"If Malivar came this way he would of taken the key with him, and definitely the spellbook."
Calner paces about the room a little.
"I think he called it quits for now and probably returned to wherever he came from to recoup his losses and plan his revenge against those others who betrayed him."
"We should return to the townhouse proper and rest up there, even take a small trip to the markets to get any extra supplies we feel we may need before taking this little jaunt to the island."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<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.
"You've met Malivar? That's a bit of a surprise, I confess. Is he with you?" She does seem surprised, but not emotional, as she studies the board and carefully considers her open before releasing the piece she chooses to move. "We haven't spoken since I left the Red Wizards "p
"The creator of this demiplane left a key in her cliffside tower by the sea. Seems she liked to be near rhe water." Morwena answers Calner. "How did you come to find this place?" She inquires in return.
"I like games? How do you play this one?" Wen says from next to the board, she begins fiddling with the pieces, making them 'dance' "I call next match"
This post has potentially manipulated dice roll results.
Marlyth feels relieved to find Weneon rescuing her from the embarrassing situation of playing a game which she never encountered before. Thus, she leaves the position of a challenger after introducing herself as 'Marilyn Lillyeth, a commoner' and attempts to browse through the collection of the library, deliberately concealing her allegiance to the Druid Circle of Five Point.
"Where do we find the owner of the place? And which cliffside tower are you referring to?"
Morwena answers Weneon first: "Dragonchess is an ancient game. One of strategy and wit." Thinking for a moment, she moves a piece across the board and seizes another before continuing "... and sacrifice."
Marlyth is aware that wizards commonly make towers and Candlekeep is a great example of hundreds making a metropolis of such towers, coucindentally, perhaps, also by the sea.
To her questions, Morwena replies: "The tower? I traveled there through a teleportation circle; somewhere on the Sword Coast, if I had to guess. I suppose it's where Sylvene spent time when she visited Faerûn, assuming that was even Toril in the first place."
Looking about her at the faces one by one, she considers those who have gathered here, asking, "What of you lot? You must have come from somewhere else if you don't know the tower. You said you met my former pupil - can I assume that was in the High Moors? Perhaps... the other circle... of course. She was thinking two steps ahead. She'd have made a fine opponent."
Hearing Calners question, she responds, "Trrasure, you say.. Personally, no. I've not a cent to my name. You say you've found a key? How delightfully mysterious. Do you think it opens something here, then? On the island? Maybe something hidden in this very house? Is that what you've come about, then?"
Calner hears her thoughts:
[Treasure hunters! And they have a key! What luck!
They'll have little trouble leaving if that's all they're after. Of course, they don't know that.
This post has potentially manipulated dice roll results.
"We met your former apprentice, but he left without giving us any chance to converse with him. I thought that he would be here with you. That's why I brewed a drink for him so that we could talk about his mission while enjoying a good drink and roosting before the fireplace. Ah..what a waste of my time and effort!"
Marlyth attempts to leave the room, kicking the sandals and boots out of her way then venturing outside without any particular reason.
"If Malivar came this way he would of taken the key with him, and definitely the spellbook."
Calner paces about the room a little.
"I think he called it quits for now and probably returned to wherever he came from to recoup his losses and plan his revenge against those others who betrayed him."
"We should return to the townhouse proper and rest up there, even take a small trip to the markets to get any extra supplies we feel we may need before taking this little jaunt to the island."
<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: 25
"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.
"You've met Malivar? That's a bit of a surprise, I confess. Is he with you?" She does seem surprised, but not emotional, as she studies the board and carefully considers her open before releasing the piece she chooses to move. "We haven't spoken since I left the Red Wizards "p
"The creator of this demiplane left a key in her cliffside tower by the sea. Seems she liked to be near rhe water." Morwena answers Calner. "How did you come to find this place?" She inquires in return.
"I like games? How do you play this one?" Wen says from next to the board, she begins fiddling with the pieces, making them 'dance' "I call next match"
Marlyth feels relieved to find Weneon rescuing her from the embarrassing situation of playing a game which she never encountered before. Thus, she leaves the position of a challenger after introducing herself as 'Marilyn Lillyeth, a commoner' and attempts to browse through the collection of the library, deliberately concealing her allegiance to the Druid Circle of Five Point.
"Where do we find the owner of the place? And which cliffside tower are you referring to?"
Intelligence (History) 5
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
Morwena answers Weneon first: "Dragonchess is an ancient game. One of strategy and wit." Thinking for a moment, she moves a piece across the board and seizes another before continuing "... and sacrifice."
Marlyth is aware that wizards commonly make towers and Candlekeep is a great example of hundreds making a metropolis of such towers, coucindentally, perhaps, also by the sea.
To her questions, Morwena replies: "The tower? I traveled there through a teleportation circle; somewhere on the Sword Coast, if I had to guess. I suppose it's where Sylvene spent time when she visited Faerûn, assuming that was even Toril in the first place."
Looking about her at the faces one by one, she considers those who have gathered here, asking, "What of you lot? You must have come from somewhere else if you don't know the tower. You said you met my former pupil - can I assume that was in the High Moors? Perhaps... the other circle... of course. She was thinking two steps ahead. She'd have made a fine opponent."
Hearing Calners question, she responds, "Trrasure, you say.. Personally, no. I've not a cent to my name. You say you've found a key? How delightfully mysterious. Do you think it opens something here, then? On the island? Maybe something hidden in this very house? Is that what you've come about, then?"
Calner hears her thoughts:
[Treasure hunters! And they have a key! What luck!
They'll have little trouble leaving if that's all they're after. Of course, they don't know that.
Now, what move to make next...?]
"We met your former apprentice, but he left without giving us any chance to converse with him. I thought that he would be here with you. That's why I brewed a drink for him so that we could talk about his mission while enjoying a good drink and roosting before the fireplace. Ah..what a waste of my time and effort!"
Marlyth attempts to leave the room, kicking the sandals and boots out of her way then venturing outside without any particular reason.
Wisdom: Perception 18
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
Weneon moves the horse one diagonally 5 spaces
Marlyth is sure she sees footsteps in the sand leading away from the house in different directions. Some to the north and some to the east.