As the group discusses their options and the fitness of the newcomers to assist with the task, Hildegard stands silently. The powerful magic items around her make her feel out of place, and although the motley crew gathered here together seem like simple folk, much as Hildegard considers herself to be, a gravity and seriousness becomes them at the weight of their task. How far a cry from the refreshing whisper of the forest and the hallowed peace of the monastery. But the forest will never be the same unless...the paladin bows her head. Unless we accomplish our difficult tasks.Although she had pledged her loyalty to Lord Akkron as one of the Seven, a small, maybe disobedient and self-serving part of her wishes it were otherwise. The horror of the undead still made her skin crawl, and broke her heart even further with the tragedies perpetrated over the millenia by Sserah and the Cult.
As the others disperse to make their preparations, Hildegard says to them earnestly, "Come and find me here in the temple when you are ready to depart. I will not be far." And, worn out now from her studies, she goes out to the street to look around the walled village, to see if there is anything like a place of prayer, or a sanctuary of nature with some trees, that will settle her heart with thoughts of home. Trepiditiously she rubs the edge of one spur against the side of the other boot, but doesn't bring them together yet. I want her to see something beautiful, not this, just yet.
Walking down the streets, Hildegard looks to see what may be found for a place of meditation or refuge, greeting everyone she passes with a smile and a gesture of blessing.
"Well, I as I have been searching for (old) dragon lairs and such I have a couple of useful spells for unknown territories like Comprehend languages and detect magic. As well as mage hand to test certain doors for traps and such. Besides that I can help someone get the jump on people in combat and have a couple of protective as well as offensive spells, but not necessarily something specific against Kobolds or undead. That reminds me I should find a 50gp diamond somewhere in order to be able to cast Chromatic orb."Tamphalic answers Jodies magic question
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
For the sake of simplicity, I'll say Lord Akkron is willing to provide you all with whatever funds you need to purchase material components for your spells... it's not like the guy doesn't have enough gold, after all.
As Hildegard makes her way through the city, most of it is kind of gray, with very little vegetation. There is a graveyard near the outskirts of the village, though. You can feel that this patch of earth has been consecrated. Here at least there is some grass and a few trees. You can tell that in this place, the dead are treated with utmost respect as care has been taken to make sure that the graveyard never became overgrown throughout the years.
1. Hewelathan tries to gather the group for a quick spellcaster pow-wow before they go their separate ways. While each of the Accursed was able to cast at least a few spells, this is the first time the group will have so many spellcasters who can prepare different spells each day. It sounds like the party won't be heading to the Drow city until the next morning, so he, Nickeline, and Hildegard will all have an opportunity to prepare different spells. (He hears about Tamphalic's spells, but the dragonborn was clever and can currently prepare every non-ritual spell in his spellbook.)
(OOC: we replaced a paladin, warlock, and sorcerer with a paladin, cleric, and wizard. Therefore, Hewelathan isn't the only one changing up his spell list every day. I'll continue this coordination of prepared spells in the OOC thread unless folks want to do it in character.)
2. Hewelathan was prepared to leave the town that morning, and he thinks that he has all of the gear he needs. Once he's done coordinating with the spellcasters and is sure that the specifications for the material component he needs are clear, he heads back to Captain Blythe's ship. He's eager to try some of the techniques he read in that book. That also gives him a chance to tell Captain Blythe that they'll be gone for a few days and to ensure that she'll wait there for them to return. He does not tell Captain Blythe where they're going or why: "We've already seen how eager the Cult of the Dragon is at getting more information, so it's safer if you don't know the details."
Hewelathan spends any time he has left before the city gates close to work with the two dragonnels they captured. He'd like to establish a bond with them before he has to leave for a few days on this quest into the Underdark. (Animal Handling19, with a bonus from guidance since using that spell to interact with animals seems like the best way for a Druid to use it!)
3. Assuming the party won't be leaving until after the city gates open the next day, Hewelathan tells the others that he plans to spend the night on Captain Blythe's ship just to get more time with the dragonnels that night and the next morning. They can sleep at Shri's tavern & inn, or they can come back with him to the ship with him to spend the night there. Supposedly, the island's undead weren't supposed to be a problem unless the sailors leave the ship after dark.
It probably still isn't exactly safe to ride the dragonnels, but you're starting to form a bond with them. It will likely still take at least a week before they allow themselves to be ridden by someone besides a member of the Cult of the Dragon.
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
It probably still isn't exactly safe to ride the dragonnels, but you're starting to form a bond with them. It will likely still take at least a week before they allow themselves to be ridden by someone besides a member of the Cult of the Dragon.
Fair. 👍 Hewelathan just wanted to get a start on it since we'll probably be gone for the next few days.
Tamphalic will just stay at the room he already had anyway. And the rest of the time is spend in the Library.
@DM what kind of info can Tamphalic gather on Deep dragons, possible kobolds with them and how they relate to the underdark? (or what books can he take with him to continue his studies while travelling.
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"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(I'll go ahead and assume that Tamphalic, being a dragon expert, knew exactly where to look for this information... plus your passive investigation is 16, which I think is good enough to find the information you want)
The main thing you learn about deep dragons is that they are cunning manipulators who tend to avoid a straight fight when they can (though, all things considered, if the dragon came across you it might not really think of hostilities as a 'fight' at all and see it more as pest control). They are also well known to be hoarders of knowledge... if you are unfortunate enough to encounter the dragon itself, it may be possible to barter with the creature if you have some obscure lore that would interest it.
As for the kobolds who might serve it, you learn that kobolds living in the Underdark are almost certainly going to be some of the toughest of their kind... probably even more so than the likes of Icewind kobolds. Like their master, the kobolds may be willing to bargain rather than fight if you can offer an appealing trade. It is also said that kobolds have a long-standing feud with gnomes because of a perceived slight the gnomish god Garl Glittergold made against the kobold god Kurtulmak.
There is an interesting footnote in the tome you're reading, which states that if a kobold survives more than a century, it can become something known as a 'great wyrm.' It isn't clear from the text exactly what that means... but it is clear that such a creature should not be taken lightly if you should find yourselves facing one.
This post has potentially manipulated dice roll results.
(OOC: assuming that nothing exciting happens overnight...)
The next day, after spending some time with the dragonnels in the morning (Animal Handling17 with guidance), Hewelathan leaves instructions for the sailors since they'll need to care for the creatures while he's gone to the Underdark. He tells Captain Blythe that the party plans to be back in just a few days.
Once the city gates open, Hewelathan prepares his spells and heads to the temple of Boccob, as arranged, to meet up with Tamphalic and the rest of the party.
(Sounds like everyone has done everything they wanted to do, I'll go ahead and move us along).
After the meeting and giving Nickeline a long lecture on the calibration of magic orbs, the lich bids those who remain at the temple a good afternoon and takes his leave. He will meet you back here in the morning.
Nothing happens to Hewelathan overnight... and inside the town, it seems the cultists aren't stupid enough to make another move after one of their spies was effortlessly exposed and dealt with by Lord Akkron. When you assemble in the morning, the Lord of the Shaded Isle is waiting for you, along with a large carriage without horses... or perhaps with phantom horses.
The teleportation circle is deep within the ruins,he explains. Guarded by some of the most powerful creatures on the island. That circle is the only way to safely teleport to or from the island because of the blight upon this land. I will personally make sure that you arrive there safely.
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Nickeline joins the discussion about coordinating spells and distributing the items Lord Akkron distributed. She generally agrees that the Hewelathan's suggestions, adding that she definitely does not want to hold the Dust of Corrosion.
She spends the rest of the day listening to Lord Akkron's lecture. The more she learns from him, the more she is convinced that he is a good person, lich or not. 'Anyone willing to take hours out of their day to teach others can't be that bad,' she thinks, 'not to mention his generous gifts.'
In the evening, she returns to the inn where she had been staying and attunes to the Ring of Mind Shielding. Hoping to test its whether it mitigates the curse on her crystal ball, Nickeline locks the door to her room and closes the shudders. She takes the crystal ball out of her alms box, where she has been storing it and unwrapping the cloth covering. She places her palm on the orb, completes the incantation, and attempts to scry on a cave she knows near her hometown. The image comes through as Nickeline listens for an unwelcome mental intrusion, but hears only sweet silence. Excited by this success, she gets the bright idea to scry on Talice, the one whose tomb they plan on robbing.
She first casts Augury, asking Flandal whether Scrying on Talice is a good or a bad idea. If he answers with "Weal," she would attempt the scrying (DC 12 Wisdom save). Otherwise she would wait and discuss that option with the rest of the party.
The next morning, she decides to prepare Healing Word and Aid. She would cast Aid on Hildegard, Korba, Hewelathan when the group assembles, if they are willing.
The augury comes back with the 'nothing' result... it seems unlikely it could do any harm, but probably wouldn't do much good either (whether because it wouldn't tell you anything important or because the spell is unlikely to work on a mummy lord is unclear... though it's worth noting that the save DC is actually set at 17 rather than using your spell save DC)
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Hearing the "nothing" result, Nickeline figures it can't hurt to give it a shot. 'It would be great if I could see the place where we're supposed to be going to,' she thinks. Whirls of flame appear within the crystal ball as Nickeline casts Scrying on Talice.
OOC: The wisdom save DC would be 17 with a +5 bonus to Talice's roll because Nickeline has never met her.
As Hildegard makes her way through the city, most of it is kind of gray, with very little vegetation. There is a graveyard near the outskirts of the village, though. You can feel that this patch of earth has been consecrated. Here at least there is some grass and a few trees. You can tell that in this place, the dead are treated with utmost respect as care has been taken to make sure that the graveyard never became overgrown throughout the years.
Relieved to find a refuge of consecrated ground, and even a little bit of green, against the backdrop of imposing rugged mountains and ruins crawling with undead in this bastion of a little town, Hildegard slowly walks around the graveyard, being careful to avoid stepping or positioning herself over anyone's resting place. If there are headstones with inscriptions or engravings, she reads what they say, trying to get a sense of the town's inhabitants or historical events that she might be able to follow from those buried here.
After a few minutes, she returns to a quiet patch of grass under one of the trees, and although hesitant at first, the reassurance of the hallowed ground bolstering her, she twists her feet to clash the spurs on her boots together. For a moment, nothing happens. And then the heat and orange glow of flames, as if out of nowhere, begins to bathe the paladin's face, glinting off of the bits of mail exposed under her tabard, and she stares stoically at the infernal creature that has appeared under the tree. At first glance, it looks in size and shape like a tall, powerfully built horse, black as night, its conformation strikingly beautiful, but writhing flames replace its mane and tail, and burn and smoke from its hooves. Baleful eyes glare at Hildegard, themselves glowing with the hellish fire. But something is different about this fiend--on closer inspection, it can be seen that it wears bridle and bit, saddle and stirrups, breastband and breeching, like a common horse. The tack looks iron-clad, deeply engraved with holy symbols that faintly glow with Divine light, though the flames of hell flicker and rage as they fume against the unwavering harness that seems to bind the terrifying creature.
The paladin stares back at it, the familiar anguish twisting her insides as she looks at the creature. Its flaming eyes full of hatred. The forelock of flames spill over its forehead, wildly flickering between its ears, and show in the light of the hellfire a deep, circular, empty scar on its forehead. Hildegard bows her head. It's awful to look upon, what has happened to you,she thinks, but I will not give up until I find a way to heal you.There are times of course, that Hildegard could not have the creature around. But she hates to leave it in the Nine Hells, or the Ethereal Plane, or wherever else it gallops in its fiendish and tortured wanderings. To bring it to a place of consecrated ground is at least a little solace, though not one that it can recognize. Sometimes it seems that any reminder of what she once was burns her with the blackest rage. But I cannot leave her to her misery.
The nightmare stands, the grass smoking under its hooves, and as Hildegard breaks eye contact with it finally and kneels down, the creature pins back its ears and swings its neck, tossing its head, lips curling back over the hated bit and showing jagged teeth. Hildegard knows the creature would tear her apart in a second if it had the chance, so great has its hatred become, and it breaks the paladin's heart every time. "How glorious you once were, and beautiful. You carried Tali Windrunner into the battle against Sserah Nightbane, and without your Divine blessing they never could have imprisoned that black soul. I will not give up on you."
Hildegard takes out a candle from her backpack and lights it, and lights a little incense in her censer. Setting both of them down before her, she begins to intone long-familiar prayers, reaching for the blessing of Divine gift within her, preparing the spells she had discussed with the others that would be needed on their mission. She includes prayers for the repose of the souls in that graveyard, and as always, prays for and begs to be shown her part in the nightmare's redemption.
If undisturbed, she keeps vigil there all night, with the nightmare, and, deciding whether or not to send it back before meeting the others, she figures that it is better if none of them, including Lord Akkron, are surprised by the malevolent being she has sworn to redeem at any cost. And, so, placing a hand on its bridle, she leads it to the agreed meeting place, and the fiendish creature follows, as docile as a lamb, despite the malevolent hatred burning in its eyes. Yet still does the power of Divine Order subdue evil...though far from us now, I know the monks' prayers will not desert us.
Waking up the next morning, happy to have slept in a good bed off the ship and the noisy inn, Korba carefully prepares his gear, repacking his supplies to an almost military precision. Getting the others over breakfast, he's ready to move on, thinking of little but the next steps in removing the curse from his ancient sword.
The next morning, she decides to prepare Healing Word and Aid. She would cast Aid on Hildegard, Korba, Hewelathan when the group assembles, if they are willing.
Feeling the power of aid was over him, he thanks Nickeline, glad to not be alone in this mission.
Having had a good long library session Tamphalic sleeps great and after that quiet night he goes back to the meeting place. Ready to move towards the teleporting circle into the unkown underdark. He tells the others what he found regarding deep dragon, kobolds and the possible great wyrm transformations, wondering if any of them, including himself, would have a topic interesting enough to bargain with the dragon.
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"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
As usual, Jodie's charms work like a... well... charm.
The smith, a middle-aged mountain dwarf by the name of Hogurn, promises to take excellent care of the weapons, which he proceeds to place in a vault.
"A magic blade you say?" he says, scratching his chin. "I ain't got nothin' too fancy... but... I might 'ave something for ya..."
He disappears into the back of the shop for a few minutes, then returns with a sheathed rapier. He unsheathes it for the half-elf to examine, revealing that it's a moon-touched rapier.
"It don't do too much," he admits, a bit sheepishly. "Just that glowin' thing, which ain't too much use for people like us who see just fine in the dark, but it can cut through those nasty things that tend to ignore ordinary blades. Best deal I can offer you is the sword for 50 gold."
Jodie looks at the blade more closely, "I do see quite well in the dark myself, I've got mother to thank for that. But yes, a magic blade may prove useful against a collection of undead. After all, I've only got 6 magic arrows. Hogurn, I've changed my mind again. I'll take the rapier but I'm rethinking my weapons. If I'm carrying a rapier and bow, these scimitars are too heavy. I think I'd like a short sword to try with my hand crossbow."
Jodie offers 1 rapier + 2 scimitars + 30 gp for a short sword + moon-touched rapier.
As the group discusses their options and the fitness of the newcomers to assist with the task, Hildegard stands silently. The powerful magic items around her make her feel out of place, and although the motley crew gathered here together seem like simple folk, much as Hildegard considers herself to be, a gravity and seriousness becomes them at the weight of their task. How far a cry from the refreshing whisper of the forest and the hallowed peace of the monastery. But the forest will never be the same unless... the paladin bows her head. Unless we accomplish our difficult tasks. Although she had pledged her loyalty to Lord Akkron as one of the Seven, a small, maybe disobedient and self-serving part of her wishes it were otherwise. The horror of the undead still made her skin crawl, and broke her heart even further with the tragedies perpetrated over the millenia by Sserah and the Cult.
As the others disperse to make their preparations, Hildegard says to them earnestly, "Come and find me here in the temple when you are ready to depart. I will not be far." And, worn out now from her studies, she goes out to the street to look around the walled village, to see if there is anything like a place of prayer, or a sanctuary of nature with some trees, that will settle her heart with thoughts of home. Trepiditiously she rubs the edge of one spur against the side of the other boot, but doesn't bring them together yet. I want her to see something beautiful, not this, just yet.
Walking down the streets, Hildegard looks to see what may be found for a place of meditation or refuge, greeting everyone she passes with a smile and a gesture of blessing.
"Well, I as I have been searching for (old) dragon lairs and such I have a couple of useful spells for unknown territories like Comprehend languages and detect magic. As well as mage hand to test certain doors for traps and such. Besides that I can help someone get the jump on people in combat and have a couple of protective as well as offensive spells, but not necessarily something specific against Kobolds or undead. That reminds me I should find a 50gp diamond somewhere in order to be able to cast Chromatic orb." Tamphalic answers Jodies magic question
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
For the sake of simplicity, I'll say Lord Akkron is willing to provide you all with whatever funds you need to purchase material components for your spells... it's not like the guy doesn't have enough gold, after all.
As Hildegard makes her way through the city, most of it is kind of gray, with very little vegetation. There is a graveyard near the outskirts of the village, though. You can feel that this patch of earth has been consecrated. Here at least there is some grass and a few trees. You can tell that in this place, the dead are treated with utmost respect as care has been taken to make sure that the graveyard never became overgrown throughout the years.
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1. Hewelathan tries to gather the group for a quick spellcaster pow-wow before they go their separate ways. While each of the Accursed was able to cast at least a few spells, this is the first time the group will have so many spellcasters who can prepare different spells each day. It sounds like the party won't be heading to the Drow city until the next morning, so he, Nickeline, and Hildegard will all have an opportunity to prepare different spells. (He hears about Tamphalic's spells, but the dragonborn was clever and can currently prepare every non-ritual spell in his spellbook.)
(OOC: we replaced a paladin, warlock, and sorcerer with a paladin, cleric, and wizard. Therefore, Hewelathan isn't the only one changing up his spell list every day. I'll continue this coordination of prepared spells in the OOC thread unless folks want to do it in character.)
2. Hewelathan was prepared to leave the town that morning, and he thinks that he has all of the gear he needs. Once he's done coordinating with the spellcasters and is sure that the specifications for the material component he needs are clear, he heads back to Captain Blythe's ship. He's eager to try some of the techniques he read in that book. That also gives him a chance to tell Captain Blythe that they'll be gone for a few days and to ensure that she'll wait there for them to return. He does not tell Captain Blythe where they're going or why: "We've already seen how eager the Cult of the Dragon is at getting more information, so it's safer if you don't know the details."
Hewelathan spends any time he has left before the city gates close to work with the two dragonnels they captured. He'd like to establish a bond with them before he has to leave for a few days on this quest into the Underdark. (Animal Handling 19, with a bonus from guidance since using that spell to interact with animals seems like the best way for a Druid to use it!)
3. Assuming the party won't be leaving until after the city gates open the next day, Hewelathan tells the others that he plans to spend the night on Captain Blythe's ship just to get more time with the dragonnels that night and the next morning. They can sleep at Shri's tavern & inn, or they can come back with him to the ship with him to spend the night there. Supposedly, the island's undead weren't supposed to be a problem unless the sailors leave the ship after dark.
Animal handling check was a success...
It probably still isn't exactly safe to ride the dragonnels, but you're starting to form a bond with them. It will likely still take at least a week before they allow themselves to be ridden by someone besides a member of the Cult of the Dragon.
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Fair. 👍 Hewelathan just wanted to get a start on it since we'll probably be gone for the next few days.
Tamphalic will just stay at the room he already had anyway. And the rest of the time is spend in the Library.
@DM what kind of info can Tamphalic gather on Deep dragons, possible kobolds with them and how they relate to the underdark? (or what books can he take with him to continue his studies while travelling.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(I'll go ahead and assume that Tamphalic, being a dragon expert, knew exactly where to look for this information... plus your passive investigation is 16, which I think is good enough to find the information you want)
The main thing you learn about deep dragons is that they are cunning manipulators who tend to avoid a straight fight when they can (though, all things considered, if the dragon came across you it might not really think of hostilities as a 'fight' at all and see it more as pest control). They are also well known to be hoarders of knowledge... if you are unfortunate enough to encounter the dragon itself, it may be possible to barter with the creature if you have some obscure lore that would interest it.
As for the kobolds who might serve it, you learn that kobolds living in the Underdark are almost certainly going to be some of the toughest of their kind... probably even more so than the likes of Icewind kobolds. Like their master, the kobolds may be willing to bargain rather than fight if you can offer an appealing trade. It is also said that kobolds have a long-standing feud with gnomes because of a perceived slight the gnomish god Garl Glittergold made against the kobold god Kurtulmak.
There is an interesting footnote in the tome you're reading, which states that if a kobold survives more than a century, it can become something known as a 'great wyrm.' It isn't clear from the text exactly what that means... but it is clear that such a creature should not be taken lightly if you should find yourselves facing one.
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(OOC: assuming that nothing exciting happens overnight...)
The next day, after spending some time with the dragonnels in the morning (Animal Handling 17 with guidance), Hewelathan leaves instructions for the sailors since they'll need to care for the creatures while he's gone to the Underdark. He tells Captain Blythe that the party plans to be back in just a few days.
Once the city gates open, Hewelathan prepares his spells and heads to the temple of Boccob, as arranged, to meet up with Tamphalic and the rest of the party.
[Tooltip Not Found] bonus for the 2 batches of goodberries that Hewelathan created the previous night:
(Sounds like everyone has done everything they wanted to do, I'll go ahead and move us along).
After the meeting and giving Nickeline a long lecture on the calibration of magic orbs, the lich bids those who remain at the temple a good afternoon and takes his leave. He will meet you back here in the morning.
Nothing happens to Hewelathan overnight... and inside the town, it seems the cultists aren't stupid enough to make another move after one of their spies was effortlessly exposed and dealt with by Lord Akkron. When you assemble in the morning, the Lord of the Shaded Isle is waiting for you, along with a large carriage without horses... or perhaps with phantom horses.
The teleportation circle is deep within the ruins, he explains. Guarded by some of the most powerful creatures on the island. That circle is the only way to safely teleport to or from the island because of the blight upon this land. I will personally make sure that you arrive there safely.
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Nickeline joins the discussion about coordinating spells and distributing the items Lord Akkron distributed. She generally agrees that the Hewelathan's suggestions, adding that she definitely does not want to hold the Dust of Corrosion.
She spends the rest of the day listening to Lord Akkron's lecture. The more she learns from him, the more she is convinced that he is a good person, lich or not. 'Anyone willing to take hours out of their day to teach others can't be that bad,' she thinks, 'not to mention his generous gifts.'
In the evening, she returns to the inn where she had been staying and attunes to the Ring of Mind Shielding. Hoping to test its whether it mitigates the curse on her crystal ball, Nickeline locks the door to her room and closes the shudders. She takes the crystal ball out of her alms box, where she has been storing it and unwrapping the cloth covering. She places her palm on the orb, completes the incantation, and attempts to scry on a cave she knows near her hometown. The image comes through as Nickeline listens for an unwelcome mental intrusion, but hears only sweet silence. Excited by this success, she gets the bright idea to scry on Talice, the one whose tomb they plan on robbing.
She first casts Augury, asking Flandal whether Scrying on Talice is a good or a bad idea. If he answers with "Weal," she would attempt the scrying (DC 12 Wisdom save). Otherwise she would wait and discuss that option with the rest of the party.
The next morning, she decides to prepare Healing Word and Aid. She would cast Aid on Hildegard, Korba, Hewelathan when the group assembles, if they are willing.
The augury comes back with the 'nothing' result... it seems unlikely it could do any harm, but probably wouldn't do much good either (whether because it wouldn't tell you anything important or because the spell is unlikely to work on a mummy lord is unclear... though it's worth noting that the save DC is actually set at 17 rather than using your spell save DC)
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Hearing the "nothing" result, Nickeline figures it can't hurt to give it a shot. 'It would be great if I could see the place where we're supposed to be going to,' she thinks. Whirls of flame appear within the crystal ball as Nickeline casts Scrying on Talice.
OOC: The wisdom save DC would be 17 with a +5 bonus to Talice's roll because Nickeline has never met her.
Wis save: 20
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Unfortunately, the iron will of the dark priestess, along with your limited second-hand knowledge, makes it impossible for you to spy on her.
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Relieved to find a refuge of consecrated ground, and even a little bit of green, against the backdrop of imposing rugged mountains and ruins crawling with undead in this bastion of a little town, Hildegard slowly walks around the graveyard, being careful to avoid stepping or positioning herself over anyone's resting place. If there are headstones with inscriptions or engravings, she reads what they say, trying to get a sense of the town's inhabitants or historical events that she might be able to follow from those buried here.
After a few minutes, she returns to a quiet patch of grass under one of the trees, and although hesitant at first, the reassurance of the hallowed ground bolstering her, she twists her feet to clash the spurs on her boots together. For a moment, nothing happens. And then the heat and orange glow of flames, as if out of nowhere, begins to bathe the paladin's face, glinting off of the bits of mail exposed under her tabard, and she stares stoically at the infernal creature that has appeared under the tree. At first glance, it looks in size and shape like a tall, powerfully built horse, black as night, its conformation strikingly beautiful, but writhing flames replace its mane and tail, and burn and smoke from its hooves. Baleful eyes glare at Hildegard, themselves glowing with the hellish fire. But something is different about this fiend--on closer inspection, it can be seen that it wears bridle and bit, saddle and stirrups, breastband and breeching, like a common horse. The tack looks iron-clad, deeply engraved with holy symbols that faintly glow with Divine light, though the flames of hell flicker and rage as they fume against the unwavering harness that seems to bind the terrifying creature.
The paladin stares back at it, the familiar anguish twisting her insides as she looks at the creature. Its flaming eyes full of hatred. The forelock of flames spill over its forehead, wildly flickering between its ears, and show in the light of the hellfire a deep, circular, empty scar on its forehead. Hildegard bows her head. It's awful to look upon, what has happened to you, she thinks, but I will not give up until I find a way to heal you. There are times of course, that Hildegard could not have the creature around. But she hates to leave it in the Nine Hells, or the Ethereal Plane, or wherever else it gallops in its fiendish and tortured wanderings. To bring it to a place of consecrated ground is at least a little solace, though not one that it can recognize. Sometimes it seems that any reminder of what she once was burns her with the blackest rage. But I cannot leave her to her misery.
The nightmare stands, the grass smoking under its hooves, and as Hildegard breaks eye contact with it finally and kneels down, the creature pins back its ears and swings its neck, tossing its head, lips curling back over the hated bit and showing jagged teeth. Hildegard knows the creature would tear her apart in a second if it had the chance, so great has its hatred become, and it breaks the paladin's heart every time. "How glorious you once were, and beautiful. You carried Tali Windrunner into the battle against Sserah Nightbane, and without your Divine blessing they never could have imprisoned that black soul. I will not give up on you."
Hildegard takes out a candle from her backpack and lights it, and lights a little incense in her censer. Setting both of them down before her, she begins to intone long-familiar prayers, reaching for the blessing of Divine gift within her, preparing the spells she had discussed with the others that would be needed on their mission. She includes prayers for the repose of the souls in that graveyard, and as always, prays for and begs to be shown her part in the nightmare's redemption.
If undisturbed, she keeps vigil there all night, with the nightmare, and, deciding whether or not to send it back before meeting the others, she figures that it is better if none of them, including Lord Akkron, are surprised by the malevolent being she has sworn to redeem at any cost. And, so, placing a hand on its bridle, she leads it to the agreed meeting place, and the fiendish creature follows, as docile as a lamb, despite the malevolent hatred burning in its eyes. Yet still does the power of Divine Order subdue evil...though far from us now, I know the monks' prayers will not desert us.
Waking up the next morning, happy to have slept in a good bed off the ship and the noisy inn, Korba carefully prepares his gear, repacking his supplies to an almost military precision. Getting the others over breakfast, he's ready to move on, thinking of little but the next steps in removing the curse from his ancient sword.
Feeling the power of aid was over him, he thanks Nickeline, glad to not be alone in this mission.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Having had a good long library session Tamphalic sleeps great and after that quiet night he goes back to the meeting place. Ready to move towards the teleporting circle into the unkown underdark. He tells the others what he found regarding deep dragon, kobolds and the possible great wyrm transformations, wondering if any of them, including himself, would have a topic interesting enough to bargain with the dragon.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Jodie looks at the blade more closely, "I do see quite well in the dark myself, I've got mother to thank for that. But yes, a magic blade may prove useful against a collection of undead. After all, I've only got 6 magic arrows. Hogurn, I've changed my mind again. I'll take the rapier but I'm rethinking my weapons. If I'm carrying a rapier and bow, these scimitars are too heavy. I think I'd like a short sword to try with my hand crossbow."
Jodie offers 1 rapier + 2 scimitars + 30 gp for a short sword + moon-touched rapier.
Fargen Hill Dwarf Cleric/Barbarian - Hoard of the Dragon Queen, Jodie Olwen Half-Elf Bard- Chronicles of the Accursed