Friday Night

Rule #1 - No evil characters (or players) in the games.

Rule #2 – Be respectful, to the other players and the Games Master. Disrespectful players will be asked to leave

Rule #3 – Provide Stat blocks – Those who provide stat blocks gain access to extra rules from my website and books released, those that do not can only access the Core rules books. Pathfinder (Core Rule), D&D (Players Handbook, Monster Manual and Dungeon Masters Guide)

Friday Dungeons & Dragons 5th Ed Group – The Golden Khan of Ethengar

Characters will be creating characters starting in the grasslands of Ethengar.

Next Sessions:

  • #940 - 30th May 2019 - Session 10 (153)
  • #946 - 14th June 2019 - Session 11 (154)
  • #952 - 28th June 2019 - Session 12 (155) – No Sue
  • #958 - 12th July 2019 - Session 13 (156) – No Sue
  • #964 - 26th July 2019 - Session 14 (157)
  • #970 - 9th August 2019 - Session 15 (158)
  • #976 - 23rd August 2019 - Session 16 (159)
  • #982 - 6th September 2019 - Session 17 (160)
  • #988 - 20th September 2019 - Session 18 (161)
  • #994 - 4th October 2019 - Session 19 (162)
  • #999 - 18th October 2019 - Session 20 (163)
  • #1005 - 1st November 2019 - Session 21 (164)
  • #1011 - 15th November 2019 - Session 22 (165)
  • #1017 - 29th November 2019 - Session 23 (166)
  • #1023 - 13th December 2019 – Session 24 (167)
  • >> 27th December 2019 – No Game <<

Expendable Items of Notes:

Potion of Climbing (FE001* - Jef)

  • Unidentified

Magical Items of Notes:

#F001 - Scale Mail - Gleaming Armour - Horse motifs across the front and the back bearing the seal of the great Khan's family, it is a beacon and can shed light in a 10 ft radius and helps the wearer feel confident in their actions (Camdu)

#F002 - Unbreaking Arrow - A golden arrow made out of unknown material, one of the few remaining arrows of the founder of your people, carried only by the best and bravest, this item is gleaming and never gets dirty while at night it gives out a golden glow of a beacon 10 ft and when fired sounds like the stamped of 10 horses coming at the target (Xhall)

      • Used to kill an Uncle and Necromancer (Session 3)
      • Awakened by Spirit of Mother (Session 7)
      • Awakened Item - Special Purpose - Slay Shoval. Constitution saving throw with DC = 8 + Dex + Prof. Provided by the ghostly spirit of Xhall's mother as a means or retribution against Shoval should she ever betray Xhall's family again. The wielder of the arrow knows exactly where Shoval is at the start of the round and can feel her heartbeat along the arrow. Shoval in return, knows exactly where the arrow is at the start of the round.

#F003 - Heward's Handy Spice Pouch - Has an etching of a horse's head with various herbs in its mane, when in 120 ft of a goblin it gives off a green glow, and the herbs shown in the mane changes daily. (Gef)

#F004 - Charletan's Dice - This six sided dice uses dwarven runes for numbers, and was used by a fallen prophet in the past and was split up from its sibling dice bringing ruin to all who carry it. Rumours persist that if an owner was to reunite the set, they would gain fortune beyond that of any other clan. The item is unbreakable by any known means and cannot be sold, traded or lost in anyway. The item is distasteful to touch and uncomfortable to carry. (M'drak)

#F005 - Clothes of Mending - Bearing the embroidery of water, horses and the sun, this clothing once belonged to the head shaman of Tubak and was passed onto this clan as a gift of gratitude. While wearing it, as an action you can project your voice out to 300 ft until the end of your next turn and while doing so includes the sounds of numerous horns to gain attention and makes a loud clang when struck (Shoval)

#F006 - Driftglobe - Human made glass globe and warms in the presence of goblins, glows with a fiery red light in the shape of a skull when activated. (Xhall)

#F007 - Wand of Magic Missiles - Made from Human bone, cold to the touch, with a horse motif. (M'drak)

#F008 - Dagger +1 - Decorated with star motifs and a grip of night-blue leather. The Dagger does not make any sound as it hits or cuts something. The name "Reszur" is engraved on the pommel. If the wielder speaks the name, the blade gives off a dim light 10 ft radius until the name is spoken again. (Xhall)

#F009 - Spellbook of Oreioth - Contains Xhall's Family History. (XHall)

#F010* - Slippers of Spider Climb - Pink fluffy slippers shaped like a cat, purrs when attuned, and mews when taken off. (Gef)

#F011 - Talisman of Thoughts (M'Drak) - A miniature skull on a necklace, eyes glow when someone is attuned to it.

#F012* - Eversmoking Bottle (Gef) - A Brass bottle

* Unidentified Magical Items

Secret Crafts of Mystara:

  • Masters of Battle - Hue (Initiate)
  • Masters of Elemental Earth - Jef (Initiate)
  • Masters of Entropy - Shoval (Initiate)
  • Masters of the Runes - M'drak (Initiate)
  • Masters of the Spirits - Camdu (Initiate), Xhall (Initiate)

See Previous Campaigns (Friday Science Fiction and D&D) for older games.

Dungeons and Dragons (5E in Mystara) - Ethengar

Sessions 144 to 150+ (7 sessions)25th January to now to now
Players: Eme - Xhall (9), Josh - Shoval (9), Stefan - M'drak (9), Ross - Gef (9), Sue - Camdu (7), Paul W - Hue (5)

Campaign Timeline

1000 AC: - Year of the Tiger

  • Newmont -1 (Winter)
1st - Campaign Start (New Moon) - Meeting the Great Khan - End Session 12nd - Tall grasses - fight with the Axe Beaks and harvesting of two eggs3rd - Medium grasses - fight with the goblins - hatching of the eggs4th - Outpost5th - (Quarter Moon Waxing) Chagon-Nah, Murkits Lands (Ethengar) 12th - (Three Quarter Moon Waxing ) End of First week of downtime15th - Night of the full moon19th - (Three Quarter Moon Waning) End of Second week of downtime26th - (Quarter Moon Waning) End of Third week of downtime
  • Vatermont - 2 (Winter)
5th - (Quarter Moon Waxing) End of 4th week of Downtime - End Session 2 ## LEVEL 2 ##6th - Travelling east along the river7th - Day of the Golden Khan12th - Edge of the Troll forest of Trollheim13th - Arrive at the Jarl's settlement of Red Larch in Vestland14th - Lance Rock and the Necromancers Cave - End Session 315th - (Full Moon) Return to Red Larch in Vestland - Celebrations16th - Entering the Tomb of Moving Stones - End Session 4 Clear out the tomb with evidence from Glantri17th - Celebrations for clearing out the tomb.28th - End first week of downtime (lv2)
  • Thaumont - 3 (Spring)
7th - End second week of downtime 14th - End third week of downtime21st - End fourth week of downtime28th - End fifth week of downtime
  • Flaurmont - 4 (Spring)
7th - End sixth week of downtime14th - End seventh week of downtime21st - End eight week of downtime28th - End ninth week of downtime
  • Yarthmont - 5 (Spring)
7th - End tenth week of downtime14th - End eleventh week of downtime21st - End twelfth week of downtime28th - End thirteenth week of downtime - End Session 5 ## LEVEL 3 ##
  • Klarmont - 6 (Summer)
1st - Head across Ethengar7th - Arrival of Giant Eagle messenger from Rockhome12th - Goblin fight while travelling15th - Circle of Standing stones18th - Edge of Glantri21st - Village of Estoniasrk, Glantri24th - Town of Rymskigrad, Principality of Boldavia, Glantri - End Session 625th - Town of Rymskigrad, Principality of Boldavia, Glantri28th - Village of Estoniarsk, Glantri
  • Felmont - 7 (Summer)
1st - Enter the Ethengarian Steppes - End Session 74th - Tea Ceremony in the grasslands9th - Stop at Outpost 14th - Visit with the Great Khan16th - Leave the Great Khan21st - Arrive at Jhyrrad - End Session 8 - End Session 9