RECAP: War of the Burning Sky, 1-4-26
Discussion on Crafting Magical Wands and Spellcasting Efficiency
- Players discuss the benefits of crafting magic wands, emphasizing their value as a sorcerer who can cast spells multiple times despite a limited spell list.
- Wands come with 50 charges, making them efficient for repeated casting without using personal spell slots.
- Popular wands include magic missile (guaranteed damage) and dispel magic (used for counterspelling without consuming own spells).
- Crafting wands involves some cost and time investment, including the necessity of having the spell or buying a scroll to fulfill crafting requirements.
- Wands are most cost-effective for first and second level spells; higher-level spells become prohibitively expensive to craft into wands.
- Crafting a wand requires raw materials costing half the base price, and crafting time is calculated as one day per 1,000 gp of base price.
- Example: a third-level spell wand costs approximately 13,500 gp, with crafting materials around 6,750 gp.
Ninth Level Character Progression Highlights
- Players report on their characters’ gains at ninth level:
- Titus (Celestial bloodline sorcerer): Acquired Wings of Heaven ability granting 60 ft fly speed for 9 minutes, a new feat (Craft Wand), increased AC and hit points, and a new bloodline spell (Remove Curse).
- Po (Cleric): Gained access to 5th level spells including Raise Dead, True Seeing, Break Enchantment; channel energy improved by an extra d6, and took Quick Channel feat allowing two channelings per round.
- Arandar (Fighter or similar): Received +1 to various stats and the Critical Focus feat, granting +4 circumstance bonus on attack rolls to confirm critical hits, synergizing with frequent crit builds.
- Wraith (Archer): Gained two feats—Point Blank Master (shooting without provoking attacks of opportunity) and Improved Initiative (+4 bonus to initiative rolls)—enhancing combat readiness.
Political and Military Situation in Bresk and Bandu Hills

- Significant political changes at Brasque:
- Duke Gallo is now the interim king following the overthrow and custody of the previous king Steppenguard.
- The Council of Nine debates the fate of the former king, with calls for trial and execution from some factions, and mercy from others.
- The royal family is permanently removed from power.
- Lord Iz is mobilizing noble armies to defend the Alydi Pass against the invading Sargavans, with spring approaching and the pass soon to be accessible due to melting snow.
- Reinforcements from the elven princess Shaalosha are uncertain; she commands mobile cavalry skirmishers fighting their own defensive battles.
- Players are offered options: join Lord Iz’s army permanently (retiring current characters) or continue adventuring with their current party.
Meeting with Lady Dene

- Lady Dene, a powerful noblewoman who was grievously injured, has regained consciousness and wishes to thank the adventurers personally.
- She gifts each character:
- A small box containing nine valuable gems (each gem worth approximately 250 gp, totaling about 2,250 gp).
- A formal legal document granting each character a one-hundredth share in her profitable mine, Karrak Dum, which yields between 200 and 300 gp monthly per share.
- Lady Dene’s economist assures that the mine shares represent not only income but also political standing and protection under her name. The gift signifies a long-term alliance and future potential wealth, allowing the players to retire comfortably in the Bandu Hills if desired.
- Lady Dene offers Titus and Ono each a unique magical item:
- For Titus, a finely crafted Hand Mirror with powers that enhance spellcasting for a celestial bloodline sorcerer.
- Powers include +1 sacred bonus to DC and attack rolls once per day, damage bonus with the good descriptor, and a reactive damage reflection ability against fiends or undead.
- Additional benefits are granted if the wielder acts in accordance with celestial ideals, including daily aid and protection from evil spells.
- The mirror’s powers are behavior-dependent, emphasizing roleplay and alignment consistency.
- For Titus, a finely crafted Hand Mirror with powers that enhance spellcasting for a celestial bloodline sorcerer.

- For Ono, a kama that appears deliberately unfinished: the blade is sharp but unpolished, the tang is wrapped in plain cord, and the balance feels almost right. Dwarven runes along the spine translate roughly to: “Tools become weapons only when needed.” Powers include:
- Functions as a masterwork kama
- Counts as a monk weapon
- Cannot be sold (worthless to others)
- Radiates faint magic but has no enhancement bonus
- Awakening Requirements & Powers
- Stage I – “Hands That Feed”
- Requirements (roleplay-driven):
- Ono uses the kama to harvest or prepare food for others
- He resolves a serious conflict without killing
- He spends downtime studying or writing (library, journals, notes)
- Powers Gained:
- Becomes a +1 kama
- Once per day, after a successful trip or disarm, Ono gains a +1 dodge bonus to AC for 1 round

A Gift from King Gallo
- Upon farewell, King Gallo presents the party with a magical farglass:
- Functions as a high-powered spyglass providing clear vision up to 3 miles on flat terrain, up to 10 miles from elevated positions like a crow’s nest.
- Once per day, it can activate clairaudience/clairvoyance, allowing the user to see and hear a distant location as if present.
- The item radiates faint divination magic and bears the king’s inscription, symbolizing royal gratitude and trust.
Mounts and Animal Handling Progression
- As part of their ninth-level advancement, players receive +2 skill points in Handle Animal.
- The DM provides a resource link detailing various tricks that can be taught to mounts, limited to those with DC 20 or below.
- Examples include tricks that improve combat utility or permit mounted archery without penalties.
- Horses gifted by Duke Gallo are described as large, sturdy mountain horses akin to light warhorses but untrained for combat, with silver and mithril inlaid saddles.
Travel and Reconnaissance towards Seaquen
- The party begins traveling out of the Bandu Hills toward Seaquen, following roads that skirt halfling villages and head through foothills.
- Titus uses the farglass to scout ahead, detecting smoke columns about 20 miles away, potentially Sargavan infiltrators or raids in the region.
- The party observes increased elven cavalry activity upon entering Lord Shaalodal’s territory near the river.
- After several days, they spot Princess Shaalosha leading mounted elven knights moving south towards the river, prompting the party to accelerate and intercept.

- Initial contact is friendly, with recognition and exchange of political and military updates between the party and elven forces.
- Discussion of current military difficulties: elves excel in plains and cavalry combat but struggle in mountainous terrain; archers are a valuable but limited resource. In the end, Shaalosha promises to contact Lord Iz and provide what support and reinforcements that she can at the northern mouth of the Alydi Pass.
Approach to Sequin and City Entry Procedures

- Seaquen has expanded and become more organized, with refugee areas better arranged and guarded.
- Guards wear distinctive green armbands, enforce strict check-in procedures at a central pavilion, and verify residency and reasons for entry.
- The party must formally register with local authorities, including providing names, origins, and reason for return despite being “natives.”
- Signs of the community rebuilding and militarizing for defense are evident, with increased street activity, makeshift armor, and armed patrols.
- The party is welcomed but reminded of the new order under Lord Vortbert, now head of the Seaquen council.
- The players note the presence of many refugees and guarded zones, signaling ongoing regional instability.
Return to Hydromancer House and Discovery of Squatters
- The party proceeds to the house they formerly occupied, now closed and barred externally.
- Lockpicking efforts reveal signs of recent occupancy: damaged furniture, uncleaned fireplace, and scattered dirty dishes.
- Sounds from inside indicate people’s presence, with multiple individuals found gathering in the back courtyard, drinking and armed with crossbows.
- Ono uses agility and speed abilities (Sudden Speed and Wind Jump) to leap onto the roof and survey the courtyard.
- A confrontation ensues where Ono warns the squatters to leave or face consequences.
- The squatters are not professional soldiers but thugs and bullies occupying the property.
Combat to Retake the House

- Hostilities erupt with the party employing ranged attacks, spells (including a fireball from Titus), and martial strikes.
- Key combat details:
- Fireball damages and incapacitates multiple squatters, including one on a shed roof.
- Ono uses stunning and spinning kicks to incapacitate opponents non-lethally.
- Arandar uses precise melee attacks with Power Attack to knock foes unconscious.
- Wraith provides ranged support with rapid shot and manyshot attacks, quickly thinning enemies.
- Po uses Enlarge Person and melee attacks to intimidate and damage foes.
- The party gradually overwhelms the squatters, with some surrendering after strong intimidation and combat display.
- Interrogation begins regarding the whereabouts of the housekeeper previously employed by the party, but squatters claim ignorance.
Aftermath and Session Conclusion
- The party secures the house and captures remaining squatters, disarming and rendering them unconscious but alive.
- Efforts made to ensure the safety and recovery of the unconscious foes.
- The session ends with plans to resume interrogations and housekeeper investigations in two weeks.
- Final notes include permission to teach horses specialized tricks, such as enabling mounted archery without penalties, approved by the DM.
One Comment


Excellent and most useful recapitulation, as always.