This post has potentially manipulated dice roll results.
Assuming no objections, Dajarkal rests for an hour (and takes her staff back). As a group you have plenty of robe to secure the people you rescued and enough time to make sure the poor unconscious Flora Isle locals are held tight.
[Anyone who wanted to do anything in the hour can do so. Oden, did you already grab the things you found?]
Dajarkal then summons her unicorn totem again and casts cure wounds on whoever from the party is looking most injured still, healing 9. Everyone on the ship (including whoever got the cure wounds and all the unconscious Flora Isle locals) heal 3hp as well from the totem.
As they come to consciousness, the people you rescued gasp for air and quickly look around with exclamations such as "sahaugin, we have to warn the spectators" "Help, the Isle is under attack" and similar. One of the Shark Hunters, Ronaamak, a brick-wall of a half-orc sees Oden and says "O’man quick, warn your brother, we are under attack" whilst he tries to figure out why he is tied up.
Oden:
You got along quite well with Ronaamak (despite the constant terrible nick-names he gave you), though you weren’t really friends. He is/was quite good friends with Ervalin and treated you like the brother of a friend. If you were both at the riptide, you’d greet each other and possibly have a drink together, but you’d never actually had a meaningful conversation.
[I've listed in a previous post the things Oden wanted, here]
Oden's face radiates relief. "It's over. Breathe. The Sahuagin are dead. I apologise for the rope, we had to make sure you weren't turned. We'll tell you everything, but there's no rush."
Thinking no one can fake their first words into consciousness like that, Oden unties them. [Unless someone objects]
"Thank you, Dajarkal. Thanks, everyone. You were great!"
[Right you are. I thought you had gathered, but not taken items, but had just remembered your post incorrectly.]
Ronaamak frantically looks out at the water and and says to anyone willing to listen "The island, quickly, we must get back to the island to defend it."
The Champion make an Arcana and a Religion check and also make a Wisdom saving throw:
Regardless of your rolls, you know:
The sceptre is powerful, but for some reason you are unable to use its power. It also emanates evil.
If you pass DC10 Arcana, you also know:
The sceptre requires attunement and for some reason, you are blocked from attuning to it. The sceptre can be used as an Arcane spell focus, even if not attuned to it.
It has three charges which can be used if attuned to it. It also tries to influence the person wielding it (even if they are not attuned to it), though it is not cursed.
You have an urge to stop holding the sceptre and to at least wrap it up and put it away somewhere safe.
If you pass DC17 Arcana, you also know:
The reason you cannot use the sceptre is because you do not identify as female and so cannot become a priestess of the Deity this sceptre is related to.
A humanoid wielding the sceptre needs to make a DC12 Wisdom saving throw when they first pick up the sceptre as well as every time they take a short rest or long rest; unless their goals are already aligned with those of the sceptre/the Deity it relates to. If not attuned to the item and the wielder fails the saving throw, the sceptre influences and compels certain behaviours. If attuned and the wielder fails the saving throw, the sceptre takes control of the wielder.
The item is a Sceptre of the Devourer. It has 3 charges and regains all its expended charges daily at dawn.
If attuned to the sceptre:
When a creature you can see within 60 feet of you damages you while you are holding this sceptre, you can use your reaction to expend 1 of the sceptre’s charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
You can expend 1 of the sceptre’s charges to cast the command, using your spell DC if you are already able to cast spells, or your Charisma modifier and proficiency bonus if not.
As a ritual, you can take 10 minutes to expend 3 charges and cause an unconscious humanoid to transform into a Sharkbody Abomination. They must make a DC12 constitution save. If they fail the save they die. If they pass the save, they are transformed into a Sharkbody Abomination under your control and all 3 charges of the sceptre are regained as the Deity this sceptre is related to is channeled through it. This ritual can only be performed once a day.
If a new person wields the sceptre and passes a Wisdom save, all 3 charges are regained as the Deity this sceptre is related to looks through the eyes on the end of the sceptre, trying to figure out which non-believer has access to one of its artefacts. You are aware that something very powerful is now watching you through the sceptre.
If you pass DC10 Religion check, you know:
The iconography of the sceptre clearly suggests it is religious in nature, but it does not match up with any of the native gods of Exandria that you know of (The Prime Deities or Betrayer Gods). That said, if Oden and Dillyu have mentioned Deep Sashelas in front of you, you would not recognise that as a god native to the prime material plane/Exandria either.
"Ronaamak, look at me. You were unconscious for three days..."Oden calmly explains all that happened, emphasizing the fact that most of the people got away from the island before it sank. He also says that some took refuge in Brokenbank, and Ervalin is alive, too.
"One of the Sahuagin was wearing this, does anyone recognize it?", he shows the intricate bracelet made of carved shells to the rescued villagers.
Oden would like to make sure he wasn't leaving anyone behind, so he would ask for help to go back and search the place, looking for any other buildings left standing.
The other rescued Flora Islanders listen in to Oden telling Ronaamak what happened. You all see a range of emotions on their faces, from dismay and sadness through anger and fear. One thing they share is that they look very weary and drained. A few ask if they can set up bedding or bunks to rest, with the others nodding or grunting agreement. Dajarkal offers to take them below deck and to watch over them.
Nobody recognises the bracelet, though as Oden examines it, he sees that it looks sahuagin-made. It seems just to be decorative and is well crafted. It looks like it is worth at least a few gold coins.
Dillyu joins Oden and dives back down to Flora Isle. There are no other buildings standing, though Oden can look for things in the house that was left standing or in the rubble of any other building (there were residential houses to the west, the farmhouse near the docks to the east, the Riptide Inn etc.). If you investigate, it will be with advantage and it will take about 10 minutes per building.
Oden is only looking for any more of those jellyfish bubbles, and maybe a closer look for 30 minutes at the residential houses, even if he knows chances are slim that someone caught in the rubble would be alive after this long. But if he can recognise someone who died, at least he might give someone else closure.
Beatrice is going to go find her patch of decking. "Wake me up if we have to fight anyone!" she calls, as she lies back down and goes to sleep for as long as possible.
(I'm wanting to do a long rest, but I'll wait to log it just in case anything happens.)
Reguh stretches after taking his short rest. Feeling refreshed he walks around, with Steve following him, and greets the newcomers. “Welcome to... ummm...this ship!”
The Champion puts the scepter into his bag of holding, and goes looking to see how the rescued people are doing. He has a look of consternation as he does so.
Oden doesn't find anyone trapped or even any bodies in the rubble. Even the bodies of those he saw die are not anywhere to be found. He returns to the boat with Dillyu.
Beatrice goes and starts a very long rest.
Reguh and The Champion look in on the Flora Islanders, most of whom are asleep. The Flora Islanders seem to be slowly recovering with Dajarkal's aid.
Boerth walks around and asks each of the party "I just thought I'd come around and find out if there is a consensus about where we are off to next? I don't think we should stick around here much longer, just in case any more sahuagin come along."
[Everyone can take a long rest and can use their new level 3 abilities when they wake up the next morning.]
“What’s your take on all this Oden? You seem to know these people well. This place. The deeps. I can take steps to learn more, but I need a starting place to learn the most.”
“What’s your take on all this Oden? You seem to know these people well. This place. The deeps. I can take steps to learn more, but I need a starting place to learn the most.”
Oden says: "Let's gather everyone."
Then: "These people are militia and shark hunters from Palma Flora, victims of the attack on Flora Isle. I've worked with a few of them on occasion. There have always been small conflicts between our community and the Sahuagin, but never on this scale. The powers at work... to sink an island, to turn people into abominations... I do not know more than you do, maybe just a name: The Devourer." Oden presents the book he found on Selachai's body and translates the few passages he's read:
"Anon comes the Slaughter! The Red Feast signals the gorging on the unbelievers! The consumed apostates will fail to sate the Hunger and time itself will be devoured!”
"And on that moon when the tides glisten with blood, the Hunger will awaken and woe to the world of the sun. Their sands, mountains, and green lands will all drown in their own blood.”
"The blessed feast on the weak and the faithless. The Red Feast comes anon! Rejoice the voracity of the Devourer!”
"I'm afraid that, if we're to learn more, we must certainly walk a dangerous path."
"We should probably get these people and our borrowed gear back before the Concord gets angry. I think most of us could use a good nights sleep. I have some meditations and questions I need to ask. Perhaps back on the mainland we can visit a library or other place of study. We could look into this Devourer there."
If I can make a religion or arcana check to know something about the Devourer:
We should go to Port Damali of course,says Kenton confidently. Jaxon Brand must hear of the demise of the sea devil that destroyed his ship. And of course we should tell the Clovis Concord,he adds less enthusiastically. I assure you, Brand is in a better position than most to assist in researching and understanding this threat. And if it is connected to the disappearance of one of his family, as I fear it may be, you will find no greater ally in seeking out this menace and bringing it to an end.
The Champion sets himself down before the rescued people, and cast augury entreating the Raven Queen for guidance on the benefits of locking up the rescued.
Assuming no objections, Dajarkal rests for an hour (and takes her staff back). As a group you have plenty of robe to secure the people you rescued and enough time to make sure the poor unconscious Flora Isle locals are held tight.
[Anyone who wanted to do anything in the hour can do so. Oden, did you already grab the things you found?]
Dajarkal then summons her unicorn totem again and casts cure wounds on whoever from the party is looking most injured still, healing 9. Everyone on the ship (including whoever got the cure wounds and all the unconscious Flora Isle locals) heal 3hp as well from the totem.
As they come to consciousness, the people you rescued gasp for air and quickly look around with exclamations such as "sahaugin, we have to warn the spectators" "Help, the Isle is under attack" and similar. One of the Shark Hunters, Ronaamak, a brick-wall of a half-orc sees Oden and says "O’man quick, warn your brother, we are under attack" whilst he tries to figure out why he is tied up.
Oden:
You got along quite well with Ronaamak (despite the constant terrible nick-names he gave you), though you weren’t really friends. He is/was quite good friends with Ervalin and treated you like the brother of a friend. If you were both at the riptide, you’d greet each other and possibly have a drink together, but you’d never actually had a meaningful conversation.
[I've listed in a previous post the things Oden wanted, here]
Oden's face radiates relief. "It's over. Breathe. The Sahuagin are dead. I apologise for the rope, we had to make sure you weren't turned. We'll tell you everything, but there's no rush."
Thinking no one can fake their first words into consciousness like that, Oden unties them. [Unless someone objects]
"Thank you, Dajarkal. Thanks, everyone. You were great!"
[Right you are. I thought you had gathered, but not taken items, but had just remembered your post incorrectly.]
Ronaamak frantically looks out at the water and and says to anyone willing to listen "The island, quickly, we must get back to the island to defend it."
The Champion examines the scepter over the course of the short rest.
Paladin - warforged - orange
The Champion make an Arcana and a Religion check and also make a Wisdom saving throw:
Regardless of your rolls, you know:
The sceptre is powerful, but for some reason you are unable to use its power. It also emanates evil.
If you pass DC10 Arcana, you also know:
The sceptre requires attunement and for some reason, you are blocked from attuning to it. The sceptre can be used as an Arcane spell focus, even if not attuned to it.
It has three charges which can be used if attuned to it. It also tries to influence the person wielding it (even if they are not attuned to it), though it is not cursed.
You have an urge to stop holding the sceptre and to at least wrap it up and put it away somewhere safe.
If you pass DC17 Arcana, you also know:
The reason you cannot use the sceptre is because you do not identify as female and so cannot become a priestess of the Deity this sceptre is related to.
A humanoid wielding the sceptre needs to make a DC12 Wisdom saving throw when they first pick up the sceptre as well as every time they take a short rest or long rest; unless their goals are already aligned with those of the sceptre/the Deity it relates to. If not attuned to the item and the wielder fails the saving throw, the sceptre influences and compels certain behaviours. If attuned and the wielder fails the saving throw, the sceptre takes control of the wielder.
The item is a Sceptre of the Devourer. It has 3 charges and regains all its expended charges daily at dawn.
If attuned to the sceptre:
When a creature you can see within 60 feet of you damages you while you are holding this sceptre, you can use your reaction to expend 1 of the sceptre’s charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
You can expend 1 of the sceptre’s charges to cast the command, using your spell DC if you are already able to cast spells, or your Charisma modifier and proficiency bonus if not.
As a ritual, you can take 10 minutes to expend 3 charges and cause an unconscious humanoid to transform into a Sharkbody Abomination. They must make a DC12 constitution save. If they fail the save they die. If they pass the save, they are transformed into a Sharkbody Abomination under your control and all 3 charges of the sceptre are regained as the Deity this sceptre is related to is channeled through it. This ritual can only be performed once a day.
If a new person wields the sceptre and passes a Wisdom save, all 3 charges are regained as the Deity this sceptre is related to looks through the eyes on the end of the sceptre, trying to figure out which non-believer has access to one of its artefacts. You are aware that something very powerful is now watching you through the sceptre.
If you pass DC10 Religion check, you know:
The iconography of the sceptre clearly suggests it is religious in nature, but it does not match up with any of the native gods of Exandria that you know of (The Prime Deities or Betrayer Gods). That said, if Oden and Dillyu have mentioned Deep Sashelas in front of you, you would not recognise that as a god native to the prime material plane/Exandria either.
"Ronaamak, look at me. You were unconscious for three days..." Oden calmly explains all that happened, emphasizing the fact that most of the people got away from the island before it sank. He also says that some took refuge in Brokenbank, and Ervalin is alive, too.
"One of the Sahuagin was wearing this, does anyone recognize it?", he shows the intricate bracelet made of carved shells to the rescued villagers.
Oden would like to make sure he wasn't leaving anyone behind, so he would ask for help to go back and search the place, looking for any other buildings left standing.
The other rescued Flora Islanders listen in to Oden telling Ronaamak what happened. You all see a range of emotions on their faces, from dismay and sadness through anger and fear. One thing they share is that they look very weary and drained. A few ask if they can set up bedding or bunks to rest, with the others nodding or grunting agreement. Dajarkal offers to take them below deck and to watch over them.
Nobody recognises the bracelet, though as Oden examines it, he sees that it looks sahuagin-made. It seems just to be decorative and is well crafted. It looks like it is worth at least a few gold coins.
Dillyu joins Oden and dives back down to Flora Isle. There are no other buildings standing, though Oden can look for things in the house that was left standing or in the rubble of any other building (there were residential houses to the west, the farmhouse near the docks to the east, the Riptide Inn etc.). If you investigate, it will be with advantage and it will take about 10 minutes per building.
Oden is only looking for any more of those jellyfish bubbles, and maybe a closer look for 30 minutes at the residential houses, even if he knows chances are slim that someone caught in the rubble would be alive after this long. But if he can recognise someone who died, at least he might give someone else closure.
Investigation: 16
The Champion
religion 11
arcana 2
Wis save 25
Paladin - warforged - orange
Beatrice is going to go find her patch of decking. "Wake me up if we have to fight anyone!" she calls, as she lies back down and goes to sleep for as long as possible.
(I'm wanting to do a long rest, but I'll wait to log it just in case anything happens.)
Reguh stretches after taking his short rest. Feeling refreshed he walks around, with Steve following him, and greets the newcomers. “Welcome to... ummm...this ship!”
The Champion puts the scepter into his bag of holding, and goes looking to see how the rescued people are doing. He has a look of consternation as he does so.
Paladin - warforged - orange
Oden doesn't find anyone trapped or even any bodies in the rubble. Even the bodies of those he saw die are not anywhere to be found. He returns to the boat with Dillyu.
Beatrice goes and starts a very long rest.
Reguh and The Champion look in on the Flora Islanders, most of whom are asleep. The Flora Islanders seem to be slowly recovering with Dajarkal's aid.
Boerth walks around and asks each of the party "I just thought I'd come around and find out if there is a consensus about where we are off to next? I don't think we should stick around here much longer, just in case any more sahuagin come along."
[Everyone can take a long rest and can use their new level 3 abilities when they wake up the next morning.]
“What’s your take on all this Oden? You seem to know these people well. This place. The deeps. I can take steps to learn more, but I need a starting place to learn the most.”
Paladin - warforged - orange
“What’s your take on all this Oden? You seem to know these people well. This place. The deeps. I can take steps to learn more, but I need a starting place to learn the most.”
Oden says: "Let's gather everyone."
Then: "These people are militia and shark hunters from Palma Flora, victims of the attack on Flora Isle. I've worked with a few of them on occasion. There have always been small conflicts between our community and the Sahuagin, but never on this scale. The powers at work... to sink an island, to turn people into abominations... I do not know more than you do, maybe just a name: The Devourer." Oden presents the book he found on Selachai's body and translates the few passages he's read:
"I'm afraid that, if we're to learn more, we must certainly walk a dangerous path."
"We should probably get these people and our borrowed gear back before the Concord gets angry. I think most of us could use a good nights sleep. I have some meditations and questions I need to ask. Perhaps back on the mainland we can visit a library or other place of study. We could look into this Devourer there."
If I can make a religion or arcana check to know something about the Devourer:
Religion: 13
Arcana: 20
Despite having read a fair bit about end-of-day’s cults, Aliez has not heard of The Devourer.
Let me know which port (island or mainland) the group decides to go to. Reminder, the Concord aren’t the only people you have borrowed things from.
We should go to Port Damali of course, says Kenton confidently. Jaxon Brand must hear of the demise of the sea devil that destroyed his ship. And of course we should tell the Clovis Concord, he adds less enthusiastically. I assure you, Brand is in a better position than most to assist in researching and understanding this threat. And if it is connected to the disappearance of one of his family, as I fear it may be, you will find no greater ally in seeking out this menace and bringing it to an end.
The Champion sets himself down before the rescued people, and cast augury entreating the Raven Queen for guidance on the benefits of locking up the rescued.
(as a ritual casting)
Paladin - warforged - orange