Faction - Iron Spike

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This is about the Iron Spike adventurers guild

Nate Haven

Lvl 14

Fighter Paladin?

The iron spike confiscates magical equipment and sends it to warehouse 13 to keep it safe.

The three questions

Did you find any items of magic on the job

Did you come into notice from any officials or authorities of the land

Did you do anything wrong that was witnessed by a credible party

ADVENTURE TYPES

Treasure map

Basic Monster hunt – set location

Normal adventure – Investigate

Fetch quest

Protect quest

Guard quest

Men in Black – Find the renegade demon that broke into the Material Plane - chase

-7800 DR – The coming of the genies

-7800 DR to -8800 DR Calims rule (1000 yrs)

-8800 DR to -6100 DR Years of genie in fighting (2700 yrs)

-6100 DR the Birth of the desert crystal spell and the desert & Memnon’s mind was put into the soil.

Memnon - https://forgottenrealms.fandom.com/wiki/Memnon_(efreeti)

Memnon city - https://forgottenrealms.fandom.com/wiki/Memnon

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I need to create some other teams working for the spike

(Use NPC resources)

The PCs start a war?

What is happening in Spelljammer

What is happening with The Iron Spike & the Alhoon

Lvl 1

Lvl 4

Lvl 5

Lvl 10

Lvl 11

Lvl 16

Lvl 17

Lvl 20

Lvl 1

Lvl 4

Lvl 5

Lvl 10

Lvl 11

Lvl 16 Ravnica

Lvl 17

Lvl 20

Lvls 1-4: Local Heroes (Tier 1)

Lvls 5-10: Heroes of the Realm (T2)

Lvls 11-16: Masters of the Realm (T3)

Lvls 17-20: Masters of the World (T4)

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Euphamism

Spells

Cantrips

Mage Hand

Mending

Prestidigitation

Friends

Minor Illusion

Level 1

Shield

Comprehend Languages

Expeditious Retreat

Unseen Servant

Alarm

V1

Cantrips

Mage Hand

Mending

Friends

Level 1

Comprehend Languages

Shield

Alarm

V2

Cantrips

Minor Illusion

Mending

Mage Hand

Level 1

Shield

Expeditious Retreat

Comprehend Languages

Versatile NPC’s 2 pg 51

Volo’s Pg 209

Spellcasting clue – Lvl 2 wizard

Oddo

NPC Codex Pg 16

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Old Bill Wiseman

School of Abjuration

School of Conjuration

School of Divination

School of Enchantment

School of Illusion

School of Transmutation

 

School of Necromancy

School of Evocation

 

 

Wizard, Lvl  Divination school

'''10th Lvl,        Prof +4          Arcane Tradition feature '''

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2

2

3

4

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6

9

Mind Flayer Arcanist

Medium aberration, lawful evil

 

 

 

 

Armor Class 15 (breastplate)

Hit Points 71 (13d8+13)

Speed 30 ft.

Saving Throws Int +7, Wis +6, Cha +6

Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4

Senses darkvision 120 ft.

Languages Deep Speech, Undercommon, telepathy 120 ft.

Challenge 8 (3,900 XP)

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

Innate Spellcasting (Psionics). The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Spellcasting. The mind flayer is a 10th-level spellcaster.

Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks).

The mind flayer has the following wizard spells prepared:

(at will): blade ward, dancing lights, mage hand, shocking grasp level (4 slots): detect magic, disguise self, shield, sleep level (3 slots): blur, invisibility, ray of enfeeblement level (3 slots): clairvoyance, lightning bolt, sending level (3 slots): confusion, hallucinatory terrain level (2 slots): telekinesis, wall of force
 * Cantrips
 * 1st
 * 2nd
 * 3rd
 * 4th
 * 5th

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.