Donir closes the bag, and hands it to his homunculus, which holds it by the strings in its mouth.
"Here's to hoping that it was just trying to trick us into holding it, rather than warning us about some creature, eh? Now, let's scout out the rest of this place and get out, shall we?"
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"Ignorance is bliss, and you look absolutely miserable."
Donir closes the bag, and hands it to his homunculus, which holds it by the strings in its mouth.
"Here's to hoping that it was just trying to trick us into holding it, rather than warning us about some creature, eh? Now, let's scout out the rest of this place and get out, shall we?"
Brevig holds Donir’s eyes for a moment, his expression questioning. But he does not argue the point. “Perhaps you are right. For if he comes, he comes. It does not change our course. Our task is done. Let us not dally here for long.”
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Brevig's telepathic query is met only with silence. There is no clarification regarding who he is that might (or might not) be coming. In fact, the telepathic voice falls completely quiet. Possibly Dhamab's placement in the magical bag ensures it will remain so.
<> - <> - <> - <> - <> - <> - <> - <>
Thirty minutes later, the five of you are satisfied that all the shadowy corners of Delvindraz, including the various secret passageways, have been explored. Despite the ages-old enmity between orc and dwarf, the Hi-Thoror did little to hide or defile the dwarven origins of the fortress. In addition to the weapons and armor upon the slain, you find the following among orc tribe's hoard:
Mundane items
One set of leather armor
Three shortswords
Two daggers
One scimitar
One shield
Two knives
One sling
Seven sling bullets
One lute (without strings)
One coil of rope, 50' in length
A holy symbol of Milil
One lantern
A dozen candles and a tinderbox
One set of cook's utensils
Coins
185 copper pieces
290 silver pieces
840 gold pieces
15 platinum pieces
Gemstones
Four pieces of obsidian worth approximately 10 gold pieces each
Three pieces of onyx worth approximately 25 gold pieces each
Two pieces of amber worth approximately 100 gold pieces each
Art objects
Two gold rings set with bloodstones worth approximately 250 gold pieces each
One embroidered silk robe worth approximately 250 gold pieces
Three carved bone statuettes worth approximately 25 gold pieces each
One set of engraved bone dice worth approximately 25 gold pieces
“Let us hasten back to Waterdeep and complt the first of our goals. And, while there, discover what, if any, new developments there may be regarding the locations of the other four Feathers,” says Brevig.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Fargoth selects a few items from their haul, and nods in agreement with Brevig's suggestion, before turning to the gnomes and bowing respectfully to them. "On behalf of my companions, thank you for your hospitality and assistance. We hope that our actions bring some small change for the better for you."
Gwin watches the others go through the recovered items and asks that the lute, holy symbol of Milil, and healing potion be set aside for her. Tending to the wounds of their allies first and then sending up prayers of victory gratitude to Tyr, the cleric eventually sinks to the ground sighing, I don't know how much more I can accomplish without a bit of a rest.
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Brevig will Lay On Hands for anyone who needs healing, and then spend an hour in silent contemplation atop the mountain steps, enjoying the view. After that, he is ready for the return journey, although also happy to spend a day with the svirfneblin before the return journey.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Nim and the others are eager to begin a new season in their part of the Nether Mountains--a season free of the Hi-Thoror threat. They have no plans for Delvindraz itself, for they wish to resume their mining for ore and gems in the tunnels and caverns they have called home for many years.
"Of course, we'll keep watch on this place," explains Nim. "We need to know if anyone else decides to move in."
Before the gnomes and the xorn disappear into the darkness of the tunnel that will take them home, they convey their sentiments of gratitude and lifelong friendship.
"Short on height, tall on loyalty," quips Rizzlepick. "So we are."
<> - <> - <> - <> - <> - <>
Relieved to exit the darkness and confinement of the tunnels after your lengthy rest, you take in the briskness of the autumn air as you traipse along the river valley toward Rauvincross. Upon reaching the mining town, you are warmly welcomed, fed, and given a night's shelter. Your horses have been cared for as well as you'd hoped and are ready for the journey to Everlund. The next morning, you bid farewell to the few locals who choose to leave the warmth of their homes and brave the chill and fog that settled into the valley overnight.
<> - <> - <> - <> - <> - <>
The first day of travel toward Everlund passes without incident, and the party establishes camp, hoping to stay warm and sleep well for the night. Patrin takes his turn at the watch, and roughly thirty minutes later he has little doubt that the party is not alone. At first, the dragonborn rubs his eyes to make certain he is seeing what he thinks he is seeing. Directly before him--approximately 40' away--a tangle of Gwin's hair comes free from her head and then rises a few feet into the air. Moments later, and approximately 20' to Patrin's right, a saddlebag strap on Ranger (Fargoth's horse) begins to loosen.
(Brevig, Donir, Fargoth, and Gwin are asleep. Only Patrin is aware of the above-mentioned hijinks)
Patrin quietly exerts his will, bringing up his Detect Magic capability… He’s prepared for both invisible thieves and cheeky fae, but with their recent victory he’s aware they need to be extra cautious.
His next steps will depend on what Detect Magic reveals. If there’s nothing obvious, he will bring forth his Mage Hand and start quietly waking the rest of the party before he confronts anyone, starting with Fargoth, and ending with Gwin…
Patrin's invocation doesn't reveal the presence of anything magical; so, he changes tactics, bringing forth the mage hand. He surmises that the unwelcome presence in the camp, whatever it might be, is alerted by the action of his most recent spell. For as soon as Fargoth is awakened, the movement around the saddlebag ceases completely, and Gwin's strands of hair suddenly take flight into the woods.
(Brevig, Donir, and Gwin are asleep. Patrin and Fargoth may act)
Fargoth, in a sitting position, opens his eyes from his meditations. He frowns and rises to his feet, unsheathing his new dagger as he does so. "Better than a knife to the throat. Did you observe any other signs of it?"
Brevig sits up, glancing quickly around his immediate vicinity. The watcher's eyes (OOC: blindsight) glow with a gentle silver light, and allow him to see without seeing within 10 feet of him. If nothing is that close, his eyelids fall for a moment, and the paladin utters a brief prayer while his palm traces a tight circle in front of his face. When his hand returns to his side, he can see even invisible creatures, and he glances around more slowly in the direction Patrin is pointing.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Gwin shakes the sleep off and is immediately on high alert, peering into the night with her darkvision and trying to perceive what could be out there in the shadows.
Perception: 18
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
This post has potentially manipulated dice roll results.
Patrin's eyes reveal nothing, confirming to him that some sort of invisibility is being used. Likewise, Gwin neither sees nor hears anything that would explain the missing lock of her hair.
Brevig's blindsight is also of no avail, but his bit of divination allows him to solve the riddle. As he focuses on the area near Fargoth's horse, Brevigdiscerns the unmistakable silhouette of an imp perched on Chips's saddle. Its tiny size, scorpion-like tail, and wings give the fiend's identity away immediately. Fearful that its location has been discovered it immediately takes flight toward the trees...
Initiative:
Imp (w/ advantage) 17
Brevig (w/advantage) 17
Donir 5
Fargoth 10
Gwin 7
Patrin2
(Granting the imp and Brevig advantage in this situation because they are the ones fully aware of the situation)
EDIT: I clearly did NOT think this through. According to these rolls, the one who actually sees the imp (Brevig) would act after three party members who don't see the imp. That makes no sense. How would they take an action when they cannot see the creature? Here's how I'm fixing my own blunder. Initiative rolls for the imp and Brevig will remain in place. Initiative rolls for the others will be ignored.
...and Brevig watches the fiend pass the limits of his sight and disappear into the darkness.
"An Imp!,"shouts Brevig in frustration. He was is in the midst of an incantation to impede its escape when its flight took it out of range. "It flew into the darkness that way, too far for me to capture it!."
"Quickly, have we lost anything of importance? Is the sword safe?"
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
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Donir closes the bag, and hands it to his homunculus, which holds it by the strings in its mouth.
"Here's to hoping that it was just trying to trick us into holding it, rather than warning us about some creature, eh? Now, let's scout out the rest of this place and get out, shall we?"
"Ignorance is bliss, and you look absolutely miserable."
Brevig holds Donir’s eyes for a moment, his expression questioning. But he does not argue the point. “Perhaps you are right. For if he comes, he comes. It does not change our course. Our task is done. Let us not dally here for long.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Brevig's telepathic query is met only with silence. There is no clarification regarding who he is that might (or might not) be coming. In fact, the telepathic voice falls completely quiet. Possibly Dhamab's placement in the magical bag ensures it will remain so.
<> - <> - <> - <> - <> - <> - <> - <>
Thirty minutes later, the five of you are satisfied that all the shadowy corners of Delvindraz, including the various secret passageways, have been explored. Despite the ages-old enmity between orc and dwarf, the Hi-Thoror did little to hide or defile the dwarven origins of the fortress. In addition to the weapons and armor upon the slain, you find the following among orc tribe's hoard:
Mundane items
Coins
Gemstones
Art objects
Magic items
“Let us hasten back to Waterdeep and complt the first of our goals. And, while there, discover what, if any, new developments there may be regarding the locations of the other four Feathers,” says Brevig.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Fargoth selects a few items from their haul, and nods in agreement with Brevig's suggestion, before turning to the gnomes and bowing respectfully to them. "On behalf of my companions, thank you for your hospitality and assistance. We hope that our actions bring some small change for the better for you."
Patrin holds a wad of cloth against his wounds. ‘We need to rest up before we leave - some of us have been badly wounded...’
He nods to the gnomes ‘We can help you clean the stones of this filth before we go, but what will you do then?’
He sets his will to channeling Sacred Flame over the bodies, and the foul blood left by the battle, searing them away...
Donir waits for the others, including the gnomes, to claim what they want, then stores the remainder in his bag of holding to lighten everyone's load.
"I agree with Patrin, more swords than I'd like pierced my armor today. I should definitely like to invest in some improvements when we return home."
"Ignorance is bliss, and you look absolutely miserable."
Gwin watches the others go through the recovered items and asks that the lute, holy symbol of Milil, and healing potion be set aside for her. Tending to the wounds of their allies first and then sending up prayers of victory gratitude to Tyr, the cleric eventually sinks to the ground sighing, I don't know how much more I can accomplish without a bit of a rest.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Brevig will Lay On Hands for anyone who needs healing, and then spend an hour in silent contemplation atop the mountain steps, enjoying the view.
After that, he is ready for the return journey, although also happy to spend a day with the svirfneblin before the return journey.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Nim and the others are eager to begin a new season in their part of the Nether Mountains--a season free of the Hi-Thoror threat. They have no plans for Delvindraz itself, for they wish to resume their mining for ore and gems in the tunnels and caverns they have called home for many years.
"Of course, we'll keep watch on this place," explains Nim. "We need to know if anyone else decides to move in."
Before the gnomes and the xorn disappear into the darkness of the tunnel that will take them home, they convey their sentiments of gratitude and lifelong friendship.
"Short on height, tall on loyalty," quips Rizzlepick. "So we are."
<> - <> - <> - <> - <> - <>
Relieved to exit the darkness and confinement of the tunnels after your lengthy rest, you take in the briskness of the autumn air as you traipse along the river valley toward Rauvincross. Upon reaching the mining town, you are warmly welcomed, fed, and given a night's shelter. Your horses have been cared for as well as you'd hoped and are ready for the journey to Everlund. The next morning, you bid farewell to the few locals who choose to leave the warmth of their homes and brave the chill and fog that settled into the valley overnight.
<> - <> - <> - <> - <> - <>
The first day of travel toward Everlund passes without incident, and the party establishes camp, hoping to stay warm and sleep well for the night. Patrin takes his turn at the watch, and roughly thirty minutes later he has little doubt that the party is not alone. At first, the dragonborn rubs his eyes to make certain he is seeing what he thinks he is seeing. Directly before him--approximately 40' away--a tangle of Gwin's hair comes free from her head and then rises a few feet into the air. Moments later, and approximately 20' to Patrin's right, a saddlebag strap on Ranger (Fargoth's horse) begins to loosen.
(Brevig, Donir, Fargoth, and Gwin are asleep. Only Patrin is aware of the above-mentioned hijinks)
Patrin quietly exerts his will, bringing up his Detect Magic capability… He’s prepared for both invisible thieves and cheeky fae, but with their recent victory he’s aware they need to be extra cautious.
His next steps will depend on what Detect Magic reveals. If there’s nothing obvious, he will bring forth his Mage Hand and start quietly waking the rest of the party before he confronts anyone, starting with Fargoth, and ending with Gwin…
Patrin's invocation doesn't reveal the presence of anything magical; so, he changes tactics, bringing forth the mage hand. He surmises that the unwelcome presence in the camp, whatever it might be, is alerted by the action of his most recent spell. For as soon as Fargoth is awakened, the movement around the saddlebag ceases completely, and Gwin's strands of hair suddenly take flight into the woods.
(Brevig, Donir, and Gwin are asleep. Patrin and Fargoth may act)
‘We have some invisible guests, Fargoth.’ Patrin says quietly ‘They’ve done nothing violent yet, but they were about to investigate your saddlebags…’
Fargoth, in a sitting position, opens his eyes from his meditations. He frowns and rises to his feet, unsheathing his new dagger as he does so. "Better than a knife to the throat. Did you observe any other signs of it?"
As Fargoth stirs and speaks, the rest of the party members are awakened and begin to perceive that something is up.
'Some invisible guests. Curious, and maybe itchy fingered, but no violence threatened yet. I suspect fae - does anyone have experience with them?'
Patrin is busy looking around, his Eldritch Sight easily piercing the gloom around the camp.
Perception: 4
Brevig sits up, glancing quickly around his immediate vicinity. The watcher's eyes (OOC: blindsight) glow with a gentle silver light, and allow him to see without seeing within 10 feet of him. If nothing is that close, his eyelids fall for a moment, and the paladin utters a brief prayer while his palm traces a tight circle in front of his face. When his hand returns to his side, he can see even invisible creatures, and he glances around more slowly in the direction Patrin is pointing.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Gwin shakes the sleep off and is immediately on high alert, peering into the night with her darkvision and trying to perceive what could be out there in the shadows.
Perception: 18
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Patrin's eyes reveal nothing, confirming to him that some sort of invisibility is being used. Likewise, Gwin neither sees nor hears anything that would explain the missing lock of her hair.
Brevig's blindsight is also of no avail, but his bit of divination allows him to solve the riddle. As he focuses on the area near Fargoth's horse, Brevig discerns the unmistakable silhouette of an imp perched on Chips's saddle. Its tiny size, scorpion-like tail, and wings give the fiend's identity away immediately. Fearful that its location has been discovered it immediately takes flight toward the trees...
Initiative:
Donir 5Fargoth 10Gwin 7Patrin2(Granting the imp and Brevig advantage in this situation because they are the ones fully aware of the situation)EDIT: I clearly did NOT think this through. According to these rolls, the one who actually sees the imp (Brevig) would act after three party members who don't see the imp. That makes no sense. How would they take an action when they cannot see the creature? Here's how I'm fixing my own blunder. Initiative rolls for the imp and Brevig will remain in place. Initiative rolls for the others will be ignored.
...and Brevig watches the fiend pass the limits of his sight and disappear into the darkness.
"An Imp!," shouts Brevig in frustration. He was is in the midst of an incantation to impede its escape when its flight took it out of range. "It flew into the darkness that way, too far for me to capture it!."
"Quickly, have we lost anything of importance? Is the sword safe?"
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters