(S010) The Baron

Following their victory over the Mindflayer, the Mighty Menagerie reviews a haul of magical gear and treasures, including a phrase-answering oracle, a Chiming of Opening, an Immovable Rod, and various gems.

Infobox

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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 35
Time Passed: Morning Rest & Naval Skirmish
Rewards: Chime of Opening,Cloak of the Manta Ray,Robe of Useful Items,Gloves of Thievery,Potions of Healing,Immovable Rod,Magic Dagger +1,Potion of Diminution,Bloodstone,Chalcedony,Jasper,Onyx,Quartz,Star Rose Quartz,Crystal

πŸ‘₯ PCs

πŸ‘₯ NPCs

πŸ—ΊοΈ Locations

πŸ—‘οΈ Creatures

🏴 Factions

πŸ“¦ Items of Note

◀️ Previous Session ▢️ Next Session
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πŸ“ Session Summary

The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.


🎬 Scenes


πŸ“œ Missions & Quests


NPCs

πŸ‘₯ NPCs with the party
None
βš”οΈ NPCs Fought
None
πŸ’¬ NPCs Other Interactions
None
πŸ—£οΈ NPCs Discussed
None

S010: The Baron

Date: 2021-04-03

Summary

The Mighty Menagerie is celebrated as heroes in Heyton's Thorpe. They receive a reward from the Mayor, acquire new magical items and a new home, and finally hunt down and defeat the Sahuagin Baron, permanently solving the sahuagin threat.

Scenes

A Hero's Welcome

The party is honored with a town party for their deeds. Mayor Viggie Storr rewards them with 2500 gp, two Healing Potions, and a pair of Gloves of Thievery that Barlo had "borrowed."

The Baron's Demise

The next day, the party decides to hunt the Sahuagin Baron, Vekz Spluhr. They head to a small island south of the main bay where the baron is known to frequent.

Session Conclusion

The party has successfully eliminated both the dragon and sahuagin threats, earning them a place of honor in Outding Refuge and a new home. They plan to take a long rest and enjoy some downtime in their new manor.

NPCs

Emmerick Carlsbad

A rising criminal that would later be discovered to be a red herring set by Jacoby.

Helga

The shop owner of Helga's Herbs & Oddities. She seems very old, but spry.

Jacoby Drexelhand

The Menagerie first met Jacoby at Outding Refuge , as he was responsible for the Dragon issue. Later he took Solec as he had been trying to obtain the Journal of Grognard, Meenlock Caves .

Lars Heyton

Lars Heyton is the ruler of Outding Refuge and is deeply committed to the prosperity and progress of his island kingdom. He has dedicated his life to mastering the arcane forge and building a floating city and magic research center, which has become very successful and wealthy. He is driven by a desire to improve the lives of those around him and make the world a better place.

He has not been seen in a long time.

Mayor Viggie Storr

The Mayor of Outding Refuge.

Vekz Spluhr

The leader of the Sahuagin, a Sahuagin Baron.

Locations

Menagerie Manor of Outding Refuge

The party was awarded this home when they defeated the Sahuagin Baron.

Wavecrest Tavern

The Wavecrest Tavern is a prominent establishment in Heyton's Thorpe . Run by Sigmund Bowerston and his wife, Ingrid Bowerston

Heyton's Thorpe

The village on Outding Refuge.

Outding Refuge

This tiny island has a little village and is a port that used to be used as a brief stop for travelers, but recently has had an issue with a White Dragon.

Items

Deed to Menagerie Manor of Outding Refuge

The party was given a deed to the property.

Arcane Forge

This forge affects the process to create magic items.

Journal of Jacoby Drexelhand

The journal of jacoby that goes into his recent plans.

Alchemy Jug

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid 8 ounces
Basic poison Β½ ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Basalt's Magic Ball

This murky crystal ball has an odd isohedron suspended inside of it. Speaking a "Yes or No" question and concentrating on the orb gives you a truthful answer using a phrase from the following list:

Phrase Answer
It is Certain Yes
Signs point to Yes Yes
Outlook good Yes
Better not to tell you Unsure
Reply hazy, try again Unsure
Don't count on it No
Very doubtful No
Outlook not so good No

The orb cannot answer questions about the future, it can only confirm things about the past. It can only be used once per day, regaining its use at dawn. If it has already been used, or the DM doesn’t want to give the answer, the orb responds with one of the 'Unsure' phrases.

Chime of Opening

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time it cracks and becomes useless.

Cloak of the Manta Ray

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Robe of Useful Items

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

Gloves of Thievery

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Healing Potions

You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Immovable Rod

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Magic Dagger +1

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Potion of Diminution

When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Gems

Bloodstone, Chalcedony, Jasper, Onyx, Quartz, Star Rose Quartz, Crystal.

Notes

Factions.

The Sahuagin of Outding Refuge & Sahuagin Baron

(- VERY Hostile)

Viggie Storr and the Settlement of Outding Refuge

(+ The party are heroes)

Jacoby & Emmerick Carlsbad

(- Emmerick is not real, Jacoby is enemy, and may be part of a network)


Exported from GMAssistant on 2026-08-16