Tetrevess quickly notices the creature is still alive. It js, in fact, sleeping. The hammer is very karge but otherwise mundane, used for breaking rocks encountered by the thaluud while burrowing. It looks just like the one beside the stone thaluud near tbe entrance to the city.
Avarice is frozen, but she does have her staff of frost. Iriolarthas’ book remains nearby.
<as a group you still have the scroll of the tarrasque and Comet scroll, as well as the staff of power.>
“The creature is still alive, but unconscious ..” Tetrevess says as he retrieves the staff of frost and the book. He looks at the Tabaxi woman /Coatl “Should we let it live? I know nothing yet of these things. Never seen its like in my travels. I imagine it’s mentioned in the library above, but I haven’t had much time to study there. Do you know- did it attack her to protect the magic here? Most importantly- are we in danger from it? My magic is mostly depleted, but Sam and Angus could kill it - if we should.”
While you’re on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion.
As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can’t be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.
You can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell’s casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails.
The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich.
The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells:
(This would be an awesome addition to a wizardly home- Can it be used for time travel as well? What are the dangers of using it? Do you have to attune to it or how do you connect with it to use it? - also- does the Tabaxi have an opinion on what to do with the sleeping creature?).
(What are the dangers of using it? Do you have to attune to it or how do you connect with it to use it?).
Normally, attunement, worh multiple people attending at once. However, I've homebrewed attunement out of this game, so its an edge case. If you all concentrate on it you can use it. I think it might be fun to just have you all roll something and add it up til we hit a target to see how many it takes to gain control of it. Arcana seems appropriate, but I think a Wisdom based roll (forget the skull name, drawing a blank. Not lerception, I want to say 'intuition' but that's wrong.) So, if your interested, just roll whichever one you prefer. If it's not fun, just say you succeed.
This post has potentially manipulated dice roll results.
Tetrevess reaches out with his formidable mind and attempts to connect to the magic of the device.
17 arcana. “I think, perhaps, if we channel our arcane abilities and your insight for those who lack them, we may be able to control this device. But let’s be careful not to touch it, that might be bad. As for the creature- be ready if it wakes up soon. But we can let it lie for now. .”
<I realized I never said the target foe the mythallar. It's ...
30 (5e's max difficulty for a task).
You can look if you want, or keep it hidden. Up to you.>
The Mythallar reaches back out toward the Scribes Wizard, it's incredible arcane energy branching out to Tetrevess. The sensation is alien and potentially overwhelming. The wizard strains to focus the energy, but falters and collapses to his knees, grappling with the intense ancient magic that threatens to crush his mortal body and press his life force into the weave or some unknown place.
<I realized I never said the target foe the mythallar. It's ...
30 (5e's max difficulty for a task).
You can look if you want, or keep it hidden. Up to you.>
The Mythallar reaches back out toward the Scribes Wizard, it's incredible arcane energy branching out to Tetrevess. The sensation is alien and potentially overwhelming. The wizard strains to focus the energy, but falters and collapses to his knees, grappling with the intense ancient magic that threatens to crush his mortal body and press his life force into the weave or some unknown place.
<If you have some creative use fir the Mythalar, I think that could be fun. It can fly the whole city and co trol the weather. So it's pretty potent. That said, the authors put it here becasue it csn fix the weather issues Auril is creating in Icewind Dale, but we haven't really explored that. My point is that you control a very powerful magical tool, but I don't have any specific use for it in mind. Be creative. Avarice wanted to take over this city. In theory you could make it a base for yourselves and fly it anywhere you want. Although I suspect you'll be using the spire to travel back in time, it will still be here when you get back. Also, you do control the mythallar (as if attuned to it) even when you're not near it. It's range of effect is limited, though, so Netherese quasi-magical objects that rely on it for their magical properties only function magically when in proximity to it.>
<also, I'm totally open for this teir 3-ish segment. I know the last three adventures, but I've been kind of playing with the idea that, while I assume you will go back to Ancient Netheril, but I can add in anything interesting. >
Angus: I found this AD&D supplement that made ne think if you and I wondered if you'd be interested in some of these options, molded to fit 5e. I think the chain would be mithral armor but I'd be willing to change it from chain to place or whatever. Since it's coming this late in-game, you could even get it +1 plate (which is what Dove wore).
This has a lot if ranger vibes, which again fits Dove Also the +1 against favored enemy, maybe AD.
(This is awesome- I think taking control of it, and taking a portion of the city with us as a flying base of operations for some high level gaming would be really fun! Tetrevess will go check out the other device, once he’s confident he has control over this one. As for what we do next- blocking the catastrophic events we’ve been forecasting would be too on Tetrevess’ mind. Then maybe he’d be like a magical Dr Who…).
(This is awesome- I think taking control of it, and taking a portion of the city with us as a flying base of operations for some high level gaming would be really fun! Tetrevess will go check out the other device, once he’s confident he has control over this one. As for what we do next- blocking the catastrophic events we’ve been forecasting would be too on Tetrevess’ mind. Then maybe he’d be like a magical Dr Who…).
( Time wime stuff, I mean Sam would mind having a portion of a flying city as a mobile base, but it would be cool to see how much of an headache we can be for the DM lmao)
I actually like the idea of a base, especially at higher levels. You're at level up milestone. Advance to level 14, do as you please with the city. It's still full of nothics and mimics and magen (Oh, my!). Kingsport the penguin may even still be there, up to you. He's only sentient for a few weeks, as it stands now. Also the brain in a jar and several other mages. Not sure what they'll do if given the chance.
You don't have to deal with them, I'm just saying they're there.
Tetrevess quickly notices the creature is still alive. It js, in fact, sleeping. The hammer is very karge but otherwise mundane, used for breaking rocks encountered by the thaluud while burrowing. It looks just like the one beside the stone thaluud near tbe entrance to the city.
Avarice is frozen, but she does have her staff of frost. Iriolarthas’ book remains nearby.
<as a group you still have the scroll of the tarrasque and Comet scroll, as well as the staff of power.>
“The creature is still alive, but unconscious ..” Tetrevess says as he retrieves the staff of frost and the book. He looks at the Tabaxi woman /Coatl “Should we let it live? I know nothing yet of these things. Never seen its like in my travels. I imagine it’s mentioned in the library above, but I haven’t had much time to study there. Do you know- did it attack her to protect the magic here? Most importantly- are we in danger from it? My magic is mostly depleted, but Sam and Angus could kill it - if we should.”
ABOUT THE MYTHALLAR
While you’re on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion.
As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can’t be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.
You can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell’s casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails.
The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich.
The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells:
1st level: alarm, detect magic, identify, magic missile, shield, Tasha’s hideous laughter, thunderwave
2nd level: arcane lock, continual flame, invisibility, knock, levitate, Melf’s acid arrow, mirror image
3rd level: animate dead, bestow curse, clairvoyance, counterspell, dispel magic, fireball, glyph of warding
4th level: arcane eye, banishment, blight, dimension door, Evard’s black tentacles, phantasmal killer
5th level: Bigby’s hand, cloudkill, dominate person, planar binding, scrying, telekinesis
6th level: create undead, disintegrate, globe of invulnerability, move earth, Otto’s irresistible dance
7th level: create magen,* finger of death, prismatic spray, teleport
8th level: demiplane, dominate monster, mind blank, power word stun
9th level: blade of disaster,* power word kill
The Incantations of Iriolarthas
create magen
Blade of disaster
Morwena seems surprised, or lost in thought, but agrees to share the knowledge collected within the tome with Tetrevess.
<Before we continue, does anyone want to use the mythallar?>
(Nar Im good)
(This would be an awesome addition to a wizardly home- Can it be used for time travel as well? What are the dangers of using it? Do you have to attune to it or how do you connect with it to use it? - also- does the Tabaxi have an opinion on what to do with the sleeping creature?).
No, but the thing in the next room can.
Normally, attunement, worh multiple people attending at once. However, I've homebrewed attunement out of this game, so its an edge case. If you all concentrate on it you can use it. I think it might be fun to just have you all roll something and add it up til we hit a target to see how many it takes to gain control of it. Arcana seems appropriate, but I think a Wisdom based roll (forget the skull name, drawing a blank. Not lerception, I want to say 'intuition' but that's wrong.) So, if your interested, just roll whichever one you prefer. If it's not fun, just say you succeed.
If you ask her. She'll reply "As I have said, it is not my place to judge a creature I do not know." (So, no. Not really.)
Tetrevess reaches out with his formidable mind and attempts to connect to the magic of the device.
17 arcana. “I think, perhaps, if we channel our arcane abilities and your insight for those who lack them, we may be able to control this device. But let’s be careful not to touch it, that might be bad. As for the creature- be ready if it wakes up soon. But we can let it lie for now. .”
<the thaluud will wake up in...
24 hours
<I realized I never said the target foe the mythallar. It's ...
30 (5e's max difficulty for a task).
You can look if you want, or keep it hidden. Up to you.>
The Mythallar reaches back out toward the Scribes Wizard, it's incredible arcane energy branching out to Tetrevess. The sensation is alien and potentially overwhelming. The wizard strains to focus the energy, but falters and collapses to his knees, grappling with the intense ancient magic that threatens to crush his mortal body and press his life force into the weave or some unknown place.
Does anybody want to help Tetrevess?
Sam goes and focus after seeing him struggle
arcane 21
Sam supports his ally and together they tsk3 control of the Mythalar.
<what do you want ro donwith it?>
<Side note. I had this cued up for Angus to discover, but he was away and we were moving on. This is the actual text he read back in the library: >
"We sought to part the veil of this reality to see what lay beyond, and in our hubris, we found an evil older than time staring back at us."
—from the journal of Glaethinel of Myth Drannor
<that time travel thing is in the next room, whenever you're ready.>
“Right that should hold now T, let’s go and see what’s in this next room” Sam thinks
Ooc, no spoiler:
<If you have some creative use fir the Mythalar, I think that could be fun. It can fly the whole city and co trol the weather. So it's pretty potent. That said, the authors put it here becasue it csn fix the weather issues Auril is creating in Icewind Dale, but we haven't really explored that. My point is that you control a very powerful magical tool, but I don't have any specific use for it in mind. Be creative. Avarice wanted to take over this city. In theory you could make it a base for yourselves and fly it anywhere you want. Although I suspect you'll be using the spire to travel back in time, it will still be here when you get back. Also, you do control the mythallar (as if attuned to it) even when you're not near it. It's range of effect is limited, though, so Netherese quasi-magical objects that rely on it for their magical properties only function magically when in proximity to it.>
<also, I'm totally open for this teir 3-ish segment. I know the last three adventures, but I've been kind of playing with the idea that, while I assume you will go back to Ancient Netheril, but I can add in anything interesting. >
Angus: I found this AD&D supplement that made ne think if you and I wondered if you'd be interested in some of these options, molded to fit 5e. I think the chain would be mithral armor but I'd be willing to change it from chain to place or whatever. Since it's coming this late in-game, you could even get it +1 plate (which is what Dove wore).
This has a lot if ranger vibes, which again fits Dove Also the +1 against favored enemy, maybe AD.
(This is awesome- I think taking control of it, and taking a portion of the city with us as a flying base of operations for some high level gaming would be really fun! Tetrevess will go check out the other device, once he’s confident he has control over this one. As for what we do next- blocking the catastrophic events we’ve been forecasting would be too on Tetrevess’ mind. Then maybe he’d be like a magical Dr Who…).
<Instead of -343DR, I'm sending you back to -361DR>
( Time wime stuff, I mean Sam would mind having a portion of a flying city as a mobile base, but it would be cool to see how much of an headache we can be for the DM lmao)
I actually like the idea of a base, especially at higher levels. You're at level up milestone. Advance to level 14, do as you please with the city. It's still full of nothics and mimics and magen (Oh, my!). Kingsport the penguin may even still be there, up to you. He's only sentient for a few weeks, as it stands now. Also the brain in a jar and several other mages. Not sure what they'll do if given the chance.
You don't have to deal with them, I'm just saying they're there.
Oh, and the coatl stays, too