teleport spell from the trident. If your intended destination is in water, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed.

Destroying the Trident

The only way to destroy the tridentis to melt it down on Anbar The Black Forge, where it was created. 

Sentience and Personality.   It is not known if the trident is sentient, no records remain of this at this point.


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