Tyris also remains ready for an opportunity to attack. (And will continue to do so unless something changes that he's aware of. Smoke dissipates so he can see, hears something that might cause him to do something different, etc)
Tyris and Fellian see a couple of the party members come up out of the door, Fario looks like he has seen better days.
(Tyris I added you to the PM so you can read what happened.)
I am awarded the party the XP, but I will be giving out a little bonus to those who went down below.
Tyris and Fellian receive 28 Xp. While Laladak, Shadow, Alben, Fario and Oreus receive 48 Xp.
At least Alben stays down below for a while and
Alben will walk over to the mandolin and inspect it for traps and magic.
Investigate:9
Arcana: 20
Alben doesn't think the mandolin is trapped, and while he doesn't believe that the mandolin is magical, it looks like really good woworkmanship. (You can add Masterwork Mandolin" to your Character sheet.
Laladak doesn't find any traps on the chest. He finds it unlocked and opens it. Inside he finds a Fine Cloak, a Locked Book, a wand, and the "Z" Glyph Key.
Here is your latest map
Assuming Laladak shows the party the items, Shadow will try to unlock the book. 30 That's actually a 28. Shadow is able to unlock the book to reveal a spellbook Jzadirune Spellbook.
(Lol. What I meant was if you spend the time you can attune with it. See spoiler.)
Attunement
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protectionat a time.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
(While I am playing Shadow, I didn't feel comfortable picking your route. So Shadow will be happy to lead you to the first suggested place. Do you still want to check out the E snd U doors in the hall of Dancing Lights? If so which one do you try first? If no where do you want to go?
We go to check the Z door in the middle of the corridor near the gnome king, just not to leave anything
“who is able to see what is this wand?”
You can take the wand and try to use it or study it for a short rest. See spoiler below on Identifying magic items. I took the liberty of adding it to your notes under PARTY LOOT. I also equipped the Wand of Burning Hands on your character sheet so you won't forget about it. If you don't want it equipped go ahead and uncheck it.
Identifying a Magic Item
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Whatever a magic item’s appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item’s properties isn’t automatic, however.
The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it’s a ring of feather falling.
Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, “Your steps feel strangely springy.” Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.
Shadow likes Oreus' suggestion and leads the party back to the main hallway. Stopping by the Z door he uses the new key to unlock the book. Looking in you see...
This chamber's furnishings - three small cots, a small table, and a dresser - have been smashed to flinders, the wreckage strewn across the floor. A lonely chain hangs from the center of the ten-foot-high ceiling, and a lantern lies smashed in one corner.
(I believe Teechu got back earlier today, and should post tomorrow.)
Alben doesn't find anything interesting, but he does conclude that there was same sort of skirmish in the room to leave it in such a state. Having seen lanterns hanging from chains in the ceilings in several of the rooms, he concludes that the lantern was knocked down from where it was hanging, and that is why the chain is out of place.
We go to the great lit room and we look where the northern path leads ( to be sure, it should lead to the beginning of the dungeon) then the same with the southern path
Leaving the ruined behind Shadow at Oreus' suggestion leads the party back to the Hall of Dancing Lights and takes the northern tunnel. It goes north for about 15 feet and then T's. The tunnel leading west goes 20 feet and then turns south. The eastern tunnel does look like it connects to where Oreus thought it would, but it continues east another 10 feet before it too turns southward.
Rollback Post to RevisionRollBack
DM for the Shackled City
DM for Dead in Thay
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Fellian continues to be ready for an opportunity to attack.
Tyris is up.
Tyris also remains ready for an opportunity to attack. (And will continue to do so unless something changes that he's aware of. Smoke dissipates so he can see, hears something that might cause him to do something different, etc)
Tyris and Fellian see a couple of the party members come up out of the door, Fario looks like he has seen better days.
(Tyris I added you to the PM so you can read what happened.)
I am awarded the party the XP, but I will be giving out a little bonus to those who went down below.
Tyris and Fellian receive 28 Xp. While Laladak, Shadow, Alben, Fario and Oreus receive 48 Xp.
At least Alben stays down below for a while and
Alben doesn't think the mandolin is trapped, and while he doesn't believe that the mandolin is magical, it looks like really good woworkmanship. (You can add Masterwork Mandolin" to your Character sheet.
Laladak would like to open the chest after checking for traps
Perception 14
I got alot a doods
"What happened down there?" Tyris asks as the others begin to emerge.
Laladak doesn't find any traps on the chest. He finds it unlocked and opens it. Inside he finds a Fine Cloak, a Locked Book, a wand, and the "Z" Glyph Key.
Here is your latest map
Assuming Laladak shows the party the items, Shadow will try to unlock the book. 30 That's actually a 28. Shadow is able to unlock the book to reveal a spellbook Jzadirune Spellbook.
Laladak will put on the cloak.
I got alot a doods
Laladak puts on the cloak and he feels the if he spent some quiet time alone with the cloak it would be a better cloak.
(The way you said that sounds like Laladak needs to have sex with this cloak. Just saying.)
I got alot a doods
(Lol. What I meant was if you spend the time you can attune with it. See spoiler.)
Attunement
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
(While I am playing Shadow, I didn't feel comfortable picking your route. So Shadow will be happy to lead you to the first suggested place. Do you still want to check out the E snd U doors in the hall of Dancing Lights? If so which one do you try first? If no where do you want to go?
We go to check the Z door in the middle of the corridor near the gnome king, just not to leave anything
“who is able to see what is this wand?”
,
You can take the wand and try to use it or study it for a short rest. See spoiler below on Identifying magic items. I took the liberty of adding it to your notes under PARTY LOOT. I also equipped the Wand of Burning Hands on your character sheet so you won't forget about it. If you don't want it equipped go ahead and uncheck it.
Identifying a Magic Item
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Whatever a magic item’s appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item’s properties isn’t automatic, however.
The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it’s a ring of feather falling.
Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, “Your steps feel strangely springy.” Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.
Shadow likes Oreus' suggestion and leads the party back to the main hallway. Stopping by the Z door he uses the new key to unlock the book. Looking in you see...
This chamber's furnishings - three small cots, a small table, and a dresser - have been smashed to flinders, the wreckage strewn across the floor. A lonely chain hangs from the center of the ten-foot-high ceiling, and a lantern lies smashed in one corner.
(Shadow will help with any actions)
Anyone want to do anything in this room? Or do you want to Explore something else?
Alben will investigate the room and chain: 3
(I believe Teechu got back earlier today, and should post tomorrow.)
Alben doesn't find anything interesting, but he does conclude that there was same sort of skirmish in the room to leave it in such a state. Having seen lanterns hanging from chains in the ceilings in several of the rooms, he concludes that the lantern was knocked down from where it was hanging, and that is why the chain is out of place.
We go to the great lit room and we look where the northern path leads ( to be sure, it should lead to the beginning of the dungeon) then the same with the southern path
,
Leaving the ruined behind Shadow at Oreus' suggestion leads the party back to the Hall of Dancing Lights and takes the northern tunnel. It goes north for about 15 feet and then T's. The tunnel leading west goes 20 feet and then turns south. The eastern tunnel does look like it connects to where Oreus thought it would, but it continues east another 10 feet before it too turns southward.