ARCADIA
Next-gen Gameplay
Make Dungeon Master a breeze with in-game “Monologues” & “SFX”. Simply attach our holographic chips to make minis talk and better entertain your players. Learn More!
1. Setting the Scene (opening SFX)
Arcadia in flight
Arcadia landing
2. Introductory Monologue (by Arcadia)
“In the boundless reaches of the celestial realms, I was but a silent guardian, overseeing the fragile balance of planes. But no longer can I watch from above, untouched by the sorrows of the mortal realm. I am Arcadia, the Celestial Archer, and I descend with Luminaris in hand, driven by a chaotic good that seeks not just to observe, but to act.”
Arcadia – Guardian of the Celestial Realms
3. Combat Monologues (encounter phases)
Face-off (enemy engagement)
“You all dare to challenge the emissary of the stars? You’ve given me no choice… Now you must feel the crushing weight of my celestial wrath.“
Enrage (enemy power-up)
“By the constellations, your insolence will be met by cosmic fury. I call upon you the heavens to bless my arrows and part ways with these insolvent creatures.”
Defeat (enemy’s dying words)
“While we have met in unforgiving circumstances, I hope you will understand, one day, why I did what I did. The heavens will remember this… and so too will the stars.”
Runaway (enemy’s flee)
“Together, you prove to be a force to be reckoned with. I have made other plans for you; for now, the cosmic winds pull me away. For you must now gather your strength for the long road ahead. To lighten the load, I shall leave you with this prized feather in honor of our encounter here today. Goodbye, creatures.“
About
The Archangel Arcadia possesses an enigmatic and exceptional nature, driven by an intense inclination to introduce disorder and benevolence into the tangible realm. With her bow, Luminaris, she commands radiant arrows that blink across portals. Her wings and song, a shield for whom she deems fit.
Title: Guardian of the Celestial Realms
Desires: Intervention, Balance, Justice
Quirks: Melodist, Stargazer, Automated
Weaknesses & Fears: Disconnection from the heavens, Vulnerability to Empathy, Bow reliance, Lack of influence.
1. Do you have gambling aboard?
2. What do you mean fueled by mages & clouds?
3. Vendors? What merchant stores are currently available?
4. Where are we stopping and why?
5. I was told you have a “Keeper” on board? What are they?
Item & drop rates
Scroll of Protection
Appearance
Scrolls can take several shapes, but they typically consist of rolled parchments on various materials inscribed with a seal denoting their level of protection. Protection against the undead, for example, would most likely be written on skin, and protection against plants on bark. Their respective seals would be a skull and a tree.
Origins
Elion, an old half-druid human priest, created the first Scroll of Protection to protect his people from dark fey. As word spread about Elion’s scrolls, they were developed to defend against numerous enemies ranging from plants to dragons. Many clerics and adventurers today invoke Elion’s legacy when using these scrolls in risky situations.
Type: Scroll
Requires: Attunement; No Perks: None Source: Vendors, Drops, Quest Boss: NilScroll of Protection
Scroll: Warding, Magical (Attunement: No) U R V
Scrolls of protection are attuned to protect players against a specific type of creature: aberrations, beasts, celestials, elementals, fey, fiends, plants, or undead. Greater forms of protection are against magic, but are far more rare.
Uncommon (levels 3-10) None
U Scroll of Wild Protection
Scroll: Warding, Magical
Rarity: Very rare (Attunement: No)
Description:
By using an action to read the scroll, you summon an invisible protective cylinder around you, 5 feet in radius and 10 feet tall. For the next 5 minutes, creatures of the attuned type can’t enter or influence anything inside this barrier.
The protective cylinder follows you, always staying centered on your position. But, if your movement would bring a creature of the attuned type inside the barrier, the protection ends immediately.
Creatures can challenge the barrier’s protection by making a DC 13 Charisma check. If successful, the barrier no longer affects them.
Properties:
Beasts: They perceive the barrier as an intimidating force, causing most to hesitate or retreat.
Plants: The pheromones emitted by the vine barrier soothes and pacifies them, causing hostile plant creatures to become indifferent unless they are harmed.
Rare (levels 5-15) None
R Scroll of Protection
Scroll: Warding, Magical
Rarity: Very rare (Attunement: No)
Description:
By using an action to read the scroll, you summon an invisible protective cylinder around you, 5 feet in radius and 10 feet tall. For the next 5 minutes, creatures of the attuned type can’t enter or influence anything inside this barrier.
The protective cylinder follows you, always staying centered on your position. But, if your movement would bring a creature of the attuned type inside the barrier, the protection ends immediately.
Creatures can challenge the barrier’s protection by making a DC 15 Charisma check. If successful, the barrier no longer affects them.
Properties:
Undead: Ethereal music emanates from the barrier, captivating them, though they may resist with a Wisdom save.
Elementals: You can harness and mimic a basic attack of the related element.
Fey: The essence of time shifts intriguingly within, leading some Fey to share secrets.
Fiends: They hear a burst of mocking laughter from the barrier, often distracting them or leading them to challenge you in non-confrontational ways.
Dragons: They perceive the barrier’s golden hue as a sign of respect, inviting dialogue or contests of wit.
Monstrosities: A calming aura from the barrier reduces their aggression towards you.
Aberrations: They hear whispered truths from ancient realms, stirring their curiosity more than their hostility.
Very Rare (levels 11-20) None
Scroll: Warding, Magical
Rarity: Very rare (Attunement: No)
Description:
By dedicating an action to read this scroll, its magic shields you for 1 minute. During this time, you gain a heightened resilience against magical effects trying to turn you to stone, granting you Advantage on Constitution saving throws against such effects.
However, if you do become Petrified while under the scroll’s protection, at the end of each of your turns, you can attempt a Constitution saving throw, though with Disadvantage. A successful save reverses the petrification, freeing you from the stone form.
Wandering Wizard
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
City Marketplace
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Small Village Vendor
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Magic item vendor
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Trademeet Market
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Goblin Tradepost
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Shady Street Dealers
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Journeying Heroes
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Gypsie Potion Merchant
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
City Defence Caravan
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Braided Spirits Flask
Appearance
The legacy of prominent Dwarven clans is encapsulated in this magnificent flask. Crafted from the leather of an ancient celestial ram and adorned with gold-embroidered leather braids, each braid tells the story of a great Dwarven hero. It emits a faint, comforting warmth to the touch.
Origins
The flasks, once created by the master crafters of Stonepeak, were given to young warriors as a rite of passage. The tradition was lost over time, but the flasks remained, carrying the ancient essence of Dwarven bravery. The brew was distilled through layers of rock bed, through time seeping through the earth and down stalactites. The liquid is caught in Jars and then divided among the clans to give to their sons.
Type: Wonderous
Requires: Attunement; R,V,L. Perks: None Source: Heights of Stonepeak Citadel Boss: Mountain Lord BronnarBraided Spirits Flask
Type: Wonderous C U R V L
The legacy of prominent Dwarven clans is encapsulated in this magnificent flask. Crafted from the leather of an ancient celestial ram and adorned with gold-embroidered leather braids, each braid tells the story of a great Dwarven hero. Within the flask, the brew is said to be infused with the spirits and wisdom of these ancestors. When the flask is held, one can faintly hear the distant hum of Dwarven chants.
Common (levels 1-5) None
Wonderous: Flask, Non-magical
Rarity: Common
This simple flask, often given to young Dwarven initiates, is made of basic leather and adorned with a few simple leather braids. While it lacks the ornate craftsmanship and storied history of its more illustrious counterparts, it still serves as a token of Dwarven heritage. It usually contains a basic brew, providing a hint of the courage that flows in Dwarven veins.
Effect: Once per day, after taking a sip from the flask, you can bolster your resolve. The next ability check you make within the hour has a +1 bonus.
There is no ritual or recharge mechanic needed for this item, as its magic is inherently limited and self-replenishing on a daily basis.
Uncommon (levels 3-10)
Wonderous: Flask, Non-magical
Rarity: Uncommon
From young dwarves honing their crafts to wise elders sharing tales by the hearth, the flask is a constant companion. This particular flask, crafted from aged ram’s leather, boasts ornate leather braids with subtle runic imprints. While often filled with traditional dwarven brews, it’s said that this flask carries a hint of the spirits of old, lending their strength in times of need.
Upon drinking from the flask, you gain an Advantage on your next ability check. This surge of clarity can be called upon a number of times equal to your constitution modifier (minimum once) before its power wanes. A full night’s rest beneath the stars or in the deep caverns of the mountains renews its energy.
Rare (levels 5-15)
R Braided Legacy Flask
Wonderous: Flask, Magical
Rarity: Rare (requires attunement)
This flask, a relic passed down through generations of Dwarven heroes, is crafted from the leather of a mythical mountain ram and adorned with silver-lined leather braids. Each braid is inscribed with runes that occasionally shimmer, reminiscent of great Dwarven tales. The brew inside is said to be mixed with mountain spring water and ancient herbs, carries an echo of the mighty feats of its previous owners.
Charges: The flask has 3 charges. Using each effect expends one charge.
Once attuned, drinking from the flask grants the following benefits:
- Guidance of the Forebears: Gain Advantage on all ability checks for 10 minutes.
- Mountain’s Fortitude: For the next 10 minutes, you gain temporary hit points equal to your Constitution modifier + your level.
- Dwarven Resolve: If you are subjected to an effect that would move you against your will or knock you Prone, you can use your reaction to be immune to the effect.
The flask requires a rest under the mountain’s shadow or beneath the stone ceilings of Dwarven halls to renew its energy after use.
Very Rare (levels 11-20)
Wonderous: Flask, Magical
Rarity: Very rare (requires attunement)
The legacy of prominent Dwarven clans is encapsulated in this magnificent flask. Crafted from the leather of an ancient celestial ram and adorned with gold-embroidered leather braids, each braid tells the story of a great Dwarven hero. Within the flask, the brew is said to be infused with the spirits and wisdom of these ancestors. When the flask is held, one can faintly hear the distant hum of Dwarven chants.
Charges: The flask has 1d4 charges, roll to determine upon receiving. Using each effect expends one charge, and when one charge is expended, roll a d20. If a player rolls a 1 to 5, the flask loses its magical properties forever. You cannot use the same charge more than once.
Once attuned, drinking from the flask grants the following benefits:
- Guidance of the Elders: Gain an Advantage on all ability checks for 1 hour.
- Resolve of the Mountain: For the next 10 minutes, you gain resistance to all forms of damage.
- Eloquence of the Bards: For the next hour, any Persuasion or Performance checks you make are made with double your proficiency bonus, even if you’re not proficient.
Once these powers have been used, the flask’s magic is expended, and dawn’s first Light is required to renew its energy.
Legendary (levels 17-20+)
Wonderous: Flask, Magical
Rarity: Legendary (requires attunement)
Fashioned from the leather of the legendary Golden Ram and wrapped in braids interwoven with strands of true mithril, this storied flask once belonged to the earliest Dwarven kings. Each detailed rune upon it radiates a soft, golden luminescence. The brew inside is a millennia-old blend, its taste a meld of the richest mead and purest mountain springs, imbued with the very essence of the Dwarven realms.
Charges: The flask has 4 charges. Using each effect expends one charge, and when one charge is expended, roll a d20. On a 1, the flask loses its magical properties forever.
Upon drinking from the flask after expending a charge, choose one of the following boons:
- Wisdom of the Kings: For 1 hour, gain Advantage on all ability checks, attack rolls, and saving throws.
- Mountain’s Blessing: Instantly regain hit points equal to half your maximum hit points and gain resistance to all damage types for 10 minutes.
- Voice of Command: For 1 hour, all allies within 30 feet of you gain a bonus to attack rolls, damage rolls, and saving throws equal to your Charisma modifier (minimum of +1).
- Unyielding Spirit: For the next hour, if an effect would reduce you to 0 hit points, you are instead reduced to 1 hit point. This effect can only occur once per activation.
Recharge Ritual: If all charges are expended, the flask can be recharged before dawn by performing a ritual. This involves singing the ancient hymns of the Dwarven realms within the heart of a mountain and offering it a precious gem worth at least 500 gold pieces, which the flask absorbs. The ritual takes 1 hour to complete.
Wandering Wizard
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
City Marketplace
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Small Village Vendor
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Magic item vendor
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Trademeet Market
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Goblin Tradepost
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Shady Street Dealers
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Journeying Heroes
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
Gypsie Potion Merchant
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |
City Defence Caravan
Rarity | Sale price |
Common | 50 gp |
Uncommon | 250 gp |
Rare | 1750 gp |
Very Rare | 2200 gp |
Legendary | 5000 gp |