2. Arrival in Oakhaven
Calendar: Rustday, 28th Denbreak, 748 -> Anvilday, 1st Wayseek, 748
Party Members
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Bam Bam
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Emilio
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Growth
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Maeve
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Monroe
Rules/Mechanics
Harvesting
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Time Limit: Harvesting must be commenced within one minute of the creature's death to prevent magic from fading.
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Duration: Harvesting a medium-sized creature requires 15 minutes.
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Assistance: Spells used to assist (e.g., Enhance Ability) must last the full duration of the harvest; Guidance does not last long enough.
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Supplies: A generic "harvesting kit" value of 50gp was established for vials and tools. Supplies are consumed based on the DC of the components harvested.
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Checks: Two checks are required: Assessment and Carving. A single creature can make both but usually at disadvantage. Growth possesses a feature allowing them to make both without disadvantage and adds proficiency (counting as expertise).
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Loot Determination: The total of the two rolls (in this case, 46) determines which items from the creature's loot table are successfully acquired.
Herbalism Kits
Tools: Using a herbalism kit grants advantage on Medicine checks made to stabilise a dying creature.
Spells
Augury: The DM noted a 25% chance of the spell failing (receiving no answer) when cast.
Drinking and Getting Drunk
The mechanics for drunkenness come from Loot Taverns Ledger of Treasure and Trinkets. It's a risk reward system.
Characters can safely consume alcohol up to their Constitution modifier. Beyond that limit, each drink requires a Constitution saving throw with a DC = 10 + units consumed.
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The Threshold: You can drink a number of units equal to your Constitution modifier (minimum 0) before needing to make any saves.
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The Save: Failing a saving throw increases your drunkenness level by the amount of alcohol consumed to trigger that specific check.
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Recovery: One level of drunkenness is removed every 2 hours without a drink. A long rest resets the level to 0.
Levels of Drunkenness
| Level | Effect |
|---|---|
| 1 | Advantage on Charisma checks. |
| 2 | Disadvantage on Dexterity checks and saving throws. |
| 3 | Replaces Level 1: Disadvantage on Charisma and Wisdom checks/saves. |
| 4 | Movement speed is halved. |
| 5 | Poisoned condition and total memory loss of current events. |
| 6 | Unconscious for 1d4 + 8 hours; wake up with 1 level of exhaustion. |
Last Session
Synopsis
Party Goals
Goals
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Cure the Captain - The party must locate "Pale Heart Leaf" to treat the Captain, who is dying from a mysterious black-vein poison.
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Find the Pale Heart Leaf - Growth identified that the plant likely grows near fresh water and rocks, inland from the coast.
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Investigate the Lighthouse - determine why it went dark and prove the group's worth to Skorva.
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Retrieve the anchor - Thala the Shipwright requested the party retrieve the iron anchor from their shipwreck. Completing this may earn them a rowing boat or credit toward building a larger vessel in the future.
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Collect Salvage - Rurik Vale requested the party scavenge practical materials (ballast plates, iron, rope, wood) from the wreck.
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Open the Chest - Maeve possesses a chest entrusted to her by the Captain just before the crash. She attempted to open it during the long rest but failed; the contents remain unknown.
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Access the Forge - Emilio seeks to use the forge to craft weapons from monster parts.
At a Glance
Locations
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Crash Site: The rocky shoreline beneath the lighthouse where the party harvested creature components and tended to survivors.
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Oakhaven: A coastal settlement enclosed by whalebone gates and constructed primarily from the wreckage of ships. The home of the Stormbreak Settlers.
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The Cookhouse: A communal hall formed from an upturned longboat where the party received food and shelter from Brannick.
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Quartermaster's Store: A chaotic warehouse filled with nets and crates where Rurik Vale manages the town's salvage.
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The Shipyard: An open-air workshop at the water's edge where Thala Driftwood repairs damaged vessels.
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The Tethered Gull: A moored ship serving as a tavern, known for its mismatched mugs and hygiene-obsessed goblin barkeep.
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The Hospital: A well-furnished keelboat serving as a medical bay where Edda tends to the critically ill Captain.
People
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Jeffrey & Damien: Surviving crew members found on the beach who are now recovering in the settlement.
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Garrick: The stern leader of the guard who harbours hostility towards Growth for inhabiting the body of a missing woman named Runa.
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Branak: A large, welcoming cook who runs the longhouse kitchen with the assistance of a tiny dragon.
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Skorva: The pragmatic leader of Oak Haven who demands the party prove their worth through labour and investigation.
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George: A nervous and chatty guard assigned to give the party a tour of the settlement.
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Rurik Vale: The gruff quartermaster who manages the town's resources and refuses to trade for magical items.
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Thala Driftwood: An energetic Tiefling shipwright who offered to help build a boat in exchange for the shipwreck's anchor.
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Gobo: A hygiene-obsessed goblin bartender at the Tethered Gull who brawled with Bam Bam over a contaminated tap.
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Edda: A wealthy-looking Water Genasi healer tending to the Captain who demands payment or service for her cures.
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The Captain: The party's former leader, currently unconscious and critically ill from a mysterious black-vein poison.
Creatures / Monsters
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Deep Folk: Dead, medium-sized amphibious creatures harvested by Growth for their mucus and fat immediately after the crash.
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Tiny Dragon: A small, domestic dragon kept by Branak to maintain the fire in the cookhouse stove.
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Frost Cows: Heavily furred cattle kept by the settlement, think Highland cows with double the fluff.
Loots / Important Items
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The Mystery Chest: A shoebox-sized container given to Maeve by the Captain. He claimed it was the only cargo that mattered.
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Deep Folk Harvest: Aberration mucus, Aberration flesh, Aberration fat.
Story
Summary of Events
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Growth harvested components from the defeated fish-like aberrations on the shore.
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Monroe stabilised the injured crew members, Damien and Jeffrey. Monroe cast Augury regarding the approaching lights, receiving a result of both "Weal and Woe."
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The party was intercepted by a patrol from the settlement, led by Garrick. He reacted with hostility upon recognising the body Growth inhabits.
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Maeve de-escalated the situation, and the party was escorted to the settlement of Oakhaven.
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At the town cookhouse, the party met Branik Harth and was fed. Skorva, the town leader, interrogated the group regarding the lighthouse going dark and Growth’s appearance.
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Skorva agreed to shelter the party in exchange for their labour and finding answers about the lighthouse. The injured crew members were taken to a medical facility.
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The party took a long rest. During the night, Maeve attempted to open the captain's chest but failed. Bam Bam defeated Emilio in an arm-wrestling contest but lost to Growth.
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Skorva and Garrick returned to the cookhouse to interrogate the group and determine their utility to the settlement. They reasoned that since the party was discovered at the crash site beneath the lighthouse, they were already familiar with the location and would not require an escort, thereby sparing town resources.
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A guard named George provided a tour of Oakhaven. The party visited the Quartermaster Rurik and the Shipwright Thala to discuss potential work and resources.
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The group visited the Tethered Gull Tavern. Bam Bam drank directly from the tap, resulting in a physical altercation with a goblin named Gobo; Bam Bam headbutted the goblin.
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A runner summoned the party to the hospital. Edda, the healer, informed them that the Captain is dying from a mysterious poison affecting his veins.
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Ada requested the party find "Pale Heart Leaf" to cure the Captain. Growth identified the plant's likely location near fresh water and rocks.
Character Moments
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Growth: Achieved a total result of 46 on a harvesting check to extract valuable components from the aberration and successfully identified the freshwater habitat of the Pale Heart Leaf.
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Munro: Stabilised the critically injured crew member, Damien and Jeffrey, using a herbalism kit and casting Spare the Dying to prevent him from succumbing to his wounds.
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Maeve: Successfully navigated the initial confrontation with the Garrick, convincing them to offer the party shelter rather than putting them in chains.
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Bam Bam: Defeated Emilio in an arm-wrestling contest during the long rest and successfully intimidated the goblin barkeep, Gobo, with a headbutt.
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Emilio: Secured permission to use the town forge by impressing the Quartermaster, Rurik Vale, with the craftsmanship of his monster-part greatsword.