Back to the indexAuren Almanac MCCCLIII Edition II
Printed Ches 1353
second edition
Thank you for purchasing the 1353 Auren Magic and Gem Almanac. In this we attempt to give the reader an idea of the value of their gems and other items of note.
Jand Auren
In this Almanac you will find gem, jewelry, potion and some magical scroll values.
I. GEMS ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 2 - 6
II. JEWELRY~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 7
III. POTIONS & FLASKS ~ ~ ~ 8
IV. MERCHANTS~ ~ ~ ~ ~ ~ ~ ~ 9
V. SPELL RESISTANCE ~ ~ ~ ~ 11
VI. About AMG ~ ~ ~ ~ ~ ~ ~ ~ ~12
~ ~ ~ ~ ~ ~ I. GEMS ~ ~ ~ ~ ~ ~
We have categorized the gems into seven categories. Although the first four categories are stable and well established in pricing and value, the rare categories vary greatly upon color, clarity and karat, and are best appraised individually.
Terms:
Price (P):What we sell the gem for.
Karat Multiplier (K): When purchasing multiple high grade gems of the same variety, we increase the price per gem.
Value (V): What we pay for the gem.
Trade (T): Trade value of the gem toward an item in our stock.
~~~Common Stones~~~
Malachite V-5 T-10
Obsidian V-10 T-15
Fluorspar V-15 T-20
Bloodstone V-30 T-50
Jade V-35 T-50 P-100 K-1.1
Tsavorite Garnet V-50 T-60
~~~Uncommon Stones~~~
Aventurine V-75 T-100
Amethyst V-75 T-100
Mandarin Garnet V-100 T-120 P-150 K-1.1
Phenelope V-90 T-125
Demantoid V-100 T-150 P-200 K-1.1
Black Pearl V-125 T-250 P-400 K-1.1
~~~Rare Gems~~~
Greenstone V-150 T-200
Zircon V-175 T-200
Garnet V-200 T-250
Pearl V-250 T-300 P-400 K-1.2
~~~Precious Gems~~~
Alexandrite V-400 T-500
Kunzite V-400 T-500
Topaz V-500 T-500 P-500
Fire Opal V-600 T-700 P-700
~~~Prized Gems~~~
Sapphire V-750 T-1,000 P-1,000 K-1.1
Emerald V-750 T-1,000 P-1,000 K-1.1
Amber V-800 T-1,000 P-1,000 K-1.1
Diamond V-1200 T-2,000 P-2,000 K-1.2
~~~Epic Gems~~~
Ametrine V-2,500 T-5,000 P-5,000 K-1.2
Ruby V-8,000 T-10,000 P-10,000 K-1.5
Star V-15,000 T-20,000 P-25,000
Sapphire K-1.5
Canary V-20,000 T-25,000 P-30,000
Diamond K-1.5
Jacynth V-30,000 T-50,000 P-50,000 K-1.5
~~~Legendary Gems~~~
It must be noted that legendary gem prices and values are subjective at best, and these are estimates. All sales and trades should be done on a case by case basis.
Beljuril V-50,000 T-100,000 P-100,000
K-2
Rogue V-100,000 T-200,000 P-250,000
Stone K-3
Blue V-200,000 T-250,000 P-500,000
Diamond* K-4
King's V-200,000 T-250,000 P-500,000
Tear* K-4
*We currently do not offer blue diamonds or kings tears for sale.
~~Unknown / Mythical / Fabled Gems~~~
There are a range of gems that exist in lore, but that our company has not come across in its 50 years of trading. This is not to say they do not exist, it is just to say that one should be wary of those who claim to harbor such gems.
Black Sapphire - written about in some books of old.
Serpent Stone - A stone prized mainly by lizardfolk, but holds no value for others.
Shadow Stone - A rumored Stone of mythical powers.
~~~Enchanted Gems~~
There are also many gems, that have been altered or etched with runes, to give them powers. Gems of brightness, ioun stones, and teleportation runes are the most commonly known.
The value of these are based mostly on their function, as opposed to their rarity and beauty, and we rarely deal in them, but are always happy to offer an appraisal for a small fee.
~ ~ ~ ~ ~ II. JEWELRY ~ ~ ~ ~ ~
Jewelry is a subjective artform, its value based on a variety of factors.
Copper Necklace V-70
Silver Ring V-80
Glittering Necklace V-120
Silver Necklace V-380
Gold Ring V-380
Gold Necklace V-1150
Auren Magic and Gem is very interested in magical jewelry, but it must be appraised on a case by case basis.
~ ~ ~ III. POTIONS & FLASKS ~ ~ ~
As of late, alchemical techniques have advanced rapidly, so much so that we foresee a market depression in the price of flasks and potions in the future. But for now, they are still difficult to brew and obtain. Although the new techniques hold promise, there is no guarantee they will be effective or profitable once all costs of manufacture are considered.
Potions of Arcane Shield, Barkskin, Bears Endurance, Bulls Strength, Cat's Grace. Eagle's Splendor, Fox's Cunning, Owl's Wisdom, will be bought if delivered in bundles of six or more, at 56 gold each potion vial.
Improved Fire/Acid Flask: V-70 T-90 P-90
Potion of Camouflage: V-75 T-100 P-100
Greater Acid/Fire Flask: V-110 T-150 P-150
Potion of Speed: V-150 T-200 P-200
Perfected Acid/Fire: V-200 T-250 P-250
Spiderskin Potion: V-250 T-350 P-350
Stoneskin Potion: V-200 T-400 P-400
~ ~ ~ ~ ~IV. MERCHANTS ~ ~ ~ ~ ~
A list of merchants of the sword coast, rated on a scale 0 - 10, sell/buy.
0 indicates a tendency to lesser deals, 10 indicates a tendency to better deals.
The final number indicates the maximum amount a merchant is willing to pay per item.
$ - Trader - the merchant only buys items if they have cash on hand.
# - Traps - the merchant will purchase traps.
Location (name)~~~~~~~~ sell/buy MAX
Candlekeep (Library) $ -- --- 10/8 1300
Ulgoth's Beard -- -- -- -- -- -- --- 9/4 1250
Nashkell (Goodfellow) -- -- --- 9/4 1350
Beregost (Thunderhammer)- 9/3 1350
Seven Suns $ -- -- -- -- -- -- -- - 8/1 1150
Baldur's Gate (Maltz) -- -- -- --- 7/4 1250
High Hedge Estate $ -- -- -- -- 7/4 1100
Baldur's Gate (Blunt) -- -- -- --- 7/3 1250
Sorcerous Sundries-- -- -- -- -- 7/2 1100
~ ~ ~ IV. Merchants Continued ~ ~ ~
Soubar (alchemist) -- -- -- -- --- 7/4 1200
Soubar (trapper) # - -- -- -- -- -- 7/2 1200
Friendly Arm Inn # -- -- -- -- -- 6/4 1200
Soubar (Horfire) -- -- -- -- -- -- -- 5/9 1200
Candlekeep (Harold) # -- -- -- - 5/6 1300
Roaring Shore (shortstuff) -- 4/10 750
Baldur's Gate (Aello) -- -- -- -- - 3/7 1000
Baldur's Gate (props) # - -- - - 2/5 1200
Roaring Shore (Baps) # -- -- -- 1/4 1100
It must be noted that the candlekeep library and the Seven Suns Merchant Company rarely have the cash on hand to buy any large quantity or quality of items.
We currently have a deal with Candlekeep to sell lesser flasks, potions, and lesser items of magical endowment, and the prices are the best you will find barring good deals at auctions.
~ ~V. SPELL RESISTANCE ~ ~
It is our desire to bring the powers of spell resistance within reach of the common traveller. Currently, the prices for spell resistant items are prohibitive.
Our partnership with Essar Blacksand has allowed us to hand down pay the best prices for spell resistant items on the coast.
The most any merchant will pay for a spell resistant item is 1350. We will pay at least 3000!!
So think twice next time you wish to sell that Spell resistant item!
VI. About Auren Magic and Gem
56 Years ago, my father, Jand Auren Sr. Started a small gem trading business in Baldurs Gate. Singing his way up and down the coast, and learning all he could about the lore, he soon fluorished into one of the most well known gem traders amongst all who adore beauty.
My interest in magic, and his wealth, and the blessings of Waukeen, allowed us to branch into new directions. We now trade mostly in items which endow casters with more spells.
Our most recent venture has been with the talented Essar Blacksand, whose knowldge of spell resistance has allowed us to begin trading in items to help the traveller repel magical attacks.
We are always interested in more partnerships. Currently we would like to focus on Wizardry, Sorcery and music, and let associates deal in Divine and natural magic.
Current Dealers:
Jand Auren - Gems
Jand Auren Sr. - Higher End Magika
Mers Mennenal - Lower End Magika
Essar Blacksand - Spell Resistance
Anieniel Galle - Gems
We intend to publish more books in the future. I am currently working on one which will guide the adventurer on appraising items, and my father (Jand Auren Senior) is working on a book to organize item identification into a sensible naming convention.
I am also exploring permissions, to write a tome on the gem collections of inhabitants of the coast, and why some prefer one gem above all others.
If you collect a certain gem, be it obsidian or king's tears, and have a sizable collection, leave a message with almost any merchant listed in section IV, and I will get it!
((feel free to PM player NeOmega if you wish to deal with Jand.))
Candlekeep Public Collection Reference
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexAuren Gem Guide
AUREN MAGIC AND GEM
Pricing Guidebook for Gems
Uktar 1353
by Jand Auren Sr
I: Semi-Precious Stones (these are best sold to your local merchant)
Obsidian, Malachite, Quartz, Flurospar 8-28 each
Bloodstone, Jade - 40 each
II: Precious Stones (sell these at auction)
Fire Agate - 10 for 900
Tsavorite - 10 for 1250
Amethyst, Mandarin - 10 for 1700
Aventurine, Black Pearl - 10 for 2100
Phenelope, Demantoid - 10 for 2800
Greenstone, Zircon - 10 for 3300
III: Jewels (sell these at auction at price specified)
Garnet, Pearl - 500
Alexandrite, Kunzite - 900
Topaz - 1100
Amber, Fire, Opal, Emerald, Sapphire - 1250
IV: Gems (these prices are guidelines)
Ametrine - 2000
Diamond - 2500
Ruby - 5000
Jacynth - 20,000
Star Sapphire - 50000
Canary Diamond - 100,000
Beljuril - 250,000
Rogue Stone - 500,000
King's Tear - 1,000,000
Blue Diamond - 2,000,000
Black Sapphire - ???
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexBack in Ye Coop
The legend of Sir Gavin Arkalis
By Reiker Vexx
As told by Reiker Vexx it was a quiet night in the farmlands of Baldur's Gate, the air was cool and refreshing, farmers were asleep and the only sounds that could be heard was the odd dog barking or crickets chirping.
Our hero was enjoying a conversation with a group of local adventurers, discussing the latest news of the realm, it wasn't long before things took an unexpected turn.
"What's with all these chickens wandering around out here?" Asked Valkira, tapping one of the fowl with her boot as she spoke. "I'm not sure" said Nathan, his luscious hair even in the darkness seemed to shine with a glow like that of spun gold. Our Hero Gaven looked around the field for a moment, his eyes narrowing. "All Ye Chickens need to get back in ye coop" He exclaimed, his gruff voice which often commanded him great respect seemed to do little to move the fowl. In the distance a large rooster moved in, malice in its cold eyes, focused on our hero.
Gaven stood his ground, hands on his hips as he stared down the large rooster "I said back in Ye coop" he repeated. The rooster puffed up its feathers and moved ever closer, merely feet away from our hero before something magical happened. The Rooster let out a loud "BURK BUGERK" suddenly growing in size, standing up to Gaven's height, 6ft tall with eyes like hot coals.
The others all stood by in shock or perhaps fear, none willing to risk the wrath of the giant bird. Gaven was not afraid, he puffed back his chest and activated his belt doubling in size, towering over the rooster "I will Nay tell you again... all ye chickens, back in ye coop!" he said once more. The fowl beast reared up once more growing even bigger still, rearing up to peck at the head of our hero, all hope seemed lost...
A flash of brilliant light engulfed Gaven, his muscles surged with holy power. He reared back some, swinging at the fowl beast with his might righteous fist "I SAID BACK IN YE COOP" He roared out as his fist connected with the giant roosters head, sending a ripple of divine righteousness through the beast's body, unable to handle the power of the fist the bird let out a terrible "BUCKGEEEERKK" before exploding in a shower of feathers.
When the air cleared all that was left of the rooster was a pair of smoking feet...
Gaven Collected up his trophy, holding it high above his head, the others stared on in Awe, None would dare to handle such a big cock and to do so single handed? A legend was born this day.
And so our tale comes to an end, the remaining chickens were easily rounded up and placed back in the coop where they so rightly belonged. To this day it is often said that when the night is quiet and the wind blows through the fields you can hear whisper "back in Ye coop" So goes the Legend of Gaven Arkalis.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexBakattazia DicegameThis is a Rulebook meant to familiarize the reader with the dice game called Bakattazia, invented by me, Duriel Yurvir.
By Duriel Yurvir
Introduction
The game consists of five turns, which form a complete round. A round starts and ends with the first player, and an extra turn is given to one of the players.
The origin of the name comes from the Dwarven language, combining the words game and dice to provide a unique sounding name, with solid foundations. The meaning roughly translates to Dicegame.
The BasicsTwo players take turns rolling a six sided die, for five turns.
Each player has two rolls by default, with an Extra roll awarded to the player who rolled the lowest on their first turn. Should a tie occur, the turn is rerolled.
The value of the roll from the extra turn is added to the player depending on the roll. If the roll is above three, the rolling player receives the point. If it is below four, the opposing player receives the points.
The winner is the one who has the most points by the end of the round.
Continue to page three for example runs, and analysis.
Example Runs and AnalysisPlayer one and player two, who for the sake of demonstration we will call Gurmin and Mingur, are playing.
Gurmin rolls a 3
Mingur rolls a 1
Mingur rolls a 4
Mingur rolls a 3
Gurmin rolls a 6
AnalysisOn their first turn, Mingur rolled a lower number than Gurmin, so he gets an extra turn to roll. Since on his extra turn he rolled a four, which is greater than 3, the value of the roll will be added to his overall score.
If we look at the game, then Gurmin has a total score of nine, and Mingur a total score of eight. Therefore Gurmin wins the round.
Example Run-TwoGurmin rolls a 3
Mingur rolls a 5
Gurmin rolls a 3
Mingur rolls a 2
Gurmin rolls a 6
Analysis TwoGurmin rolled a lower number on his first turn than Mingur, therefore he gets an extra turn. SInce he rolled a three on his extra turn which is lower than four, the value of the roll will be added to Mingur's overall score.
If we look at the outcome of the game then Gurmin has a total score of nine, and Mingur a total score of ten. Therefore, Mingur wins the round.
InterventionsThere are a number of factors which can turn the tide of a round. These are called Interventions, and depend on the rolls of the players. Only Myrkul's Writ and Eye of Talos are not affected by extra turns.
Myrkul's WritWhenever a player rolls two of the same numbers, the player wins. If both players roll the same, it results in a tie, and the round has to be replayed.
Eye of TalosWhen a player rolls a one, that player gains an extra two points when counting the overall score.
Umberlee's TridentWhen the value of the extra roll is greater than both of the player's previous rolls added together, the difference is subtracted from the opposite player's overall score.
Tymora's DiskIf a player were to lose by five points, he may reroll his weakest turn.
Mystra's BalanceIf a number is rolled more than two times during a round, that round needs to be started over.
Will of the FaithlessIf there is a four and a three rolled in a round, any Intervention that would occur, will not happen.
Thank you for reading this Rulebook, and I sincerely hope you will enjoy playing the dicegame.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexBaldurian Guidebook for ThayviansPlease find herewith my submission to the Baldurian Ministry of Tourism competition for 1354. As a public spirited citizen, I am keen for commerce in the city to proceed without impediment.
By Archmage Yolo Wyrmsbane
Foreward
As such I have prepared this handy guidebook for the citizens of distant Thay in the hopes it will better acclimatise them to our fair city and avoid unnecessary misunderstandings.
Signed,
Archmage Yolo Wyrmsbane
Chapter One: Laws and CustomsObviously, any trader visiting the fair city of Baldur's Gate is bound to observe its laws. Thus, it is wise to consider that the following are outlawed within Baldur's Gate: murder, torture, assault, tampering with foul magics, consorting with drow.
Like previous visitors who have worn the Red, you would wisely restrict those activities to the Enclave, where you can hide behind diplomatic immunity.
If one must hire mercenaries to resolve internal Enclave disputes, perhaps consider the Flaming Fist rather than drow. They are more reliable, although Duke Eltan may insist upon a mark-up due to past atrocities. Perhaps the most remarkable thing a travelling, dipalated wizard, or indeed his associates, should be aware of when trading in Baldur's Gate is the fact that slavery is outlawed within the city. This has notable ramifications which are often surprising to travelers from the Thaymount.
For example, people who are not slaves do not like to be spoken to like they are, in fact slaves. It pays to go the extra mile and say "please", "thank-you" and "of course you will leave here alive".
Avoid phrases like "in Thay I would have you flogged", "from my tower I can have contempt for your laws and way of life" and "if you will not serve me in life, you will serve me in death!"
Sneering should be restricted to behind closed doors.
Chapter Two: The Baldurian CitizenBaldur's Gate is a city of opportunity and free enterprise, whose people are tolerant and possessed of a diligent work ethic.
Alas there are downsides to this Baldurian way of life that manifests in some specific traits that a glabrous visitor should consider.
First, Baldurian citizens have eyes. Thus, if you teleport villainous visitors into the balcony above the Enclave, its quite possible they will be spotted. People are understandably a bit apprehensive about foes of the city and arcane threats being housed in a tall building within the walls. Secondly, Baldurians are sadly unaware of Thay's right to rule, nor that of individual Thayans. Many nobles of this fair city began life as entrepeneurs and are enobled as a result of services to the city, and even our Dukes are chosen by the people.
We are not familiar, alas, with the intricacies of Thayan internal politics. There may be embarrassment if a visiting imperialist expects to be treated as if he is doing the city a favor by breathing its air.
Thirdly, it may be remarkable, but Baldurian women have as many rights and as many opinions as Baldurian men. It is suggested that a successful Thayvian trader endeavors to recall that "no" means "no".
Chapter Three: LanguageBelow please find a guide to words and phrases commonly misunderstood by hairless servants of the Zulkirs.
"Clever Plans": Unlike in Thay, the cleverness of a plan is not defined subjectively by the author of the plan. Instead, everyone who becomes aware of the plan is allowed also to express their opinion, even if contrary.
"Diplomatic Immunity": This refers to the privilege of exemption from certain laws and taxes granted to diplomats by the cities and states they are working in. It does not, unfortunately, mean immunity from the social consequences of being an arsehole.
"I am a Red Wizard of Thay": Regretfully, this is not considered by most Baldurians a chat up line.
"Sshahamath": Is a drow city filled with foes of Baldur's Gate, not a holiday destination or place to do business.
"The Past": Unlike in Thay, this does not mean "things that do not matter" in Baldur's Gate. Baldurians have a memory.
"Valid opinion": This is for everyone, not just wearers of the Red.
"(germbag)": This refers to a woman who has sex for money, and yet visiting Thayvians often seem to use it to refer to women with standards.
Conclusions:In conclusion, please follow this easy step to making your visit to Baldur's Gate a success:
I Go home.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexBasic Field Healing TipsThe following are a few ways to prevent this as well as heal the wound until the time proper treatment can be obtained.
By Rania Marie Ragnon
Minor cut and would treatment:
1. Honey: One simple way to prevent this is through the application of honey directly on the wound site. honey is a wonderful natural healer, proven to prevent infection as well as to help it close and heal faster.
2. Cobwebs: Cobwebs are another wonderful natural healing item readily available in the wilds. Not only does their stickiness help to bind a wound closed when packed upon it, but cobwebs have natural antiseptic and anti fungal properties to ensure no infection will spread. Cobwebs also seem to aid in blood clotting, preventing more blood loss. Of course, the cobwebs should be clean and spider/insect free.
3. Moss: Moss, particularly peat moss, makes an excellent blood absorbent. Often used in battle fields, rural clinics, and to aid women during their moon cycles, moon kills bacteria, preventing infection.
4. Live Snails: For a minor cut or burn, the secretion of a live snail works wonders as a topical pain reliever. It contains antioxidants, antiseptics, anti-irritants, anti-inflammatory, antibiotic, and antiviral properties.
5. Maggots: If the skin has entered a state of necrosis, maggots can be used to eat away the dead flesh before further treatment is conducted. Additionally, maggots release a secretion that only targets dead flesh, leaving healthy flesh alone, for little risk of incidental injury during treatment.
Arrow WoundsWhen extracting an arrow, there are three guidelines that are to be followed:
1. First examine the position of the arrow and the degree to which its parts are visible, the possibility of it being poisoned, the location of the wound, and the possibility of contamination with dirt and other debris.
2. Next extract it delicately and swiftly. Use honey to ensure no infection, while extracting the arrowhead. Depending on location and depth, this can be done either by pushing the arrow through the body part, or by cutting around the area and removing it.
3. The third rule is to stop the flow of blood from the wound. Clean linen, cobwebs, moss, or honey or a combination of these may be used to ensure the blood flow is stopped along with minimizing the risk of infection.
Broken Bone CareManipulate the broken limb as little as possible...
Set the break: Resetting the bone to its correct position applying traction will help to relieve pain.
1. Immobilize and splint: use a couple of straight tree branches, about a half inch or so thick. Place one on each side of the break if the break is an open fracture, keep all materials away from the wound. Tie these tree branches in place with thin rope, handkerchiefs, bandannas or anything similar. Make sure the branches are firm, but not so tight that you're cutting off circulation.
2. Watch for shock: after the limb is set and splinted, watch for signs of shock, which includes a rapid, fluttering heartbeat and pale skin.
3. Get the injured person to a healer as soon as possible.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
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Back to the indexBasics of BrawlingThis book explains the writer's experiences in brawling, and shares his insight on what the reader can do to become a more seasoned fighter in the ring.
By Eustace Clementhy Pyrewood
Summary
Table of Contents
Introduction - Chapter One
Attributes - Chapter Two
Flow of Battle - Chapter Three
Conditions - Chapter Four
Examples - Chapter Five
Afterword - Chapter Six
// OOC from here on.
IntroductionThis is a brawling Role-Playing "system" that I base on Attribute rolls, and while I do not use Skill rolls like Bluff, they are still represented in some form or fashion.
This isn't the only way to do it, it's just what I thought would be interesting to do, if a bit overcomplicated. Or it may not be complicated enough, you decide.
Can add, remove, disregard or whatever to this system, it's up to you and how you Role-Play.
I would also like to add that monks are not included into this system, as they would most likely dominate others in an unarmed fight. If they still wish to try their hand at it, maybe they could attack twice in rapid succession unlike everyone else.
AttributesIs mainly used to attack your opponent with, but can also be used to block a blow.
Strength:
Dexterity:Is used for dodging attacks, but can also be used to attack and/or counter with. (Further explained in the Conditions chapter)
Constitution:Adds to the base "brawling health", as well as it can be used to tough out a hit from the opponent.
Intelligence:Serves as a utility addition to the fighting. Dirty tricks and exploiting weaknesses can be considered here, as well as seeing through bluffs.
Wisdom:Can be used to predict what the opponent will do next, so it can be used to dodge, counter or disregard feints and the like.
Charisma:Is used to feint or intimidate the opponent, to make them react or retreat.
Flow of Battle
First, before the fight even begins, each player rolls a d20 to which they add their Constitution modifier. They add this resulting number to their brawling health of 50.
Then they can either decide who goes first by flipping a coin, rolling initiative (either Dexterity or Wisdom) or the method of their choosing.
Once the order has been decided, the flow of battle rotates between Attacking and Defending. The first player describes the action they are taking then rolls either their Strength or Dexterity. The defending player must then roll their attribute of their choosing -- which can be anything except Intelligence -- after which the Defence roll is subtracted from the Attack roll.
If the Defence is higher than the Attack, the Attack fails, and it's the opponent's turn to be on the offensive. Similarly, if the opposite is true, the remaining difference is subtracted from the Defending player's brawling health.
This continues until one gives up willingly or is pummeled into unconsciousness (his brawling health reaches 0 or below). There is no death from this, unless the beaten player wants to Role-Play it themselves, for some reason.
Whenever a player is damaged, it is considered the ending result of an Attack, and therefore the Flow of Battle continues with the next player's Attack phase. (Further explained in the Examples chapter)
ConditionsBlinded, Grappled, Countered, Feinted, Intimidated
Conditions are what can happen during a brawl, that can turn the tides in your favor by hindering your opponent. The two most common ones are to be Grappled (Strength) and Countered (Dexterity).
Blinded: Sweat, blood, sand or anything that can be used creatively that you have access to can try and blind an opponent. You have an advantage against a Blinded opponent, which means that you can roll twice and pick the more favorable roll.
Intimidated: With your Charisma you can make an opponent not go through with an attack out of fear of a being lured into a trap. An Intimidated opponent will completely give up on that round's Attack.
Feinted: Similar to Intimidated, a Feinted opponent will be fooled, and won't be able to dodge or block the attack, which means they must tough it out with a Constitution roll.
Grappled and Countered are triggered in a way that mirrors each other. When a Strength attack roll is 10 points higher than a defending roll, the opponent can be considered Grappled. While in this state, the Grappled player can not block or naturally dodge attacks, and must use their attack phase to try and break free. If they can't break free on their own, on their third turn of being Grappled, they are automatically freed, but that ends their turn.
Similarly, if a Dexterity defense roll is 10 points higher than the opponent's attack roll, they not only dodge the blow but perform a Counter, which adds the opponent's attack roll to however many points the defensive roll was higher, and that sum must be subtracted from the opponent's brawling health.
Incidentally, on a natural 1 or 20 roll, these are fulfilled automatically without the need to have rolled higher.
ExamplesPlayer A vs Player B
Beginning Constitution rolls: 14, 20
Player A's brawler health is now 50 + 14 = 64
Player B's brawler health is now 50 + 20 = 70...Player A's Initiative roll is higher, so they start the Attack with a strength roll:
Circles around their opponent and throws a well aimed punch to the face.
DMFI Dice Roll for: Strength Mod: 5 TOTAL: 24
DMFI Dice Roll for: Strength Mod: 6 TOTAL: 17
Player B manages to bring up their guard slightly too late, so the punch connects with a satisfying thud.
Player A managed to successfully hit Player B:
24 - 17 = 7 damage.
Player B's brawling health is now down from 70 to 63.
It is now Player B's turn to attack. They decide to use strength as well.
Enraged by the earlier attack, Player B kicks at their opponent's hip.
DMFI Dice Roll for: Strength Mod: 6 TOTAL: 13
DMFI Dice Roll for: Dexterity Mod: 4 TOTAL: 23
Player A anticipated the kick and swiftly dodges to the side. As they do so, they notice a gap in Player B's defense and use their own momentum against them to land a blow on their chest.
Player A counters Player B:
13 - 23 = 10 (Counter)
Player B cannot dodge or defend against it, so they must tough it out: DMFI Dice Roll for: Constitution Mod: -1 TOTAL 9
Counter Damage = 13 + 10 - 9 = 14
Player B's brawling health is now down from 63 to 49.
AfterwordThis is just a guide-line I thought of, there is absolutely no reason to follow it unless you wish to. If it's too complicated then I might make a newer version that simplifies it, but I think once you get the hang of it, it is fairly simple.
Once again, these are just guide-lines, and this all depends on what you think is logical. So if your character would throw sand at the eyes to blind the opponent without having to think about it (and roll Intelligence), then just roll for Dexterity to do so.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexBecoming by Jay Lewis
By Jay Lewis
The story that follows is about a young Flaming Fist soldier named Horace Willoughby. He spends his leave time screwing his way down and back up the Sword Coast. The prose is graphic, raunchy, artless, and leaving little to the reader's immagination.
Horace encounters all sorts of women: blushing virgins; wily temptresses; buxom barmaids; swooning farmgirls; professional dominatrixes. Several of his encounters involve multiple women at the same time. Somehow, the young soldier manages to pull it off without resorting to any seduction or effort. His conquests have some commonalities; they are uninteresting, uncomplicated, and unbothered by the fact he is an unreciprocative lover and left them without a kiss or a cuddle.
Horace's tale ends with his return to the front. There is no reference to his feeling refreshed or invigorated. Things merely go back to normal.
In an hilarious mix-up, this smut novel was published under its author's real name rather than the sobriquet provided. The name Jay Lewis is emblazoned on the cover, the spine, and the first page. The last page, however, credits G. Hargrave.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexBelow
Below: The Inglorious Mission in the Tunnels Beneath Dragonspear
By Marietta Starling
For my best friends, Bob and Flint, who watched my back when I couldn't watch theirs.
On 11 Hammer 1356, the forces of the Sword Coast converged upon Dragonspear Castle to make their final push. This siege was planned and executed with the objective of ending an incursion by devils that lasted upwards of two years - or so I was told when I arrived on the Coast about seven moons prior to our last stand. I cannot be certain how it all started because I was not there. But after completing this memoir, I intend to join the hunt for the Grand Traitor Manshoon. Let this be my legacy.
I do not remember the rousing battle speeches when we gathered in the Winding Waters Fort upon announcement of the mass mobilization. I heard only the blood rushing through my head, and some idiot who showed up to suggest that we negotiate with the devils to avoid unnecessary bloodshed. Even he became dull background noise, eventually.
Knight-Commander Bob Thairo led a unit of Zhentarim troops, accompanied by members of the Ebon Blades, and representatives from House Blackrose, including Amelia herself. A few adventurers tagged along, such as Flint and Kahanak. Even Morgan Blackrose was there with us. We were relegated to the duty of cutting off and mopping up devils fleeing from the main force around Dragonspear.
When I expressed my displeasure at being pushed to the sidelines, Alxian said that it was for the best. I told him not to presume that he knew what was best for me. A few of the others in our small unit grumbled about Morgan tagging along, but she and Kahanak were needed to close any portals we encountered. I thought the infighting would lead us to failure.
The moment I recall most viscerally was not the horrid stench in the tunnels, nor the Knight-Commander rushing to my aid when I was in trouble; I will get to these things later. It was our unit's departure. We crept through the mist that hung heavy in the nighttime air, and I distinctly recall seeing other units nearby, and barely making out their banners through the thick fog as we all diverted in different directions.
Then our own unit fanned out, and I had trouble keeping eyes on everyone. It smelled like burning leaves and freshly disturbed earth. It sounded like slow marching, and the shifting of armor panels. It felt like fear. I wanted a glorious death on the battlefield, but not like this. Not while I was still so young, and had lots to do. Some things are prettier in theory than when they stare you in the face. Knight-Commander Thairo later reported that he felt confident in that moment. Of course he did. Nobody wants to follow a scared leader.
We encountered devils, large and small, including erinyi that swooped down from the sky to pick us apart and break our formation. It's hard to keep formation in the woods. I made quick work of the erinyi, even though there were so many of them.
We had few opportunities to rest and recuperate during the skirmish. I found myself in the fray several times to heal the Knight-Commander and use my spells at short range. He held the line valiantly. Amelia tended to the wounded who were able and willing to fall back, mostly.
Thairo was not among the latter.
Flint peppered the devils with his arrows. Greil Nightgale got up close and personal with them. Zeke and I blasted the fiends to smithereens. Morgan and Kahanak threw spells around and closed the portals. We had an ogrillon mercenary who sliced through the enemies like they were made of butter.
Erinyi swooped down and harassed us from the sky, but I made quick work of them. They seemed to be the weaker members of the species. Still, I felt like I was knee-deep in chaos because I had to keep running in and out of the front lines to make the most of my own talents. You never know until all hells breaks loose, literally in this case, how versatile you can truly be in a pinch.
We mopped up devil units to the north of Dragonspear Castle; I wish I could say it was easy, that my heart didn't jump into my throat at least a half dozen times. When all went quiet and we killed the stragglers, I hoped it was over. However, as we approached the fortress, a Zhentilar officer intercepted us with an urgent message.
Our reinforcements located a tunnel that ran beneath the castle, and the mages of the Loyal Hammer Company detected portals within. He said they secured the entrance for us. Flint started complaining about how dark and tight caverns were, and I told him to pull himself together lest he become a liability for our detachment.
Alxian and Mathias stayed outside the tunnels with the reinforcements to cover us. Even without erinyi assaulting us from the heavens, it felt like we descended into the bowels of Baator. The smell alone would have made a person wish for such a fate. It was like garbage, poop, rotting flesh, body odor, and wet dog all in one sickening scent. At first I thought the ogrillon mercenary had farted.
The engagement in the tunnels were a bit of a blur. I do not remember how many waves we encountered. It was easy to start out with, but the further we pushed, the more devils were routed from the main structure of the castle over our heads. It was a positive sign, I tried to tell myself. It meant things were going well for the main detachments that stormed Dragonspear.
By acid and by fire, the tunnels shook violently and nearly collapsed on us several times over. I can't tell you if it was the battle uptop, the devils stampeding through the narrow corridors, or Morgan and Kahanak closing the portals we found. In retrospect, I spent a lot of the underground battle on my ass with pieces of rubble falling over me.
I miscalculated an Otherworldly Leap because I ended up on the other side of a particularly large and powerful wave of devils flanking us from the rear. I was cut off from my unit, and the enemy ripped me apart quickly. I thought I was going to die there. I would be praised as a glorious death in battle, and the others would announce that I fell in the line of duty. But it was my own foolishness and error in judgement. At least I'd have been remembered as a hero.
The Knight-Commander himself fought to my side and pissed the devils off enough to smack him for a while. If he had stayed in formation, I would not be around to write this book. Flint deserves credit too. He pulled himself together, and shot arrows at the fiends who had me surrounded.
Shortly after that, we found an opening to the surface and returned to Winding Waters Fort. There was no fanfare to greet us, and I'm not sure if we got back before or after the main detachments. Dreadmaster Barristan Schulltze was there, diligently tending to the wounded Zhentilar troops of the Loyal Hammer Company, but he looked very busy so we did not interrupt him.
I threw up. I still don't know why. This wasn't my first battle, and it surely won't be my last. Maybe it was the lingering memory of the awful stench in the tunnels. I'll go with that. Flint tried to comfort me, but I just wanted his mint flakes to get the taste out of my mouth. There were murmurings amongst the Flaming Fist reinforcements who stayed behind at the fort. Victory.
My objective is not to diminish the efforts of those who fought within the castle, but to ensure that the scrappy unit of misfits who braved the labyrinth below are not forgotten. Let them not be pushed aside by the minstrels and troubadors who sing of that day. Let them not be excluded from the history books. Let them be immortalized, even if only by my quill.
Knight-Commander Bob Thairo
Baron Greil Nightgale
Matriarch Amelia Blackrose
Flint
Hanner Leonson
Mathias
Alxian
Morgan Blackrose
Kahanak Habdilof
Zenigh Nightwind
Auros Bhaalyn
Oghrun Ogrillon
Zeke Swift
Saint
Gatob Skupunda
Unknown Cheerful Adventurer
Marietta Starling
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexThe Shadow of Myrkul, Vol IIn this small account I will present the nefarious events happened in Baldur's Gate around a necromancer and her attempt to spread her creed to the common folk. I will relate the events I witnessed with my own eyes and those that were related to me.
By Edelgarde, Acolyte of Candlekeep
Year 1355
The first time I received news of the activities of the necromancer known as Gweyn, I was attending to my studies in Candlekeep. My friend Hoppy Toadsmeadow, who appeared to be in severe distress at the time, asked to meet with me.
She told me that earlier that day she was adventuring with a group of friends near Cloudspeaks when she met a woman that required assistance. She was human, with brown hair and tan common clothes. She explained that she needed help in dealing with the giants menacing the nearby villages and the group gladly accepted the task. She requested that one of the giants was brought to her so she could redirect him on a better path. However, when the adventurers complied she had the giant killed and raised him as an undead.
That time she revealed her true purpose. Gweyn explained that she served Myrkul and her goal was to teach people to fear death. Although she said that the undead had nothing to do with her plan, but were only there to protect her, she was performing some kind of attunement experiment.
Knowing this, the group refused to help her, so she sent her undead minions to attack them. The adventurers defeated the zombies, but she sent a stronger minion: an armored skeleton called Clide. The creature was no ordinary undead and they barely managed to escape. As if it wasn't enough, the undead giant was sent after them.
Worried by the event related, I urged my friend to meet with the Flaming Fist at once in order to share those information.
On the following day, I met Hoppy again and she referred that she had another encounter with Gweyn, near Nashkel mines this time. To make things worse, those with Mystra's gift could feel that her experiments were somehow interfering with the Weave.
My friend also explained that she met with a paladin of Tyr and two sister that encountered the necromancer with the respective groups. Some of the victims reported that the necromancer was followed also by a fearsome skeletal creature.
As we traveled to Baldur's Gate, we met with an official of the Flaming Fist near the gate. He introduced himself as Champion Loyd, in charge of finding the necromancer for attempted murder at the graveyard four days prior. We provided all the information we had hoping that her movement would reveal a pattern.
Shortly after the Champion left, we met Jalib from the front line. Apparently he knew about the necromancer and wanted to go after her. He suggested we should start our research at Cloakwood or any other place where adventurers would go, as apparently she would ask them for assistance.
After gathering a large amount of people, we left for the Gnoll Caves on the Lion's Way.
At our arrival, we were met by a strong copper smell and an eerie mist all around the cave.
The area was covered with the bodies of the gnolls and in front of the entrance one of them still lived. With the aid of a spell we managed to communicate with the creature, who said that the massacre was perpetrated by some creature called Skull Man. Some of us tried to magically heal the gnoll but his flesh tore at the contact as if it was an undead.
Immediately after, all the bodies raised and attacked us.
We fought our way through the layers of the cave, now populated by undead gnolls. Whenever we could, we burned the bodies before they raised.
Near the end of the cave, we met with the undead giant from Hoppy's account. She spoke with him and tried to convince him to let us pass, but as expected the beast refused.
Jalib charged head on followed by the other fighters, laying waste in front of them. At the same time, casters and archer rained death upon our foe. At the end of the cave we were received by a fearsome creature: a tall and skeletal figure in wizard robes. He introduced himself as Handred the Unfathomed, created by his master. When Hoppy confronted him, he explained that his duty was to create a sickness to spread undeath.
"You still don't get it" he said when we obviously refused to let him carry on with the ritual.
"What I get" answered Jalib. "Is that I get to bash yer skull once tha little woman finishes talking."
Out of patience, Handred unleashed his zombi minions, promptly intercepted by the fighters. At the same time, Hoppy countered all the spells of the skeleton. In the end Handred was destroyed, his ritual never finished. Unfortunately, Hoppy fell after using her last spell to turn a zombi into a chicken, attacked by the chicken itself.
Our ally was immediately raised and, after killing the beholder at the inner chamber of the cavern, we were confronted by a gnoll. He thanked us for our help, in common, and offered a shield and a belt as compensation. He said we were not friends, but for this time we were free to leave the cave unharmed.
So the most powerful creature was Gweyn was destroyed and the land was saved from imminent danger. Alas, the whereabouts of the necromancer are still unknown, although I have the feeling we will hear from her soon enough.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexBronwyns Beginnings
By Turin Turambar, "The Chronicler"
Herein lies the tale of Brownyn the Bodyguard Armed with wooden sticks and lofty goal. Bronwyn was running. What are you running from Bronwyn? Bronwyn was not running from, but to. Running to his goals. Even as a child, sticks scimitars in hand, Bronwyn was running.
When I first met him, he was running to the market to make his profits. Fortune? Is that all you seek good sir? More than that, he wants fame, wealth, for his name to be known. Bronwyn the Bodyguard, desires to be a "Reputable Highway Gentlemen". one may ask, "exactly what does that mean?" and well, I did. Of course it means he wishes to escort lonely travelers through the perilous roads, for a small fee of course. Blackmail? How dare you! Nay, insurance. One cannot break a law where no law exists! Should such a business go well, perhaps we shall see a band of bodyguards down the line. Though I cannot disclose the planned location of said hideout, even if your Chronicler knew of such a place.
At this point in time,having just met Bronwyn. We find him hunting kobolds in the hilltop ruins outside Baldur's Gate. Why are you here Bronwyn? To practice his swordmanship, and start his fortune. One does not simply "protect" others without first protecting himself, and no good band of bodyguards (see pun) is started with an empty pouch.
Your chronicler greets Sir Bronwyn, "Hail fellow traveler". So begins the saga. Your Chronicler, though great peril and turmoil, follows Sir Bronwyn along on his adventures. One cannot tell a story without a witness of good repute. Sir Bronwyn, dual scimitars in hand, rushes headlong into the ruins, your Chronicler struggling to keep up. Bronwyn the Bodyguard had good practice this day. Dare we say, Bronwyn the Bold? Once your Chronicler got in to trouble, battling back five of those little monsters on his own! Where was his bodyguard? Finishing off the other fifteen, no twenty! As soon as e dispatched of them single handedly, Bronwyn came running. Running I say! All that running towards your goals came in handy then didn't it? With a few well placed blows from his mighty scimitars, down they went, before your Chronicler could even knock another arrow.
Bodyguard indeed! What more, pulls out a kit with various herbs and bandages. Sure made me feel better. Sir, I will hire you more often. Running into another group of adventurers, Bronwyn was requested to tag along. Denying this request, with a simple "I have my charge already, tasked to protect the Chronicler".
Having safely made it back to town, we share a drink. Even buys the first round. Cleanliness may be next to godliness, but Bronwyn's version of lawlessness is next to drunkenness. So ends this part of the saga. Mayhaps we shall see Bronwyn again. Could your Chronicler even be made promoter? We shall see, we shall see.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Gleam of the Firefly - In your darkest hour, look for the firefly
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Back to the indexBubble Bubble Cauldron of Trouble!Bubble Bubble, Cauldron of TroubleNarrator: Once upon a time in a dark, distant forest, two twin witches lived in a dark old house with a dark, old cauldron that always bubbled, bubbled, bubbled with a dark, old potion.
A Magic Play
By Aeili Azenci
Scribed in the Year of the Dragon, 1352 DR.
Red Witch: “Three toes of newt, four camel eyelashes and a spoon of quicksilver!” says the red witch as she throws the objects into the bubbling cauldron.
Blue Witch: “A spoon of quicksilver? Do you not know it is poisonous, sister?” *she gives the red witch a surprised look*
“Not when I add a trickle of treacle and a dash of eyelash!” the red witch replies with an evil grin.
“Well trust is a must, will you taste or just fuss?” *she gives the red witch a challenging look with an eviller grin*
“Why, I am proud of my mix, or do you think I play tricks?” she replies with a boastful glare.
“Try, by all means, your delectable brew it seems.” *she snorts, with clear disbelief and gestures at the cauldron*
So the Red Witch added the ingredients to the bubbling cauldron, chanted the magic phrase, took the ladle to her mouth and sipped...
“Bubble bubble, cauldron of trouble! Ah, like fine wine while one did dine!” she remarks while waving her hands around.
[Drink Potion: Barkskin]
“Sister, a misadventure? Your hair is not quite there!” *her eyes widen and she then holds back a laugh as she points at Aeili's hair*
“Like leaves of a vine! This hair is not mine!” she replies with a frown and a pout!
“A dollop of scallop, and the effect shall gallop.” *she nods, as if she can fix this*
“You gave me a jinx! It’s still poison, methinks.” she replies with a dubious expression.
“Really? You doubt my alchemical clout?” *she rolls her eyes, as clearly she must be the better witch*
So the blue witch added the slimy, grimy scallop to the bubbling cauldron, chanted the magic phrase, took the ladle to her mouth and sipped...
“Bubble bubble, cauldron of trouble! Like the sound of a round, ground pound of hound!” *she exclaims and swallows the brew*
[Drink Potion: Enlarge Person]
“Oh my, so high! Will you sprout wings, and fly?” she remarks amidst cackles of laughter!
“The dread to my head! Oh, to lay down on my bed!” *she looks down at herself and then looks dizzy, lying down on the floor*
“Sister, your height will cause fright! Oh the pangs of delight!” she says, continuing to laugh exuberantly the blue witch's misfortune!
“Oh no, the woe! I sink below. . .” *she moans, not appearing to feel too well!*
“Quick, the tongue of an adder! This will make me no madder.” she boasts and waves her arms around as if -she- knows what she is doing.
So the red witch added the split snake tongue to the bubbling cauldron, chanted the magic phrase, took the ladle to her mouth and sipped. . .
“Bubble bubble, cauldron of trouble! Like a dance with no pants, enhance!” she chants and incants a spell.
[Drink Potion: Reduce Person]
“Ha, with a snort! Look at how short you are caught!” *she grins, jumping up and looks happy at how the brew now backfired on her witch-sister*
“By the gods! Two more sods from swampy bogs!” she retorts in horror, looking herself over very carefully.
“Sods of swampy bogs? Do you mean frogs, or logs?” *she looks at the red witch and then cackles*
“It matters not! It’s just a blot! Give what you’ve got!” she replies angrily, clearly not impressed with her sister's suggestion.
“Within time this will be mine! Just add lime and all will shine!” *she sounds confident that she knows exactly what this witch brew needs *
So the blue witch added the fine lime to the bubbling cauldron, chanted the magic phrase, took the ladle to her mouth and sipped. . .
“Bubble bubble, cauldron of trouble! I said no red or I’ll be dead!” *she exclaims and then swallows the witch brew*
[Drink Potion: Elemental Shield]
“Ha, and look! The flame came all the same!” she cackles once more ias the blue witch erupts in a burst of fire!
“A bee’s knees, if you please! This has quite become a tease!” *she jumps back, looking a little frightened for a moment before collecting herself*
“No more the bore, sister, if I add four?” she taunts her with a malicious grin upon her face.
“Yes yes, for the best. Another test for the rest.” *she nods several times; this obviously requires a large amount of bee knees*
So the red witch added the four wee knees of the bees to the bubbling cauldron, chanted the magic phrase, took the ladle to her mouth and sipped. . .
“Bubble bubble, cauldron of trouble! No more glow, its not a show!” the red witch cries out, lifting her hands to incant another devious spell!
[Drink Potion: Lesser Visage of the Deity]
“Ahhh! The light! It’s so bright! Why do you fight?” *she raises an arm up, to shield her eyes from the brightness Aeili emits*
“A gnome’s nose and a rose! That’s how it goes. . .” she replies in self-inflicted horror.
“Three ears of deers and a couple of beers? Will this not quell our fears?” *in a tone that suggests that it usually works!
“Sister, you are mean! Do it since you’re so keen!” she scoffs at her suggestion, placing her hands on her hips and looking unimpressed.
So the blue witch added the deers’ ears and beers to the bubbling cauldron, chanted the magic phrase, took the ladle to her mouth and sipped. . .
“Bubble bubble, cauldron of trouble! The last is past, what a farce!” *she seems self-certain and she swallows the brew, what could possibly go wrong?*
[Drink Potion: Shapechange - Frost Giant]
“How gross, more than most! Uglier than I could boast!” she gloats with glee, mocking her sister!
“Oh the sight, filled with might! What a ghastly fright!” *show looks down at herself, surprised, clearly this was not how it was supposed to go*
“A touch of moss, just a toss. Mayhap enough to relieve your loss?” the red witch suggests in a snyde, taunting manner.
“Fine fine, I will not whine. This surely is the final sign.” *she looks at the brew, as if surely things cannot get any worse...*
So the red witch added the meagre moss to the bubbling cauldron, chanted the magic phrase, took the ladle to her mouth and sipped. . .
“Bubble bubble, cauldron of trouble! All is done, now for the fun!” she declares proudly with a wave of her hand and a flash of magic!
[Drink Potion: Shapechange – Fire Giant]
“Oh ho, the rage! What a mage! Now who will ascend the stage?” *a wicked grin spreads on the frost giant's lips as she regards her witch-sister*
"Curse this brew, too! Forever am I stuck with you!" she remarks with extreme disappointment and a final dark brooding glare at her accomplice in witchery.
And so the two, twin witches lived the rest of their lives as giants in the dark old forest, in their dark old house, never again able to brew their bubbling, bubbling, bubbling, dark old potion.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
- Almarea90
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Re: Candlekeep Public Collection Reference
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Back to the indexBuurk Gerz The great greens volume I
By Buurk Gerz
Few dragons are utterly reviled among humanoids as green dragons, also known as forest dragons. Although green dragons might not be as powerful or destructive as some of their kin, they are innately and instinctively deceptive. They lie as people speak and they are very good at it. They love intrigue and prefer to achieve their goals through guile and double dealing over any other means. Look any brute can hunt, this Buurk knows, but it takes skill and intelligence to trick ones prey into offering itself up for dinner.
Green dragons are cunning, deceitful creatures that would rather plan and scheme ways to attain their goals with as little effort as possible rather than work hard to earn what they possess. They are ill tempered and love to enslave those whom cross their paths, using them to further their schemes which often involve kidnapping diplomats for ransom or gathering information from others. Slaves of green dragons often do not last long, as a single failure will often land them under the crushing strength of their jaws and claws, to quickly be replaced by another seeking only to please its forced master to escape certain death.
When speaking with a green dragon it is imperative to know they are masters of speech, both smooth and captivating with their words. It is crucial to understand they will always sound intelligent and cultured. They will try to make deals with you, but no matter what is said it must stay fresh in your mind that they are always scheming and planning. Any deal made with the dragon will spoil soon.
A green dragon makes its home, its lair, within forests. Its innate magical ability will change the forest to its liking, often creating a less hospitable environment for those that enter. Plants will be forced to grow injuring thorns and spines, animals will become its eyes and ears, and the plants its tools, even the ground will serve the dragon, hiding its movements and very self from those seeking to find its lair. This is very important to know because Green dragons like black dragons absolutely love to ambush humanoids entering its domain, but unlike the ruthless black dragon they plan out these ambushes and will always be a step ahead of anyone expecting such encounters. A green dragon will project a green mist that ensnares travelers, often creating images of their greatest fears, slowly breaking them and softening their minds the deeper they travel into its domain. It should always be remembered that because of these effects it is near impossible for anyone to sneak up on a green dragon, as if the screams of your terror do not alert it to your presence, the plantlife, slaves and animals under its control surely will.
If all these many conditions were not enough if you ever reached the inner hold of its lair you would find the air to be choking as its breath contains chlorine and when combined with its weaponized organ, the exhaling effects can poison and suffocate all those in its path, leaving but a sickly shadow of even the strongest, and bravest. It is wise to always carry a large supply of antidotes if seeking out a green dragon ever becomes one of your goals. The typical green dragon lair is a complex of caves and tunnels, with its main entrance hidden behind a waterfall, though the preferred lair is a cave high up on a cliff, but such locations are rare and often home to the oldest and most powerful green dragons.
How can you tell a green dragon apart from other dragons, besides the obvious being there color? One of the most defining characteristic of a green dragon is the frills atop their head, though you will need to pay attention to a few other things. Many other dragons like the black, gold and copper share similar looking frils, so you will need to go through a process of elimination. Black dragons have abnormally long tails, and their legs are very thin in comparison to the big and thick thighs of the green dragon. Copper dragons have short knecks when compared to the swain styled neck of the green dragon. All of this is important because it is not always easy to tell the color of a green dragon at night as many forms of night vision do not grant the ability to see color, only shapes and sizes. This is also important if dealing with a possible draconic skeleton. If the friles, skin, and muscle structure of the green dragon have rotted away leaving only bone, how can you tell it is in fact a green dragon's remains? This comes down to not a examination of the bones themselves, but the area around the remains. You see there is something wonderful and magical that happens around the body of a dead dragon, and that would be to notice a explosion of vegetation that surrounds the skeleton of the remains.
You see the green dragons body is one of the most fertile composts that exist, so much so that a green dragons decaying body can weaken the barrier between the prime material and the fey wilds. This is good to know, as rituals to break through to the fey are often attempted at these sites, and often Hags will take advantage of the properties by growing plants at these sites, but hags are not something Buurk knows much about besides the fact they are just as evil as green dragons at heart.
Green dragons lay their eggs after four months of a sixteen-month incubation period. They lay clutches of three to five eggs, with an average of two to four hatching successfully under optimal conditions. Green dragons are reasonably good parents, with both mother and father typically staying close to their eggs while they are incubating. Green dragon females either keep their eggs in a solution of acid or bury them in leaves moistened with rainwater. One thing that is not widely known about green dragon wyrmlings is that they are not born green. Green wyrmlings were often mistaken for black dragon wyrmlings, due to their nearly black scales. As the wyrmling matures, its scales become steadily lighter in color until they reach the striking green shades of an adult. The wyrmling stage lasts approximately six years. Green dragons reach adulthood around the age of 160 years and become elders after their 950th year. A truly ancient green dragon has lived for at least 1,750 years, give or take a century, longer than even some elves, and surely longer than Buurk will ever even with the help of magic.
Unfortunately we come to a close in Buurk's first book The Great Greens Volume I. I would like to thank a few people helping me write this book, and help me understand how to correctly write as my speech as always been lacking.
Special thanks to Kumarth for helping to teach me how to speak better.
Special thanks to Hinzel for listening to my goals and not telling me I cannot learn how to do this.
Special thanks to Lanice the Librarian of the shelf of many books in Baldur's Gate, not only for allowing me to sit and work, but also for helping me to create this book, and showing me where I have made word missakes, and errors.
After more learning and research, I will be creating a volume II, titled the eating habbits, rituals and treasure hording of the great greens.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
- Almarea90
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Back to the indexCandlekeep Library Rules
By Alexandra Keenan
Guide of Candlekeep
Eleint 1352 DR
General Rules.
* Petitioners who seek library access must have a specific subject to research. Idle browsing of the library is not permitted.
* Access is only granted for the duration of the approved research project. Once the project concludes, admittance must be obtained again in order to research a different topic.
* Guests of the library will be escorted at all times by an Avowed of Candlekeep. All visits to the archives will be documented.
*Guests of the library are not permitted to take notes or possess any writing implements while within the archives. All needed notations will be scribed by a member of Candlekeep.
*Rude, disrespectful, or law-breaking behavior will result in the immediate and permanent revocation of access.
Library Admittance MethodsAn 'original work' is a tome authored by either the person who seeks access to the library or a designated proxy. A submission must meet a minimum length requirement and adhere to the spelling and grammar guidelines of the language in which it is written. Any language is permissible as long as it can be verified and translated by an Avowed of Candlekeep.
Method One: Submission of an Original Work
Acceptable submissions include, but are not limited to: a detailed description of the events surrounding proposed research; historical accounts; interviews of notable figures. A visit with the Guide of Candlekeep is required before any submissions are accepted.
Up to a tenday may be required before library access is granted so that the submission can be read, verified, and properly catalogued. OOC Notes:
* use of the IG book system is strongly encouraged but not required
* the minimum length requirement is around 750 words, which is approximately six full IG book pages or two Word Document pages
* write in English only; denote any IG languages in [brackets] and provide translations if known
Method Two: Donation of a Rare BookA 'rare book' is defined as one that is not already a part of the library. In certain situations, a better copy of book that is already in the archives may be accepted. A visit with the Guide of Candlekeep is required before any donations are accepted.
Up to a tenday may be required before library access is granted so that the submission can be read, verified, and properly catalogued.
OOC Notes:
* only DM-granted books qualify
* name of DM must be listed upon book
Method Three: Monetary DonationThe minimum donation amount is one-hundred bags. A visit with the Guide of Candlekeep is required before any donation is accepted.
Up to a tenday may be required before library access is granted so that the funds can be verified.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
- Almarea90
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- Joined: Tue Jun 25, 2019 8:26 am
Re: Candlekeep Public Collection Reference
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Back to the indexCandlekeep Lore Volume I
By Reineke Ingenium
This book is a transcription by Seeker Reineke Ingenium of Volothorp Geddarm's 'Guide to the Sword Coast', and is intended as primer for new and aspiring Acolytes and Protectors, so they may learn of Candlekeep and its mission.
Index:
A Description - pg 2
Hierarchy - Volume Two
Uniforms - Volume Three
Alaundo - Volume Three
Chapter 1 - Candlekeep, A Description
This citadel of learning stands on a volcanic horn, or crag, overlooking the sea. It is a many-towered fortress, once the home of the famous seer Alaundo, and preserves his predictions along with all the written records and learning of the Realms that can be assembled. The price for any traveler to enter the Keep proper is a book. Those wishing to examine any writing in the Keep's library must gift Candlekeep with a new tome of no less than 10,000 gp value. The monks of Candlekeep (who claim to be nondenominational, and call themselves the Avowed) also purchase certain books brought to them and even commission agents in great secrecy to procure writings they desire to possess. Those who wish to browse in the library must normally be sponsored by a known mage of power, so many books given to Candlekeep in payment are minor spellbooks.
This community is ruled by the Keeper of the Tomes, assisted by the First Reader (the second in authority and traditionally the most learned sage of the monastery).
There are up to eight Great Readers under these two offices, who are assisted by the Chanter, the Guide, and the Gatewarden. The Chanter leads the endless chant of Alaundo's prophecies that wends its way around the citadel day and night in continuous utterance of the sage's predictions. He is spelled in this duty by three assistants, the Voices: the Voice of the North, the Voice of the East, and the Voice of the South. The Guide is in charge of teaching Acolytes, and the Gatewarden deals with visitors, the security of and supplies for the community, and with the clergy, who are regarded as honored guests rather than part of the monastery's hierarchy.
The citadel bears mighty, many-layered wards that prevent anything from burning except wicks and wax, prevent the operation of teleportational magics and many other destructive spells, kill all molds and insects (such as paper wasps), prohibit the entry of bookworms, and have other, secret properties. Because of the wards candle lamps are often used, but no paper can ignite anywhere in the Keep. An additional ward prohibits entry into the Inner Rooms except to those bearing a token. The Inner Rooms are where the most powerful magical tomes are kept and where none but the Great Readers may go, except in the direct company of the Keeper or the First Reader.
The central, highest fortress of the Keep is surrounded by a terraced rock garden of many trees, where natural springs rise and bubble down the rocks in small cascades and pools. These beautiful grounds descend into a ring of buildings along the inside of the massive outer walls: guesthouses, stables, granaries, a warehouse, an infirmary, a temple of Oghma, and shrines to Deneir, Gond, and Milil.
Except in the cases of illness or when someone joins the order as an acolyte, no visitor can remain in Candlekeep for more than ten days at a time, or enter the monastery less than a month after leaving it. Order in the Keep is kept by the Gatewarden's five underofficers: four Watchers (who take turns patrolling the monastery and watching the land and sea around from its tallest towers) and the Keeper of the Portal (or gate guard), all five of whom have 12 armed monks (all experienced warriors) as assistants. These underofficers are also said to wield magical rods and rings to enforce their will.
Acolytes are robed in black. Seekers (full brothers) wear robes of mauve. The Seekers are the lowest monks. They do research and fetch and carry. Above them are the Scribes, who copy out works to order or compile books from various sources in the library for sale - the chief source of income for the community.
Over them are the Chanter and the Readers, from whose ranks the offices of the Avowed are filled, and who vote to fill vacancies. All the underofficers wear brown homespun, while the holders of the high offices wear robes of various colors that bear adornments of gold thread and stripes of white. Only the Keeper of the Tomes can wear robes of all white. Travelers who enter the Keep proper clad all in white can expect to be stripped on the spot or cast out.
The current Keeper of the Tomes is Ulraunt, a proud and haughty minor mage. It is well not to cross him. The traveler should humble himself to avoid doing so or try to keep out of the Keeper's notice. Unfortunately, all petitioners who enter the central Keep must sit at Ulraunt's left shoulder for at least one evening feast meal and endure his searching questions. The current First Reader, Tethtoril, is often mistaken by visitors for the Keeper because of his intelligent, regal and sensitive demeanor. Ulraunt rather resents this.
Candlekeep has but one absolute rule: "Those who destroy knowledge, with ink, fire, or sword, are themselves destroyed." Here, books are more valuable than people.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference
Gleam of the Firefly - In your darkest hour, look for the firefly
Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
Candlekeep Public Collection Reference