Professor, at first, you're looking at the shortsword that Berrus found. Though you can't speak to its make, you had detected similar magics on the blade that you also see emanating from Maxine. After focusing for eleven minutes, you know why: The blade is magical, and it will become preciser and deadlier, the more you're willing to risk death yourself, much like her own blood magic allows her to be.
Secondly, you heft the rod, which had seemed similar to Shae's aura. You find that it is a warlock's rod of great power, increasing the focus and energy of spells, and also allowing the wielder to recover more quickly from casting powerful magics.
With the two weapons identified, you move on to the garments and armour. Picking up the green hag's bracers first, you discover that they allow the wearer to tap into their own magical energies and allow greater manipulation of the weave, allowing you to cast minor spells along with any other spell. The stitching on the bracers seem to limit this to illusion magic, but you're pretty sure you could modify this with Maxine's help.
The bracers made from crocodile skin meanwhile belonged to a powerful archer, with the bracers helping him to draw the bow further back for more damage when he landed a hit on his targets.
Next, you're inspecting the steel gauntlets. You're surprised to find that they are driven by intense fury, enough to transmit some of their magical properties to any weapon swung in anger, even allowing the wielder to strike at their foes with flaming fury.
Then, you turn your attention towards the shield bearing the grieving face. You find that it gets more powerful, the more people are protected by the wielder, and it allows the wielder to take any incoming attacks themselves, instead of letting nearby friends get hit.
The cast-off plate armour was not magical, and so you didn't spend any particular time on it.
Turning your attention now to the various other items, you first focus on the bag that you had handed off to Maxine. It has three pouches, each capable of holding far more than would reasonably be expected from the volume of the pack. Best of all, it doesn't seem to get heavier at all.
Subsequently, you pick up the mirror you found in the hag's hut. The holder of this platinum hand mirror can learn something about the history of a specific object or creature by gazing into the mirror and thinking of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past.Though truthful, these images can be random and cryptic.
Next, you're having a look at the needle that Fang had found. It's strong transmutation magic stems both from the fact that it allows you to mend items with ease, but also that it is in fact a magical dagger, that was camouflaged as a needle.
The ring's strong abjuration magic comes from the fact that the ring serves to protect the wearer and make them more resilient and robust. You can't help but feel glad that the hag didn't search the caverns and used these items against you.
You then turn towards the first of the wooden boxes, and quickly realise that it's some sort of twisted joke, as various twisted figures that seem to be caricatures of your party pop up out of the box, acting out rude scenes.
Moving on, the second wooden box somehow manages to surprise you even more. The box was inlaid with several runes that allowed the box to transform into a boat, a small galley, or back into the box. The commands for this are infernal, and the words in order are "Szhg" for the infernal word of Styx, "Cmirhkvuw" for Charybdis, and "Caooul" for Coffin.
Then, you had a look at the strange pipe that emitted conjuration magic. Focussing on it, you notice that it can conjure up smoky fog to obscure someone's vision, allow you to traverse short distances unseen, or letting you conjure up a steam mephit, depending on how strong a puff you take on the pipe.
The tools and containers are all non-magical, and you let Maxine immediately take them to start her own experimentations with. You instead turn towards the two books you found. The first seems to be a note and spell book for the night hag, after you had stolen her previous one. Although she had still been in the process of writing down her observations, recipes and rituals, the book contains several dozens of pages of notes, and you'll likely have to spend some more time with it in quiet.
The second book seems to be a set of instructions to create a golem, but the instructions within seem to slip your grasp, either because you don't understand the instructions, or because you can't muster the concentration necessary to penetrate the archaic formulations.
Setting both books aside, you then start to take a look at the different potions. One of the liquids is rose-hued and seems to be warm to the touch. It emits very strong enchantment magic, likely to be powerful to cause someone to fall in love.
A second flask contains an orange liquid that seems to flicker, with steam or smoke forming at the top of the liquid, held back by the cork. Analysing the evocation-heavy liquid, you determine that it is bottled fire, and drinking it allows someone to breath fire for a short period of time.
A third bottle is smaller, with a dark purple liquid with a barely noticeable pink cloud inside it. It's divination magic points to this being a tincture that aids in devining the thoughts of another creature.
A fourth container contains a cloudy green liquid, with several transparent bubbles floating in the liquid itself, which you determine to provide the person drinking it with the temporary ability to breathe underwater.
You spot two more that contain a slightly glimmering red liquid. Though almost exactly equal in appearance and smell, you notice that while one of them is a potion of healing, the other is in fact an insidious poison.
The third red liquid seems almost the same, but instead of glimmering, it contains small bubbles of light within. After focussing on this, you determine that it is an elixir of health, able to cure any disease. The last liquid you find is amber-coloured, and as you focus on it, you determine that it makes the drinker more alert and awake.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
After having breakfast and studying his own spellbook for a few minutes, Snively gets to work on the Identify ritual. The first item he identifies is the shortsword.
1) "This weapon is obviously of superior quality, Berrus. It's magic allows it to become more precise and more deadly when used in combat, but it requires the wielder to take more risks as well, possibly lowering his defensive capability. It would be ideal for a warrior who wishes to strike quickly and decisively and can handle the risk of damaging counterattacks from foes," says the Professor, setting the blade aside for now.
2) Hefting the rod, Snively concentrates on it intently for the allotted time, then turns to Shae and says, "This rod contains great power for those who know how to use it. In your hands, Shae, it will make your spells more powerful and difficult to resist, as well as allowing you to recover your spellcasting ability more quickly when you use your powerful spells. It seems obvious to me that you should have it." The Professor hands the rod to Shae.
3) The bracers from the Green Hag are next. After concentrating carefully on them for a time, the Professor holds them up and looks at Maxine, saying, "These bracers allow a spellcaster greater access to the Weave, allowing him or her to cast minor magics at the same time as more powerful spells are cast. Right now, these additional minor spells seem to be limited to the Illusion sphere of power, but perhaps working together we can modify that. You or I would benefit the most from these." He sets the bracers aside for now.
...more to come...
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
4) Picking up the crocodile skin bracers and focusing on them next, the Professor says, "These bracers are specifically tuned to aid in the damage potential of ranged weapons, perhaps specific to those in the archery category. As a gesture of honor for the Lizardfolk's assistance and Fang's superior archery skill, I suggest we give it to him."
5) "These steel gauntlets are very interesting," the Professor continues, "They appear to be able to bestow a fiery enchantment on weapons wielded by the wearer, which I assume could be very useful in combat, especially if the weapons wielded are not otherwise magical."
6) "This shield nearly calls out your name, Berrus," says Snively, wondering, "It is the shield of the protector, drawing power from the act of protecting others and allowing the wielder to interpose himself between attacks and those he protects." Looking over at the plate, he adds, "and though the plate is nonmagical, it should provide improved protection for you should you want it, and I think you are the only one among us who wears heavy armor."
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fury isnt always th' best when yer fighten, it can cause ye to swing wild at times, an nay to th' plate, in this weather i dinna think i ken do more than me chain
7) Now moving to the items from the skull, Snively looks at the backpack in which Maxine has been using to put away the important items from the alchemy lab. "Perhaps self-explanatory, this backpack can magically carry much more than its size indicates without getting heavier--a wonderful boon for someone wishing to carry much--like an entire alchemy lab," reports the Professor, smiling at the alchemist.
8) "This magic mirror is quite interesting," says the Professor, "as it allows research into any specific object or creature, though the answer may be as cryptic as it is truthful." Looking at the others, he says, "This would be invaluable to my research, if the rest of you don't mind me keeping it." Demonstrating the mirror for Berrus, he concentrates on the shortsword and shows the dwarf snippets of its history.
9) Looking at the needle, Snively jumps as his spell identifies its true form. "This is actually a magic dagger disguised as a needle, and it can also mend almost anything with its powerful transmutation magic." Setting it aside, he mentions, "This item could be useful for me when I run out of spells, but anyone who could use a magic dagger would benefit from it."
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
10) Snively gets the first wooden box and starts identifying it. As soon as he learns what it is and starts to activate it, he sees it is some kind of joke. Grimacing at the hag's twisted sense of humor, the Professor says, "While this seems useless right now, we may be able to modify it to be a useful storytelling aid, allowing a skilled user to pass along important tribal stories by causing the figures to act out his words. Maxine, you and I should see if we can modify it to do just that and consider giving it to the Grung in honor of their contribution to the battle."
11) Holding out little hope for the next wooded box, Glasses is astonished when he identifies its properties, saying "This amazing creation has the capability to transform from a box into a ship's boat and even into a small galley! Captain Bravewing and her intrepid crew can sail again! I say we give it to she and her crew in honor of their valiant contribution to the battle."
12) "This pipe is amazing!" says the Professor after evaluating it. Puffing on it, he says, "If I were to draw on its magic, I could make a cloud of smoke to obscure vision, move unseen a short distance, or even summon a creature of air and fire." Though he doesn't say it, the Professor is much more excited about this than the needle that can be used as a weapon.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
13) After identifying the ring, Snively says, "This ring is fairly simple--it gives protection to the one who wears it from many dangers, physical and magical. Any of us could use it."
14) Shuffling through the hag's notes, Snively says, "These two books are interesting. One seems to be the Hag's spellbook, which makes me think the journal we found from earlier might be one as well. I should work through them later and share what spells are in it with the other spellcasters in our group. The second book seems to be rare--instructions on building golems. It is beyond my capability now, but we could hold onto it and I could try again when I attained more power. Alternately, if there is a powerful spellcaster among the Grung or Lizardfolk, they might be able to use it to create a golem to help protect their village."
15) Looking at the potions, Snively carefully separates them, identifying each in turn. He says, "The first potion is enchanted to cause the drinker to be infatuated, though I am not sure exactly with whom--probably the first creature they see after drinking it. The second potion causes a short-lived case of extreme halitosis, allowing the imbiber to spout fire as an attack. The third potion allows the reading of another creature's thoughts. The fourth potion allows someone to breathe underwater. The remainder of the potions are of healing, poison, cure disease, and alertness. I suggest we leave disposition of the potions to Maxine, though we should carefully mark the poison one, as it looks so similar to the healing potion."
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Would not say no to the potions, of course, have some ideas for that "love" potions even... A couple of drops mixed added to another elixir... But I digress. Professor, you can not be serious about Golem's book. You want to give a great mechanical blueprint to the people who do not even build houses? What use it is for them? Sorry, I am keeping it. We might be lacking materials now, but we can find some. And golem can not only protect us, but carry stuff - or all of us, while freely moving through the jungle."
Maxine was very serious about keeping the golem book. She might not be the best archer here and did not deserve a wepon, but giving away something that could be built? Never!
Though, she was not building anything now - the task of transforming device of one school of magic into universal was too tempting, and now she was waiting for Professor to get to it.
”Of course, Maxine, you are right about the book,” says the Professor. Looking at the remainder of the treasure, Snively assesses the Gold, Turquoise, and Jade jewelry, saying, “While these items certainly have monetary value, they are not magic. This pearl, however, has already proven useful in allowing me to identify these items, so I would keep it for that purpose if there are no objections.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fang, the trip back to the village takes quite a long time, seeing as many of you are wounded or carrying wounded. At the sight of the returned, the grung seem elated, even though they lost many of their tribe in the fight. The more wounded travelers that did not participate in the fighting approach you fearfully, afraid that these were all the survivors, but you manage to inform them in broken common that all the travelers survived, and that they are still near the cave to investigate the area more thoroughly, before they will head back to the grung village. Without much else to keep you here now, the remaining lizardfolk, N'ala, B'ark and some other grung make good time to the village of Palebank, even if all of you are wounded. You can't help but feel a growing sense of respect for the female grung, who so bravely fought in the cave and who is now, in her own way, ensuring that the lizardfolk that didn't return are honoured properly.
Reaching the village, you are relieved to see that the vision you saw hadn't come true, and your friends and family are well, and glad to see you return. Big Momma asks briefly, who among the lizardfolk didn't make it, and Skinny takes note, mostly for distributing guard duties to different fighters now. Otherwise, there is little grief among the village, though some of the lizardfolk seem happy about the news that the hags are defeated.
Sheltering with Crawler, you spend the next hour or so turning the monkey thighbones into darts, managing so successfully with three of them, since unfortunately the others were all shattered or otherwise weakened and would have made for poor weapons. After a quick bite and leaving the remaining monkey carcasses for the tribe, you gather your things, take your knife, and make yourself on the trek back to the skull and your new found friends.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Shae would accept the new rod, testing its weight in her hands. She'd nod in gratitude and listen for the rest of the Professor's break down of all the items. As promised, should he need it, she would have lent a hand cataloguing it all. Hearing Maxine pipe up about the book, she couldn't help but smile at the passion and desire of her keeping it. It was obvious the artificer in her friend was still present and all the more curious. Considering all the time spent identifying and studying the items, Shae was fully comfortable with the Professor's suggestions on who the items may best be suited for and Maxine's distribution of the potions. She definitely agreed that the captain and her crew, Snively's porters and the grung and the lizardfolk receive items to commemorate their participation.
As the Professor finishes identifying the last item, you discuss amongst yourselves who should wield what, when you hear Berrus shouting over. Fang has returned. You divide your spoils and start to get ready to move on. Although you were planning to leave the giant's skull for the lizardfolk, none of you have any notion of how she had been able to move the skull about, and it is definitely too heavy for you all to carry as you are.
Are you trying something here, or are you making the way back to the rest of the travelers?
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
(I thought we decided to stay here - make it our residence for a while - and send the word to village so the rest of the crew comes to the Skull as well?)
Fang accepts the crocodile skin bracers, though he feels a bit odd wearing something on his forearm. “What is the plan for your group now Glasses?” Fang says addressing the gnome directly. “I’m happy to stay and provide protection for you if you’ll have me.” After a brief pause continues, “Sadly, I feel I could have done better in the battle against the hag sisters. I can’t recall a time before having missed that many shots, let alone consecutive shots. Though most creatures I shoot don’t come back to life after hitting them in the heart and most die after being hit in the head.”
”I’m also hesitant to leave my village after what the hag showed me in a dream ... vision... I’m not sure what it was but ...” He then relays all of the information from the dream/vision. “You seem learned in magic. Is it a premonition of the future or just something to mess with my mind? I would hate to see my village destroyed. Perhaps there is something in the books you found on the hags that could explain it?”
If there is time Fang will attune to the bracers of archery. Then he will go get food for the group. I’m assuming now it’s the five pc’s plus the airship survivors? He would attempt to get food for everyone via hunting and harvest the water. He did bring his fishing tackle.
”I will look into it,” says Snively, adding, “though it sounds to me like the type of spell that plays on fear rather than a true prophecy. Was there physical or mental pain or debilitation accompanying the vision? If so, it was likely a fear-based attack. Most prophecies I am familiar with don’t occur within the chaos of battle.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
”I will look into it,” says Snively, adding, “though it sounds to me like the type of spell that plays on fear rather than a true prophecy. Was there physical or mental pain or debilitation accompanying the vision? If so, it was likely a fear-based attack. Most prophecies I am familiar with don’t occur within the chaos of battle.”
Arcana check on the Hag's vision/attack: 26
Another roll for advantage if using the Hag's journal/spellbook helps: 21
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Berrus assists with making the stretchers
Laissez les bons temps rouler
Professor, at first, you're looking at the shortsword that Berrus found. Though you can't speak to its make, you had detected similar magics on the blade that you also see emanating from Maxine. After focusing for eleven minutes, you know why: The blade is magical, and it will become preciser and deadlier, the more you're willing to risk death yourself, much like her own blood magic allows her to be.
Secondly, you heft the rod, which had seemed similar to Shae's aura. You find that it is a warlock's rod of great power, increasing the focus and energy of spells, and also allowing the wielder to recover more quickly from casting powerful magics.
With the two weapons identified, you move on to the garments and armour. Picking up the green hag's bracers first, you discover that they allow the wearer to tap into their own magical energies and allow greater manipulation of the weave, allowing you to cast minor spells along with any other spell. The stitching on the bracers seem to limit this to illusion magic, but you're pretty sure you could modify this with Maxine's help.
The bracers made from crocodile skin meanwhile belonged to a powerful archer, with the bracers helping him to draw the bow further back for more damage when he landed a hit on his targets.
Next, you're inspecting the steel gauntlets. You're surprised to find that they are driven by intense fury, enough to transmit some of their magical properties to any weapon swung in anger, even allowing the wielder to strike at their foes with flaming fury.
Then, you turn your attention towards the shield bearing the grieving face. You find that it gets more powerful, the more people are protected by the wielder, and it allows the wielder to take any incoming attacks themselves, instead of letting nearby friends get hit.
The cast-off plate armour was not magical, and so you didn't spend any particular time on it.
Turning your attention now to the various other items, you first focus on the bag that you had handed off to Maxine. It has three pouches, each capable of holding far more than would reasonably be expected from the volume of the pack. Best of all, it doesn't seem to get heavier at all.
Subsequently, you pick up the mirror you found in the hag's hut. The holder of this platinum hand mirror can learn something about the history of a specific object or creature by gazing into the mirror and thinking of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past.Though truthful, these images can be random and cryptic.
Next, you're having a look at the needle that Fang had found. It's strong transmutation magic stems both from the fact that it allows you to mend items with ease, but also that it is in fact a magical dagger, that was camouflaged as a needle.
The ring's strong abjuration magic comes from the fact that the ring serves to protect the wearer and make them more resilient and robust. You can't help but feel glad that the hag didn't search the caverns and used these items against you.
You then turn towards the first of the wooden boxes, and quickly realise that it's some sort of twisted joke, as various twisted figures that seem to be caricatures of your party pop up out of the box, acting out rude scenes.
Moving on, the second wooden box somehow manages to surprise you even more. The box was inlaid with several runes that allowed the box to transform into a boat, a small galley, or back into the box. The commands for this are infernal, and the words in order are "Szhg" for the infernal word of Styx, "Cmirhkvuw" for Charybdis, and "Caooul" for Coffin.
Then, you had a look at the strange pipe that emitted conjuration magic. Focussing on it, you notice that it can conjure up smoky fog to obscure someone's vision, allow you to traverse short distances unseen, or letting you conjure up a steam mephit, depending on how strong a puff you take on the pipe.
The tools and containers are all non-magical, and you let Maxine immediately take them to start her own experimentations with. You instead turn towards the two books you found. The first seems to be a note and spell book for the night hag, after you had stolen her previous one. Although she had still been in the process of writing down her observations, recipes and rituals, the book contains several dozens of pages of notes, and you'll likely have to spend some more time with it in quiet.
The second book seems to be a set of instructions to create a golem, but the instructions within seem to slip your grasp, either because you don't understand the instructions, or because you can't muster the concentration necessary to penetrate the archaic formulations.
Setting both books aside, you then start to take a look at the different potions. One of the liquids is rose-hued and seems to be warm to the touch. It emits very strong enchantment magic, likely to be powerful to cause someone to fall in love.
A second flask contains an orange liquid that seems to flicker, with steam or smoke forming at the top of the liquid, held back by the cork. Analysing the evocation-heavy liquid, you determine that it is bottled fire, and drinking it allows someone to breath fire for a short period of time.
A third bottle is smaller, with a dark purple liquid with a barely noticeable pink cloud inside it. It's divination magic points to this being a tincture that aids in devining the thoughts of another creature.
A fourth container contains a cloudy green liquid, with several transparent bubbles floating in the liquid itself, which you determine to provide the person drinking it with the temporary ability to breathe underwater.
You spot two more that contain a slightly glimmering red liquid. Though almost exactly equal in appearance and smell, you notice that while one of them is a potion of healing, the other is in fact an insidious poison.
The third red liquid seems almost the same, but instead of glimmering, it contains small bubbles of light within. After focussing on this, you determine that it is an elixir of health, able to cure any disease. The last liquid you find is amber-coloured, and as you focus on it, you determine that it makes the drinker more alert and awake.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Glasses:
After having breakfast and studying his own spellbook for a few minutes, Snively gets to work on the Identify ritual. The first item he identifies is the shortsword.
1) "This weapon is obviously of superior quality, Berrus. It's magic allows it to become more precise and more deadly when used in combat, but it requires the wielder to take more risks as well, possibly lowering his defensive capability. It would be ideal for a warrior who wishes to strike quickly and decisively and can handle the risk of damaging counterattacks from foes," says the Professor, setting the blade aside for now.
2) Hefting the rod, Snively concentrates on it intently for the allotted time, then turns to Shae and says, "This rod contains great power for those who know how to use it. In your hands, Shae, it will make your spells more powerful and difficult to resist, as well as allowing you to recover your spellcasting ability more quickly when you use your powerful spells. It seems obvious to me that you should have it." The Professor hands the rod to Shae.
3) The bracers from the Green Hag are next. After concentrating carefully on them for a time, the Professor holds them up and looks at Maxine, saying, "These bracers allow a spellcaster greater access to the Weave, allowing him or her to cast minor magics at the same time as more powerful spells are cast. Right now, these additional minor spells seem to be limited to the Illusion sphere of power, but perhaps working together we can modify that. You or I would benefit the most from these." He sets the bracers aside for now.
...more to come...
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Glasses:
...continued...
4) Picking up the crocodile skin bracers and focusing on them next, the Professor says, "These bracers are specifically tuned to aid in the damage potential of ranged weapons, perhaps specific to those in the archery category. As a gesture of honor for the Lizardfolk's assistance and Fang's superior archery skill, I suggest we give it to him."
5) "These steel gauntlets are very interesting," the Professor continues, "They appear to be able to bestow a fiery enchantment on weapons wielded by the wearer, which I assume could be very useful in combat, especially if the weapons wielded are not otherwise magical."
6) "This shield nearly calls out your name, Berrus," says Snively, wondering, "It is the shield of the protector, drawing power from the act of protecting others and allowing the wielder to interpose himself between attacks and those he protects." Looking over at the plate, he adds, "and though the plate is nonmagical, it should provide improved protection for you should you want it, and I think you are the only one among us who wears heavy armor."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Berrus chimes in
Fury isnt always th' best when yer fighten, it can cause ye to swing wild at times, an nay to th' plate, in this weather i dinna think i ken do more than me chain
Laissez les bons temps rouler
Glasses:
...continued...
7) Now moving to the items from the skull, Snively looks at the backpack in which Maxine has been using to put away the important items from the alchemy lab. "Perhaps self-explanatory, this backpack can magically carry much more than its size indicates without getting heavier--a wonderful boon for someone wishing to carry much--like an entire alchemy lab," reports the Professor, smiling at the alchemist.
8) "This magic mirror is quite interesting," says the Professor, "as it allows research into any specific object or creature, though the answer may be as cryptic as it is truthful." Looking at the others, he says, "This would be invaluable to my research, if the rest of you don't mind me keeping it." Demonstrating the mirror for Berrus, he concentrates on the shortsword and shows the dwarf snippets of its history.
9) Looking at the needle, Snively jumps as his spell identifies its true form. "This is actually a magic dagger disguised as a needle, and it can also mend almost anything with its powerful transmutation magic." Setting it aside, he mentions, "This item could be useful for me when I run out of spells, but anyone who could use a magic dagger would benefit from it."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Glasses:
...continued...
10) Snively gets the first wooden box and starts identifying it. As soon as he learns what it is and starts to activate it, he sees it is some kind of joke. Grimacing at the hag's twisted sense of humor, the Professor says, "While this seems useless right now, we may be able to modify it to be a useful storytelling aid, allowing a skilled user to pass along important tribal stories by causing the figures to act out his words. Maxine, you and I should see if we can modify it to do just that and consider giving it to the Grung in honor of their contribution to the battle."
11) Holding out little hope for the next wooded box, Glasses is astonished when he identifies its properties, saying "This amazing creation has the capability to transform from a box into a ship's boat and even into a small galley! Captain Bravewing and her intrepid crew can sail again! I say we give it to she and her crew in honor of their valiant contribution to the battle."
12) "This pipe is amazing!" says the Professor after evaluating it. Puffing on it, he says, "If I were to draw on its magic, I could make a cloud of smoke to obscure vision, move unseen a short distance, or even summon a creature of air and fire." Though he doesn't say it, the Professor is much more excited about this than the needle that can be used as a weapon.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Glasses:
13) After identifying the ring, Snively says, "This ring is fairly simple--it gives protection to the one who wears it from many dangers, physical and magical. Any of us could use it."
14) Shuffling through the hag's notes, Snively says, "These two books are interesting. One seems to be the Hag's spellbook, which makes me think the journal we found from earlier might be one as well. I should work through them later and share what spells are in it with the other spellcasters in our group. The second book seems to be rare--instructions on building golems. It is beyond my capability now, but we could hold onto it and I could try again when I attained more power. Alternately, if there is a powerful spellcaster among the Grung or Lizardfolk, they might be able to use it to create a golem to help protect their village."
15) Looking at the potions, Snively carefully separates them, identifying each in turn. He says, "The first potion is enchanted to cause the drinker to be infatuated, though I am not sure exactly with whom--probably the first creature they see after drinking it. The second potion causes a short-lived case of extreme halitosis, allowing the imbiber to spout fire as an attack. The third potion allows the reading of another creature's thoughts. The fourth potion allows someone to breathe underwater. The remainder of the potions are of healing, poison, cure disease, and alertness. I suggest we leave disposition of the potions to Maxine, though we should carefully mark the poison one, as it looks so similar to the healing potion."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Would not say no to the potions, of course, have some ideas for that "love" potions even... A couple of drops mixed added to another elixir... But I digress. Professor, you can not be serious about Golem's book. You want to give a great mechanical blueprint to the people who do not even build houses? What use it is for them? Sorry, I am keeping it. We might be lacking materials now, but we can find some. And golem can not only protect us, but carry stuff - or all of us, while freely moving through the jungle."
Maxine was very serious about keeping the golem book. She might not be the best archer here and did not deserve a wepon, but giving away something that could be built? Never!
Though, she was not building anything now - the task of transforming device of one school of magic into universal was too tempting, and now she was waiting for Professor to get to it.
Meili Liang Lvl 5 Monk
Dice
Glasses:
”Of course, Maxine, you are right about the book,” says the Professor. Looking at the remainder of the treasure, Snively assesses the Gold, Turquoise, and Jade jewelry, saying, “While these items certainly have monetary value, they are not magic. This pearl, however, has already proven useful in allowing me to identify these items, so I would keep it for that purpose if there are no objections.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fang, the trip back to the village takes quite a long time, seeing as many of you are wounded or carrying wounded. At the sight of the returned, the grung seem elated, even though they lost many of their tribe in the fight. The more wounded travelers that did not participate in the fighting approach you fearfully, afraid that these were all the survivors, but you manage to inform them in broken common that all the travelers survived, and that they are still near the cave to investigate the area more thoroughly, before they will head back to the grung village. Without much else to keep you here now, the remaining lizardfolk, N'ala, B'ark and some other grung make good time to the village of Palebank, even if all of you are wounded. You can't help but feel a growing sense of respect for the female grung, who so bravely fought in the cave and who is now, in her own way, ensuring that the lizardfolk that didn't return are honoured properly.
Reaching the village, you are relieved to see that the vision you saw hadn't come true, and your friends and family are well, and glad to see you return. Big Momma asks briefly, who among the lizardfolk didn't make it, and Skinny takes note, mostly for distributing guard duties to different fighters now. Otherwise, there is little grief among the village, though some of the lizardfolk seem happy about the news that the hags are defeated.
Sheltering with Crawler, you spend the next hour or so turning the monkey thighbones into darts, managing so successfully with three of them, since unfortunately the others were all shattered or otherwise weakened and would have made for poor weapons. After a quick bite and leaving the remaining monkey carcasses for the tribe, you gather your things, take your knife, and make yourself on the trek back to the skull and your new found friends.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Shae would accept the new rod, testing its weight in her hands. She'd nod in gratitude and listen for the rest of the Professor's break down of all the items. As promised, should he need it, she would have lent a hand cataloguing it all. Hearing Maxine pipe up about the book, she couldn't help but smile at the passion and desire of her keeping it. It was obvious the artificer in her friend was still present and all the more curious. Considering all the time spent identifying and studying the items, Shae was fully comfortable with the Professor's suggestions on who the items may best be suited for and Maxine's distribution of the potions. She definitely agreed that the captain and her crew, Snively's porters and the grung and the lizardfolk receive items to commemorate their participation.
just an unstable unicorn.
Berrus would simply be patrolling the area content to take whatever is offered
Laissez les bons temps rouler
As the Professor finishes identifying the last item, you discuss amongst yourselves who should wield what, when you hear Berrus shouting over. Fang has returned.
You divide your spoils and start to get ready to move on. Although you were planning to leave the giant's skull for the lizardfolk, none of you have any notion of how she had been able to move the skull about, and it is definitely too heavy for you all to carry as you are.
Are you trying something here, or are you making the way back to the rest of the travelers?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
(I thought we decided to stay here - make it our residence for a while - and send the word to village so the rest of the crew comes to the Skull as well?)
Meili Liang Lvl 5 Monk
Dice
Fang accepts the crocodile skin bracers, though he feels a bit odd wearing something on his forearm. “What is the plan for your group now Glasses?” Fang says addressing the gnome directly. “I’m happy to stay and provide protection for you if you’ll have me.” After a brief pause continues, “Sadly, I feel I could have done better in the battle against the hag sisters. I can’t recall a time before having missed that many shots, let alone consecutive shots. Though most creatures I shoot don’t come back to life after hitting them in the heart and most die after being hit in the head.”
”I’m also hesitant to leave my village after what the hag showed me in a dream ... vision... I’m not sure what it was but ...” He then relays all of the information from the dream/vision. “You seem learned in magic. Is it a premonition of the future or just something to mess with my mind? I would hate to see my village destroyed. Perhaps there is something in the books you found on the hags that could explain it?”
If there is time Fang will attune to the bracers of archery. Then he will go get food for the group. I’m assuming now it’s the five pc’s plus the airship survivors? He would attempt to get food for everyone via hunting and harvest the water. He did bring his fishing tackle.
Glasses:
”I will look into it,” says Snively, adding, “though it sounds to me like the type of spell that plays on fear rather than a true prophecy. Was there physical or mental pain or debilitation accompanying the vision? If so, it was likely a fear-based attack. Most prophecies I am familiar with don’t occur within the chaos of battle.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Berrus tends to his armor and axe during the down time as well
Laissez les bons temps rouler
Arcana check on the Hag's vision/attack: 26
Another roll for advantage if using the Hag's journal/spellbook helps: 21
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
“There was some pain associated with it. I look forward to hearing from you should you discover anything.” “Thank you for looking in to this for me.”