Ravisin breathes a sigh of relief at the thought that the party will relent. But after dodging his attacks for most of the battle, Ravisin has just enough time to gasp as she sees Morkeleb’s blade fly at her throat. Her head hits the ground and rolls to his feet a second later.
Those she charmed remain so for about 5 seconds before her magic fades.
The battle is over.
This chamber contains her decapitated body, a collection of herbs and magical implements scattered about the room, a stone sarcophagus she was seemingly using as a crafting table, her bedroll, and a nice leather satchel next to said bedroll.
Ravisin’s body yields few spoils. She was dressed in basic furs with a few strategically placed bones holding it together.
Strewn throughout the room is a collection of unlabeled plants, along with a few animal parts upon closer inspection. They would likely be of some value in the hands of an alchemist or apothecary, but are individually just herbs to you. The bedroll is a normal bedroll, though it has a bit of a smell to it.
The highlights of her possessions are the leather satchel and the stone sarcophagus.
Within the satchel are three things of note:
- A few days rations in the form of roots and berries
- A series of obsidian black metal shards. It appears to be a collection of scrap metal, but something about it feels off. Each shard has been carefully wrapped in two layers of simple cloth.
- A letter on faded parchment, written in Dwarvish. It reads, “Glad you’ve agreed. When your beasts have destabilized the three northern towns, come to Caer-Konig; we’ll find you there. About the chardalyn; bring as much as you can carry, but keep it wrapped up. Still testing its properties and wouldn’t want an accident to occur. -SB”
The lid of the sarcophagus weighs a heavy 350 pounds it would take all of you if you intend to open it. If you all wish to open it, read the spoiler:
You nearly drop the lid as the horrid stench from with reaches your noses. Inside lies the rotting body of a human male. He is covered in burn scars and naked, barring a small fur coat draped over him like a blanket. What few features you can make out through the burns remind you of Ravisin’s face.
A small brown pouch next to his body contains a Potion of Vitality and a Potion of Radiant Resistance.
Morkeleb would have helped Nox to open the sarcophagus. Now he looks down at the corpse inside, and compares it to the head that he holds aloft in his outstretched hand. Thinking back to something that the woman had said during the fight (I'm looking at post #208) he finally puts it together.
"Oh, so there were two Ravisins? The one we just killed, but this half-burned rotten corpse must have been her brother. He was the one who put the spell on our lake monster friend. I suppose we will need his head, too."
Not relishing this task, Morkeleb will nevertheless wrench (or cut) off the corpse's head. Then he'll wrap them both up in the firs the lady had been using for clothing.
Barnabus, as both a native to these lands and a dwarf taught meticulously on various minerals, you recognize these shards as Chardalyn. It’s a rare mineral found primarily in the northern parts of the world.
The most important thing about Chardalyn, is that it is ridiculously valuable as a magical conduit. The stuff inherently absorbs and amplifies magic of all sorts. Even small pieces like what’s here could have spells and other magical effects stored in them.
You also know that handling Chardalyn of unknown sources can be dangerous. It’s a volatile material that contains volatile magics. It might be used to store a spell by a wizard, sure, but it can also carry the influence of any extraplanar creature (such as an angel or demon) that has handled it in the past.
A large amount of it could be used to build magic items or even golems, but only the bravest and/or most foolish craftsmen works with Chardalyn be didn’t mine himself.
Barnabus' eyes grow bigger as he unfold the wrapped stones. In an almost reverent tone he says softly,
"Ohhh glory be...we've got Chardalyn here. This is some pretty rare stuff. Oh I heard tales about it. Magical capabilites they say. Amplify magic it can. Never thought I see some though. Very dangers too. No telling what's stored inside them. Best keep them wrapped up. Sounds like there's more too.
Barnabus gingerly wraps the shards up safely. He holds out the bundle for someone else to take.
With the contents of the sarcophagus discovered, there is nothing else of interest in this room. The various animals have either fled or curled up into corners, choosing not to attack. The White Moose’s corpse lies where it was killed.
Still in this tomb are a sealed stone door, a large mirror on one wall, and the exit back outside.
Nox will turn to the more athletically gifted members of the group and ask "So, do ya'll want to see what's behind door number 3? It'll take some effort I'm sure, but you're all very capable. Think about how much we've found out with the stuff she's keeping out in the open, now consider what precious things she has hidden away and protected."
Barnabus stalks across the room to the stone door. He rubs his hands over the stone locating the edges of the door. He places his left ear up against the smooth surface while tapping around with his right hand.
"There could be more chardalyn behind this door."
He turns around and shrugs
"Alas I Don't think I have the tools or skills to open this one lads."
The final door is less of a door and more of a large stone slab built into a passageway. It is marked by the symbol of a half-moon, and in its center is a small crystal inlaid in the slab.
Despite the group’s strength, this seems unwilling to budge through normal means.
The crystal is smooth and cold tot he touch, but does not move regardless of how you press it. You do, however, vaguely recall the sundial like area outside having symbols that match the one on this door.
Morkeleb remembers the strange structure outside that they didn't get a chance to examine. Pocketing the potions as no one else seemed interested in them, he goes out to study the strange large sundial. He muses to himself, "Sundial isn't much good without a sun to shine on it. I wonder if this secret will remain buried until the evil curse on this land is broken."
(Morkeleb has a -1 to both intelligence and wisdom so I'm not sure he's the guy to figure anything out here)
The edges of the dial do not align with times of day, but phases of the moon. Each point is marked with a different symbol. The northwestern point matches the half-moon symbol on the stone door. Each also has a crystal inlaid in the ground, that resembles the one in the door, albeit currently duller.
As this area is in a clearing, there’s a an opening in the forest canopy above this area. Having lived in these eternal nighttime conditions for a while, your internal clocks tell you it’s probably around 2 PM.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ravisin breathes a sigh of relief at the thought that the party will relent. But after dodging his attacks for most of the battle, Ravisin has just enough time to gasp as she sees Morkeleb’s blade fly at her throat. Her head hits the ground and rolls to his feet a second later.
Those she charmed remain so for about 5 seconds before her magic fades.
The battle is over.
This chamber contains her decapitated body, a collection of herbs and magical implements scattered about the room, a stone sarcophagus she was seemingly using as a crafting table, her bedroll, and a nice leather satchel next to said bedroll.
Morkeleb will retrieve the head. “We may need this,” he says grimly.
Then he will look his companions in the eye and ask, “Are our heads on straight now?”
Jar shakes the fog of the spell from his head. "Wow. I don't like not being in full control of myself."
D&D since 1984
Nox will rummage around the area and try to examine all of Ravisin's possessions.
Ravisin’s body yields few spoils. She was dressed in basic furs with a few strategically placed bones holding it together.
Strewn throughout the room is a collection of unlabeled plants, along with a few animal parts upon closer inspection. They would likely be of some value in the hands of an alchemist or apothecary, but are individually just herbs to you. The bedroll is a normal bedroll, though it has a bit of a smell to it.
The highlights of her possessions are the leather satchel and the stone sarcophagus.
Within the satchel are three things of note:
- A few days rations in the form of roots and berries
- A series of obsidian black metal shards. It appears to be a collection of scrap metal, but something about it feels off. Each shard has been carefully wrapped in two layers of simple cloth.
- A letter on faded parchment, written in Dwarvish. It reads, “Glad you’ve agreed. When your beasts have destabilized the three northern towns, come to Caer-Konig; we’ll find you there. About the chardalyn; bring as much as you can carry, but keep it wrapped up. Still testing its properties and wouldn’t want an accident to occur. -SB”
The lid of the sarcophagus weighs a heavy 350 pounds it would take all of you if you intend to open it. If you all wish to open it, read the spoiler:
You nearly drop the lid as the horrid stench from with reaches your noses. Inside lies the rotting body of a human male. He is covered in burn scars and naked, barring a small fur coat draped over him like a blanket. What few features you can make out through the burns remind you of Ravisin’s face.
A small brown pouch next to his body contains a Potion of Vitality and a Potion of Radiant Resistance.
Morkeleb would have helped Nox to open the sarcophagus. Now he looks down at the corpse inside, and compares it to the head that he holds aloft in his outstretched hand. Thinking back to something that the woman had said during the fight (I'm looking at post #208) he finally puts it together.
"Oh, so there were two Ravisins? The one we just killed, but this half-burned rotten corpse must have been her brother. He was the one who put the spell on our lake monster friend. I suppose we will need his head, too."
Not relishing this task, Morkeleb will nevertheless wrench (or cut) off the corpse's head. Then he'll wrap them both up in the firs the lady had been using for clothing.
Barnabus blinks a couple times before letting out a roar.
"Ahhhgh, YOU TREACHEROUS WENCH! I'VE Half a mind to have you raised just so I can kill you again!
He spits on the corpse as he stomps past.
He assists with the heavy lifting.
He examines the shards. Since the note was in dwarvish perhaps he know where these are from.
Stonecunning to see the history of the obsidian metal shards. (23)
Rogue Quin Oberon /Mercer's Tavern
Ranger Rigel Foresyth /LMOP
Fighter Barnabus Ironheel /North lands campaign
Fighter Flynt McGraw /Stormraider
Barnabus, as both a native to these lands and a dwarf taught meticulously on various minerals, you recognize these shards as Chardalyn. It’s a rare mineral found primarily in the northern parts of the world.
The most important thing about Chardalyn, is that it is ridiculously valuable as a magical conduit. The stuff inherently absorbs and amplifies magic of all sorts. Even small pieces like what’s here could have spells and other magical effects stored in them.
You also know that handling Chardalyn of unknown sources can be dangerous. It’s a volatile material that contains volatile magics. It might be used to store a spell by a wizard, sure, but it can also carry the influence of any extraplanar creature (such as an angel or demon) that has handled it in the past.
A large amount of it could be used to build magic items or even golems, but only the bravest and/or most foolish craftsmen works with Chardalyn be didn’t mine himself.
Barnabus' eyes grow bigger as he unfold the wrapped stones. In an almost reverent tone he says softly,
"Ohhh glory be...we've got Chardalyn here. This is some pretty rare stuff. Oh I heard tales about it. Magical capabilites they say. Amplify magic it can. Never thought I see some though. Very dangers too. No telling what's stored inside them. Best keep them wrapped up. Sounds like there's more too.
Barnabus gingerly wraps the shards up safely. He holds out the bundle for someone else to take.
Rogue Quin Oberon /Mercer's Tavern
Ranger Rigel Foresyth /LMOP
Fighter Barnabus Ironheel /North lands campaign
Fighter Flynt McGraw /Stormraider
Morkeleb doesn't mind putting them in with the 2 heads wrapped in Ravisin's furs.
With the contents of the sarcophagus discovered, there is nothing else of interest in this room. The various animals have either fled or curled up into corners, choosing not to attack. The White Moose’s corpse lies where it was killed.
Still in this tomb are a sealed stone door, a large mirror on one wall, and the exit back outside.
What will the party do next?
Nox will turn to the more athletically gifted members of the group and ask "So, do ya'll want to see what's behind door number 3? It'll take some effort I'm sure, but you're all very capable. Think about how much we've found out with the stuff she's keeping out in the open, now consider what precious things she has hidden away and protected."
Jar says "Yes. Let us open and investigate what is behind the last door."
He will over to the door.
D&D since 1984
Barnabus stalks across the room to the stone door. He rubs his hands over the stone locating the edges of the door. He places his left ear up against the smooth surface while tapping around with his right hand.
"There could be more chardalyn behind this door."
He turns around and shrugs
"Alas I Don't think I have the tools or skills to open this one lads."
Rogue Quin Oberon /Mercer's Tavern
Ranger Rigel Foresyth /LMOP
Fighter Barnabus Ironheel /North lands campaign
Fighter Flynt McGraw /Stormraider
The final door is less of a door and more of a large stone slab built into a passageway. It is marked by the symbol of a half-moon, and in its center is a small crystal inlaid in the slab.
Despite the group’s strength, this seems unwilling to budge through normal means.
Jar will try to manipulate the crystal to see if it would open this stone slab of a door.
D&D since 1984
The crystal is smooth and cold tot he touch, but does not move regardless of how you press it. You do, however, vaguely recall the sundial like area outside having symbols that match the one on this door.
As a reminder of the full layout:
Morkeleb remembers the strange structure outside that they didn't get a chance to examine. Pocketing the potions as no one else seemed interested in them, he goes out to study the strange large sundial. He muses to himself, "Sundial isn't much good without a sun to shine on it. I wonder if this secret will remain buried until the evil curse on this land is broken."
(Morkeleb has a -1 to both intelligence and wisdom so I'm not sure he's the guy to figure anything out here)
"Mork what's that dial say?" Calls out Barnabus.
(Barnabus will try turning the gem and study the symbols.)
Rogue Quin Oberon /Mercer's Tavern
Ranger Rigel Foresyth /LMOP
Fighter Barnabus Ironheel /North lands campaign
Fighter Flynt McGraw /Stormraider
The edges of the dial do not align with times of day, but phases of the moon. Each point is marked with a different symbol. The northwestern point matches the half-moon symbol on the stone door. Each also has a crystal inlaid in the ground, that resembles the one in the door, albeit currently duller.
As this area is in a clearing, there’s a an opening in the forest canopy above this area. Having lived in these eternal nighttime conditions for a while, your internal clocks tell you it’s probably around 2 PM.