The party disperses to their various tasks about the room. As Gong tends to the mangled body of Commander Narin, and Wendell moves toward the glowing runes, Guan Hao begins to rummage about for valuables and treasure. Almost immediately, his eyes land on the large, steel-bound chest. Its wooden panels have been etched to look like waves and the metal of its frame shaped to resemble large tentacles encircling the container. The lock in the middle looks elaborate, but Mady suddenly steps forward, a set of lockpicks gripped firmly in her slender fingers. “Allow me.” The lithe rogue peers into the mechanism for a moment before inserting her tools and setting to work.
Back in the study area, Balasar begins to sift through papers and tomes set out in neat stacks on the writing desk. While many of the papers appear to be old documents from the heyday of the ruins, one book appears almost new by comparison. Opening the small, leather-bound volume, Balasar is confronted with bizarre characters penned in a spidery hand. While he cannot read the words, the writing looks vaguely familiar. Something to do with the night everyone had dinner at Bruna’s home…
Across the room, Elaric has joined Wendell as he examines the glowing runes. The runes are very strange; though clearly writing, they appear to move ever so slightly when in the corner of one’s eye. However, when stared at directly, they remain still. With simultaneous exclamations, the two casters turn to each other, identical looks of recognition written across their features. “The aberration tome! These runes are in the same language…”
With a snick, the lock's catches pop free and Mady, standing to one side so that Guan Hao can see, opens the chest.
Balasar takes the small, leather-bound book over to Wendell: Does this writing look familiar to you?
Wendell looks down, thanks Balasar, and takes the book to Elaric, "Another of your teacher's works?"
Eyeing the script closely, Elaric frowns as he shakes his head. “No, definitely not his handwriting. That said, it appears to be a dialect of Deep Speech written in Espruar. At a quick glance, it seems to be some kind of journal or diary.” The Elf glances over at the skin-taker’s corpse. “Possibly it belonged to that… whatever that thing was. When we get somewhere safe, I should be able to translate it and make a thorough study of its contents…”
Preoccupied as they all are, the entire party is taken by surprise when doors to the chamber blast from their hinges and a dozen armed and armored mercenaries storm through the wreckage. At their lead stands a grim-faced young man in decorous armor flanked by several other men armed with crossbows. As the troops spread out, they keep their weapons at the ready and eyes trained on the party. The young man casts a brief look about the chamber before his serious eyes settle on Gong and Commander Narin.
Addressing the monk, the man speaks in a stern but calm tone. “I am lieutenant Boyd, acting commander of this company. If you value your life and the lives of your companions, you will back away from the commander.”
Given the size and armaments of this force, the heroes have no choice but to step back, clustered together under the watchful eyes of the mercenaries. As soon as this is done, Boyd and one of his men – carrying a healer’s kit and several potion vials – cluster around Narin’s form. After a moment and some whispered conversation, the lieutenant turns back to the party while the other man gently lifts Narin into a sitting position. Boyd eyes the party just as sternly as before – though, perhaps with a touch less hostility. “Commander Narin has ordered that you are not enemies. However, until I ascertain exactly what transpired here today, you will all be detained. You will remain in this room under the supervision of my men while the commander recovers. You are not under arrest, but please do not attempt to leave nor to harm any of my men – they will defend themselves.”
With that, Boyd returns to Narin and the healer. With the aid of the two uninjured men on either side, Narin is able to limp from the room. However, the trio pauses at the doorway as Narin murmurs something to Boyd. The lieutenant turns a surprised look on the party before looking back at the commander. Narin nods slightly and Boyd glances back. Clearing his throat, he addresses the remaining troops in the room, "Commander Narin says that these men are allowed to keep anything found in this room - you are not to stop them from... looting... whatever they like within this chamber."
One of the mercenaries flashes a brief salute in response as the lieutenant turns back to Narin and helps him from the area.
With their commander safely rescued, the lingering troops appear slightly less tense, their weapons no longer pointed at the party. However, they all remain alert and, though lowered, their weapons are still out and ready, should a need arise.
[OOG: the party may opt for a short or long rest, if they choose. That said, they may be interrupted at any time, so don't adjust any stats until/unless the rest is complete]
[OOG: I think a short rest (1-2 hours) makes sense to catch our breath and search the room, but a long rest (8 hours) seems excessive. Save that for after we're back in town.]
Guan Hao steps back to the chest Mady opened and has a look.
[OOG: I think a short rest (1-2 hours) makes sense to catch our breath and search the room, but a long rest (8 hours) seems excessive. Save that for after we're back in town.]
Guan Hao steps back to the chest Mady opened and has a look.
Between the large chest and several of the tables and workbenches, the party discovers the following:
Scroll container with 21 individual scroll tubes (7 of jade, 7 of leather, and 7 of wood) - 8 of the tubes contain scrolls; 4 in jade tubes, 2 in leather tubes, and 2 in wooden tubes
Small chest of Potions – 8 out of the 10 slots contain full potion vials
A remarkably clean set of padded armor
A very large sky-blue cloak with golden trim, broad armored shoulder pads, and a small brooch in the shape of a shield
A shield with a very detailed and expressive face design on the front
A beautifully designed, razor-sharp scimitar which casts a pale blueish-white light in the dark.
A set of boots made of cloth and bound with leather strips. They seem very light and springy.
A jet-black breastplate – it appears to have a faint, green sheen in the torch light.
A large, green quiver detailed in gold – it has three compartments of varying sizes. All told, the compartments contain:
A longbow
A crossbow
A sling
A spear
20 Bullets
20 Arrows
20 Bolts
A treasure chest containing:
500 cp
3000 sp
2100 gp
100 pp
An elaborately carved ivory drinking horn set with brass
Tooled leather shoes inlaid with silver
A very fancy bronze cloth cloak
A metal wand worked to appear as a small, stylized sword
A small ruby etched with eldritch runes
A flawless book written in luminous script upon pale parchment and bound in what appears to be tangible shadow. While several of its pages appear to be missing, the remainder are full of arcane spells. Additionally, tucked into the middle of the book are series of notes which seem to be instructions for the creation of some form of magical garment.
[OOG: I had certain items in mind for certain characters when I compiled this list. That said, there's no reason anyone has to have one item over another. If you want the recommendations, let me know and I'll either PM you or, if the whole group wants them, post them here.]
After examining a paper and thumbing through several books, Elaric calls out to Wendell, "Wendell, have you seen any elemental gems in this room?" Looking around to his other companions, the Elf adds, "Has anyone found any strange looking gem stones?"
Guan Hao waits for the wizards to identify the arcane properties of the various bits of armor and weaponry, and in the meantime starts filling his purse with coin.
[I'm just going to assume we each get a more or less equal share of the coinage, including the value of whatever we're selling, and otherwise will wait for items to be identified before claiming anything.]
Blue Cloak - clearly magical and the runes suggest some form of abjuration magic, but the meaning is unclear
Shield - This is a Shield of Expression (The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.)
Leather Shoes - these shoes posses no enchantment and appear to be more in the nature of extravagant artwork rather than functional (or comfortable) footwear. You'd estimate their value at around 200-300 gp, depending on the overly lavish tastes of any potential buyer.
Boots - the boots definitely exude a magical aura, but you can't quite determine the nature of that aura.
Black Breastplate - though there are no evident arcane marks, this armor just feels magical. At a guess, there is probably no enchantment on it, but it was likely forged with a great deal of powerful magic. History check!
Scimitar - While it is glowing, and therefore must have some amount of magic woven into its form, you are unable to focus properly and so do not detect any magic within this blade.
Wand Sword - Though not a sword (merely stylized to look like one), this wand offers you no hint of its aura.
Shadow book - Aside from a faint aura of negative energy, the book does not appear in anyway magical; it is merely bound in a very unusual substance. At a guess, based both on its content and binding, this is an ordinary spellbook which likely originated in or was purchased from the plane of shadow, the Shadowfell.
Wendell spots no Elemental gems. Insight and Arcana checks!
Black Breastplate – nothing new. History check! 10
Scimitar – nothing new
Wand – this is a Wand of the War Mage (+1): While using this wand as a focus, you gain a bonus to spell attack rolls (+1 bonus). In addition, you ignore half cover when making a spell attack.
Small Ruby – this is a Ruby of the War Mage: Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Padded Armor – this is Gleaming Padded Armor: This armor never gets dirty. (No, seriously, that's all it does... Hey, not all enchantments are of the super-awesome, turn-you-into-a-badass-and-instanuke-all-your-foes variety. Sometimes, wizards make things magic so they never have to clean them again. End of story.)
Green Quiver – this is a Quiver of Ehlonna: Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Weapons in the quiver – They all seem pretty ordinary…
Ammo in the quiver – though all of the ammunition is enchanted with the same basic rune, the rune does not look familiar… or does it? Perception check!19
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Wendell looks down, thanks Balasar, and takes the book to Elaric, "Another of your teacher's works?"
Eyeing the script closely, Elaric frowns as he shakes his head. “No, definitely not his handwriting. That said, it appears to be a dialect of Deep Speech written in Espruar. At a quick glance, it seems to be some kind of journal or diary.” The Elf glances over at the skin-taker’s corpse. “Possibly it belonged to that… whatever that thing was. When we get somewhere safe, I should be able to translate it and make a thorough study of its contents…”
Preoccupied as they all are, the entire party is taken by surprise when doors to the chamber blast from their hinges and a dozen armed and armored mercenaries storm through the wreckage. At their lead stands a grim-faced young man in decorous armor flanked by several other men armed with crossbows. As the troops spread out, they keep their weapons at the ready and eyes trained on the party. The young man casts a brief look about the chamber before his serious eyes settle on Gong and Commander Narin.
Addressing the monk, the man speaks in a stern but calm tone. “I am lieutenant Boyd, acting commander of this company. If you value your life and the lives of your companions, you will back away from the commander.”
Given the size and armaments of this force, the heroes have no choice but to step back, clustered together under the watchful eyes of the mercenaries. As soon as this is done, Boyd and one of his men – carrying a healer’s kit and several potion vials – cluster around Narin’s form. After a moment and some whispered conversation, the lieutenant turns back to the party while the other man gently lifts Narin into a sitting position. Boyd eyes the party just as sternly as before – though, perhaps with a touch less hostility. “Commander Narin has ordered that you are not enemies. However, until I ascertain exactly what transpired here today, you will all be detained. You will remain in this room under the supervision of my men while the commander recovers. You are not under arrest, but please do not attempt to leave nor to harm any of my men – they will defend themselves.”
With that, Boyd returns to Narin and the healer. With the aid of the two uninjured men on either side, Narin is able to limp from the room. However, the trio pauses at the doorway as Narin murmurs something to Boyd. The lieutenant turns a surprised look on the party before looking back at the commander. Narin nods slightly and Boyd glances back. Clearing his throat, he addresses the remaining troops in the room, "Commander Narin says that these men are allowed to keep anything found in this room - you are not to stop them from... looting... whatever they like within this chamber."
One of the mercenaries flashes a brief salute in response as the lieutenant turns back to Narin and helps him from the area.
With their commander safely rescued, the lingering troops appear slightly less tense, their weapons no longer pointed at the party. However, they all remain alert and, though lowered, their weapons are still out and ready, should a need arise.
Wendell smiles, nods, sits down, and begins reading from a book he pulls from under his hat.
[OOG: the party may opt for a short or long rest, if they choose. That said, they may be interrupted at any time, so don't adjust any stats until/unless the rest is complete]
[OOG: I think a short rest (1-2 hours) makes sense to catch our breath and search the room, but a long rest (8 hours) seems excessive. Save that for after we're back in town.]
Guan Hao steps back to the chest Mady opened and has a look.
[Short rest gets me a Shatter, if we get them in close and things go bad, could be quite useful]
[As a player, I'd vote for short rest. As a DM, totally up to the group.]
Between the large chest and several of the tables and workbenches, the party discovers the following:
[OOG: I had certain items in mind for certain characters when I compiled this list. That said, there's no reason anyone has to have one item over another. If you want the recommendations, let me know and I'll either PM you or, if the whole group wants them, post them here.]
When there is time, Wendell's going to set up an Identification Station, casting it as a ritual for each object.
You may also attempt Arcana checks on individual items, if you like.
Elaric begins investigating some of the papers and tomes around the work area.
Perception: 13
Arcana: 15
Investigation: 25
After examining a paper and thumbing through several books, Elaric calls out to Wendell, "Wendell, have you seen any elemental gems in this room?" Looking around to his other companions, the Elf adds, "Has anyone found any strange looking gem stones?"
Guan Hao waits for the wizards to identify the arcane properties of the various bits of armor and weaponry, and in the meantime starts filling his purse with coin.
[I'm just going to assume we each get a more or less equal share of the coinage, including the value of whatever we're selling, and otherwise will wait for items to be identified before claiming anything.]
Bronze Cloth Cloak 16
Blue Cloak 15
Shield 8
Leather Shoes 9
Boots 18
Black Breastplate 16
Scimitar 13
Wand Sword 15
Shadow book 25
And a perception check for elemental gems 3
I absolutely did not, DnD beyond, shut your lying mouth.
Bronze Cloth Cloak - no obvious properties
Blue Cloak - clearly magical and the runes suggest some form of abjuration magic, but the meaning is unclear
Shield - This is a Shield of Expression (The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.)
Leather Shoes - these shoes posses no enchantment and appear to be more in the nature of extravagant artwork rather than functional (or comfortable) footwear. You'd estimate their value at around 200-300 gp, depending on the overly lavish tastes of any potential buyer.
Boots - the boots definitely exude a magical aura, but you can't quite determine the nature of that aura.
Black Breastplate - though there are no evident arcane marks, this armor just feels magical. At a guess, there is probably no enchantment on it, but it was likely forged with a great deal of powerful magic. History check!
Scimitar - While it is glowing, and therefore must have some amount of magic woven into its form, you are unable to focus properly and so do not detect any magic within this blade.
Wand Sword - Though not a sword (merely stylized to look like one), this wand offers you no hint of its aura.
Shadow book - Aside from a faint aura of negative energy, the book does not appear in anyway magical; it is merely bound in a very unusual substance. At a guess, based both on its content and binding, this is an ordinary spellbook which likely originated in or was purchased from the plane of shadow, the Shadowfell.
Wendell spots no Elemental gems. Insight and Arcana checks!
[OOC: Who is attempting a short rest immediately, who is attempting a long rest, and who is doing something else?]
Elaric is helping Wendell with identification, assuming that is done before a rest.
Elaric's Arcana Checks
Bronze Cloth Cloak 7
Blue Cloak 18
Boots 15
Black Breastplate 18
Scimitar 8
Wand 22
Small Ruby 20
Padded Armor 21
Green Quiver 24
Weapons in the quiver 8
Ammo in the quiver 19
Bronze Cloth Cloak – nothing new
Blue Cloak – nothing new
Boots – nothing new
Black Breastplate – nothing new. History check! 10
Scimitar – nothing new
Wand – this is a Wand of the War Mage (+1): While using this wand as a focus, you gain a bonus to spell attack rolls (+1 bonus). In addition, you ignore half cover when making a spell attack.
Small Ruby – this is a Ruby of the War Mage: Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Padded Armor – this is Gleaming Padded Armor: This armor never gets dirty. (No, seriously, that's all it does... Hey, not all enchantments are of the super-awesome, turn-you-into-a-badass-and-instanuke-all-your-foes variety. Sometimes, wizards make things magic so they never have to clean them again. End of story.)
Green Quiver – this is a Quiver of Ehlonna: Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Weapons in the quiver – They all seem pretty ordinary…
Ammo in the quiver – though all of the ammunition is enchanted with the same basic rune, the rune does not look familiar… or does it? Perception check! 19