Marlyth will show Calner the Spell Scroll which contains a spell (6th Level: Otiluke's Freezing Sphere).
"We can take the path that had led us here to get back to the abandoned Townhouse, then we might be able to examine the teleportation circle. Finally, we can decide what to do with this key."
<You guys know you're just in the basement of the townhouse, like, under it and maybe a hundred feet from the secret door. It's just in the other side of the wall and through the hall of mirrors.
Also, you should probably just like use the planar key the book went on and on about. This is an on the rails adventure. I'm not going all sandbox.
Hey, who wants to guess the :color: of this part? First right post gets a trinket.>
Angus declares, "Comrades, this magical key will open a portal to another plane of existence. I suspect the mystery of the red wizards leads us that way. However, a warning, this key offers a one-way trip only. We must find our own way back to this world."
The book also fully identifies and explains how to use the planar key, that it cannot regain charges, and that “to return to this world, seek the island’s keepers, for they can send you home.”
I don't play magic, so those things you listed don't strike me as white, but... Yes. Chapter 2: The Hidden Page.
You find a Golgari Charm
When you activate this charm, you can cast the dispel magic, false life (3rd-level version), or stinking cloud spell. The charm vanishes after you activate it.
(@Brian_Avery, I believe the PCs who didn't receive any Lightning Damage from the Stele had the medallions. A quick check might reveal the current owners.)
(I think the cards Teleportation Circle and Dancing Sword support the concept. Besides you can see Marlyth using a Torch (Delver's Torch), not an artifact but I found it interesting. @WILE_E_COYOTE)
Tabaqui nods to Calner, "Absolutely. Plus, now I'm just pissed off at this lady-wizard and her minions. We might want to consider another long rest before we head to this 'island' of hers, though. Just to be at full strength."
Marlyth studies the texts of the Book and she realizes that the Wizard Leader Sylvene has possibly built a demi-plane by using a magic stone which is guarded by four guardians, there's a hound named 'Coriander' somewhere near a fireplace, she has been attempting to keep the 'Potato Stew' recipe secret by making trapped corridors. Besides, since the Planar Key has only one charge remaining, there's been someone else who might have used the key before the party discovered it, probably it was the hairless handsome wizard 'Malivar'.
"Let's take a short rest instead of a long one, Tabaqui. It will allow me to heal wounds and brew a drink from Theki Root."
<just a reminder: Malivar got his butt handed to him by Morwena and Tyreus. Nothing you said refutes this, but you do know of these two more powerful wizards. >
When you activate the planar key, you are transported to an island, arriving on the Southwest corner.
The temperature and atmosphere of the demiplane were chosen to feel like a thawing winter or early spring, with crisp winds and warm sunshine. The air smells of snowmelt, fresh greens, and sea- water. The whole island is covered in low dunes of white sand, giving way to bare, soft beaches at the coastline.
No animals or beasts dwell in the demiplane normally. The saltwater of the endless sea is devoid of life but rich in plain, smooth stones.
Plants magically grow throughout the island and in Sylvene’s old gardens. Sharp, tall dune grasses, wildflowers, shrubs, and a few gnarled trees grow throughout the island. It rains occasionally—enough to feed the plants, but never a deluge.
Time in the Sanctum
Time cycles strangely here, as dictated by Sylvene when she created the place, to lend customized beauty to her experience. The stars at night are those of the Realms as viewed from the Sword Coast at the end of winter.
2
Presently, it is midday
Wood-and-leather folding chairs sit in the sand near the 2-foot-high stone walls here. All the stonework here is gently weathered by the sea winds of this place, suggesting they are decades or even centuries old.
The corner is dominated by a stout pillar where the walls meet, and each pillar is marked by whorls and swirl patterns suggesting waves or winds. (These resemble motifs found at the Wizard’s Barrow in the previous adventure, In Scarlet Flames).
The wide, comfortable house at the heart of the island is easy to spot. Though it has been exposed to the island’s weather for years with minimal maintenance, the elements have been kind and the house wears its age like a handsome patina. The house, the weather, and the island are all aspects of the same magic, after all; they were made for each other. Sylvene etched her name for the refuge—The Hidden Page—into the wooden frames above the outer doors on the east and west sides of the building.
<(It's less than a mile away, you should be there at a walk in ten minutes) I was just leaving some space for role-playing or non ombat actions. As I will again here. >
Aaproaching the house,, you can see it's oriented facing West. Walking up to the wide foyer, you see it is designed to practically bask in sunlight. The white plaster walls here amplify the glow from outside. The floor is made of tidy, slate tiles.
Once, this room was intended to receive guests and be a place for people to doff sandy shoes. A pair of sandals and a pair of boots, dried and almost rotten, stand near the outer doorway.
Entering the house, you find yourself in a grand hall.
Despite the glow of the fireplace, this room feels dark and cave-like, insulated by shelves and shelves of books—many of which lay in piles or heaps on the floor.
The room smells like old books. Loose leaves of paper lay abandoned on the floor here and there, torn or fallen out of the collection. Whatever order these books might once have been in, they are in chaos now. This room housed Sylvene’s mundane personal library, which only filled the shelves to about half capacity at the time of her last visit. Many volumes of history, natural history, poetry, religion, and othersubjects have been stacked throughout this room by
Near the west-facing fireplace, a life-size statue of a deerhound reclines like a dog by a fire. The skill displayed by its carving is exquisite.
Sitting in a comfortable looking rattan chair is a tall, slender Chondathan woman in red robes with stubble upon her head, which if it was bald once, had not been shaved in several days. She wears her fingernails short but sharp. She reads a large book, from which she looks up as you enter. "Anyone for a game of Dragonchess?" She asks dryly, indicating the board set with pieces on a short table nearby.
Marlyth moves closer to the fireplace and kneels before the statue of the Hound in order to poke at it's nose with her index finger, visibly amused at the Hound while being completely oblivious of the presence of a Red Wizard:
"I wonder if it's the Hound that's been mentioned in the Book.....it's a hound called..uh...Cinnamon?"
She whispers to herself but it can be heard by someone else. Finally, she mentally guides herself so that she may be prepared for the game, then affirms loudly:
"Of course. Why not? I believe you could not start a game earlier since you didn't have an opponent."
"Angus Kilburney of the Knights of Myth Drannor, my name is Morwena Veilmist, formerly of Thay."
Placing a bookmark in the open volume, the woman closes it and sets it upon a shelf she walks to. "Excellent." She says, showing no sign of joy despite the affable affirmation. "I do enjoy a good game of dragonchess, and I'm always eager to face a new opponent. And who may I claim the honor of challenging?"
(She's not actively searching and Tabaqui's stealth exceeds her passive perception, so she's not aware of his presence.)
"Morwena, we have recently met a former colleague of yours, Malivar. He did not speak highly of you. You say 'formerly of Thay.' How so? How came you to this place, and what is your purpose here?" questions Angus, his hand resting on the pommel of his sheathed sword.
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Marlyth will show Calner the Spell Scroll which contains a spell (6th Level: Otiluke's Freezing Sphere).
"We can take the path that had led us here to get back to the abandoned Townhouse, then we might be able to examine the teleportation circle. Finally, we can decide what to do with this key."
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<You guys know you're just in the basement of the townhouse, like, under it and maybe a hundred feet from the secret door. It's just in the other side of the wall and through the hall of mirrors.
Also, you should probably just like use the planar key the book went on and on about. This is an on the rails adventure. I'm not going all sandbox.
Hey, who wants to guess the :color: of this part? First right post gets a trinket.>
Angus declares, "Comrades, this magical key will open a portal to another plane of existence. I suspect the mystery of the red wizards leads us that way. However, a warning, this key offers a one-way trip only. We must find our own way back to this world."
Guessing because blades, equipment and the need for "vigilance" that this is white (or colorless)
I don't play magic, so those things you listed don't strike me as white, but... Yes. Chapter 2: The Hidden Page.
You find a Golgari Charm
When you activate this charm, you can cast the dispel magic, false life (3rd-level version), or stinking cloud spell. The charm vanishes after you activate it.
(@Brian_Avery, I believe the PCs who didn't receive any Lightning Damage from the Stele had the medallions. A quick check might reveal the current owners.)
(I think the cards Teleportation Circle and Dancing Sword support the concept. Besides you can see Marlyth using a Torch (Delver's Torch), not an artifact but I found it interesting. @WILE_E_COYOTE)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Tabaqui nods to Calner, "Absolutely. Plus, now I'm just pissed off at this lady-wizard and her minions. We might want to consider another long rest before we head to this 'island' of hers, though. Just to be at full strength."
Marlyth studies the texts of the Book and she realizes that the Wizard Leader Sylvene has possibly built a demi-plane by using a magic stone which is guarded by four guardians, there's a hound named 'Coriander' somewhere near a fireplace, she has been attempting to keep the 'Potato Stew' recipe secret by making trapped corridors. Besides, since the Planar Key has only one charge remaining, there's been someone else who might have used the key before the party discovered it, probably it was the hairless handsome wizard 'Malivar'.
"Let's take a short rest instead of a long one, Tabaqui. It will allow me to heal wounds and brew a drink from Theki Root."
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<just a reminder: Malivar got his butt handed to him by Morwena and Tyreus. Nothing you said refutes this, but you do know of these two more powerful wizards. >
So, a short rest then? Sure. Go for it.
When you activate the planar key, you are transported to an island, arriving on the Southwest corner.
The temperature and atmosphere of the demiplane were chosen to feel like a thawing winter or early spring, with crisp winds and warm sunshine. The air smells of snowmelt, fresh greens, and sea- water. The whole island is covered in low dunes of white sand, giving way to bare, soft beaches at the coastline.
No animals or beasts dwell in the demiplane normally. The saltwater of the endless sea is devoid of life but rich in plain, smooth stones.
Plants magically grow throughout the island and in Sylvene’s old gardens. Sharp, tall dune grasses, wildflowers, shrubs, and a few gnarled trees grow throughout the island. It rains occasionally—enough to feed the plants, but never a deluge.
Time in the Sanctum
Time cycles strangely here, as dictated by Sylvene when she created the place, to lend customized beauty to her experience. The stars at night are those of the Realms as viewed from the Sword Coast at the end of winter.
2
Presently, it is midday
Wood-and-leather folding chairs sit in the sand near the 2-foot-high stone walls here. All the stonework here is gently weathered by the sea winds of this place, suggesting they are decades or even centuries old.
The corner is dominated by a stout pillar where the walls meet, and each pillar is marked by whorls and swirl patterns suggesting waves or winds. (These resemble motifs found at the Wizard’s Barrow in the previous adventure, In Scarlet Flames).
Ahma 1
Noa 1
Ohwo 2
The wide, comfortable house at the heart of the island is easy to spot. Though it has been exposed to the island’s weather for years with minimal maintenance, the elements have been kind and the house wears its age like a handsome patina. The house, the weather, and the island are all aspects of the same magic, after all; they were made for each other. Sylvene etched her name for the refuge—The Hidden Page—into the wooden frames above the outer doors on the east and west sides of the building.
<(It's less than a mile away, you should be there at a walk in ten minutes) I was just leaving some space for role-playing or non ombat actions. As I will again here. >
Aaproaching the house,, you can see it's oriented facing West. Walking up to the wide foyer, you see it is designed to practically bask in sunlight. The white plaster walls here amplify the glow from outside. The floor is made of tidy, slate tiles.
Once, this room was intended to receive guests and be a place for people to doff sandy shoes. A pair of sandals and a pair of boots, dried and almost rotten, stand near the outer doorway.
Entering the house, you find yourself in a grand hall.
Despite the glow of the fireplace, this room feels dark and cave-like, insulated by shelves and shelves of books—many of which lay in piles or heaps on the floor.
The room smells like old books. Loose leaves of paper lay abandoned on the floor here and there, torn or fallen out of the collection. Whatever order these books might once have been in, they are in chaos now. This room housed Sylvene’s mundane personal library, which only filled the shelves to about half capacity at the time of her last visit. Many volumes of history, natural history, poetry, religion, and othersubjects have been stacked throughout this room by
Near the west-facing fireplace, a life-size statue of a deerhound reclines like a dog by a fire. The skill displayed by its carving is exquisite.
Sitting in a comfortable looking rattan chair is a tall, slender Chondathan woman in red robes with stubble upon her head, which if it was bald once, had not been shaved in several days. She wears her fingernails short but sharp. She reads a large book, from which she looks up as you enter. "Anyone for a game of Dragonchess?" She asks dryly, indicating the board set with pieces on a short table nearby.
Marlyth moves closer to the fireplace and kneels before the statue of the Hound in order to poke at it's nose with her index finger, visibly amused at the Hound while being completely oblivious of the presence of a Red Wizard:
"I wonder if it's the Hound that's been mentioned in the Book.....it's a hound called..uh...Cinnamon?"
She whispers to herself but it can be heard by someone else. Finally, she mentally guides herself so that she may be prepared for the game, then affirms loudly:
"Of course. Why not? I believe you could not start a game earlier since you didn't have an opponent."
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
"Greetings, madame. I am Angus Killburney of the Knights of Myth Drannor. Might I inquire as to your identity?"
Entering behind some of the others, when Tabaqui realizes they are not alone, he will attempt to blend into the shadows in this dark room.
Stealth: 29
"Angus Kilburney of the Knights of Myth Drannor, my name is Morwena Veilmist, formerly of Thay."
Placing a bookmark in the open volume, the woman closes it and sets it upon a shelf she walks to. "Excellent." She says, showing no sign of joy despite the affable affirmation. "I do enjoy a good game of dragonchess, and I'm always eager to face a new opponent. And who may I claim the honor of challenging?"
(She's not actively searching and Tabaqui's stealth exceeds her passive perception, so she's not aware of his presence.)
"Morwena, we have recently met a former colleague of yours, Malivar. He did not speak highly of you. You say 'formerly of Thay.' How so? How came you to this place, and what is your purpose here?" questions Angus, his hand resting on the pommel of his sheathed sword.