"Sure, go ahead," Horace says to Drexon. "Just don't go to Ironside. It would only give you a headache if you go there. Kender is a strict person and doesn't allow just anyone to be on his turf."
"Runes?" Mara asks curiously to Eremoz. "Hard language. Magical language. Require time to learn. Do you have time? Very versatile system. First discovered by the giantfolks, later taught to the beastfolks. Which system do you prefer? Giant? Beast? Different emphasis, different effects. Giant prefers might and strength. Beast prefers speed and endurance. Ah, right, still learning. Better start with the basics."
Librarian Mara keeps talking without allowing you to speak. When she stops, she snaps her finger twice and a book zooms from her throne of tomes right in front of your face.
"The Jormungandr Syllabary," Mara says, pointing at the title of the book. "Basics. Starts with rune carving methods. Basic runes. Slightly advanced runes. Practical runes. Then, advanced runes and runes of permanence. Good for beginners and intermediate practitioners. Don't take it home. It's the master copy of the Annex. 25 copper for a copy that you can take home, or trade with a book of equal value."
{{This is still in the work, but at a glance, to enchant an object with runes so it is permanently imbued into the object, you will have to become proficient with the Smith's Tools and the Rune Carving Kit (you can add it as a custom tool/item as I don't really have a specific homebrew for it). In-game wise, you will have to study the Jormungandr Syllabary for at least 4 hours per day for 49 days (a total of 196 accumulated hours) to become proficient. Only then, with a successful roll that I have yet to determine the mechanics of, you can create a magic item. The effect is limited to the runes you know and would not be as powerful. Or, perhaps it will depend on the success of the ability roll. However, it would be permanent on that object. I'm not sure if this is the direction you are going with when you ask about permanent runes, but let me know if it is.}}
Eremoz flips through the pages for a minute. He takes out 25 copper and hands it over. “That will be perfect. Thank you.”
DM
I apologize that I didn’t let you know where I was going with this. I was planning on the Rune Knight Runes to be the permanent ones. With the possibility of figuring out some way to use runes for smaller, single use applications i.e. a fire rune as a quick fire starter or a cloud rune on a thrown object that gives a scaled down version of Fog Cloud.
"Noted", Drexon replies to Librarian Horace. "If you would let the others in our party know I have gone to Westmoor, and we should gather there, that would be appreciated".
And with that, he moves to the relevant chain and sets off.
As he travels he contemplates all that has happened, and can't help but feel slightly overwhelmed. It helped to focus on the here and now, rather than the weight of a future in which they failed to stop a catastrophe. They must not get so distracted that they fail to reach Saikhan in time.
He thinks back to the conversation about the warehouse. Was it a Residuum owned warehouse, or one owned by the Archive of Ages.
{{ @DM - What was the exact plan with the warehouse, was it owned by the Residuum or the Archive? }}
Librarian Mara pulls the book back from Eremoz's grasp and put it on top of another book of similar size. As Mara murmurs a couple of words, you see the color of the Syllabary bleeds downward before both books look identical. She snaps her finger again and the Syllabary returns to wherever it came from as she gives the copied book to you.
Drexon, you remember Saget had alluded that the warehouse is used to store evidence of the Residuum's crime before it would be submitted to the authority. It is currently used as temporary storage by the Archive and is managed by the Archive. However, as you read about the place in the atlas, you discovered that the warehouse is not owned by a single person. It is owned by a consortium and a person can rent it for a duration. It is likely that the warehouse is rented by the Archive or by an alias. Unfortunately, Saget didn't comment further on what the exact plan is. You only know that a large number of Trinitas crates with the symbol of the Residuum would arrive at or by the warehouse when the Magisterium passes Mantagard. Now that you think about it, the plan is not quite fool-proof and hinges on the fact that the symbol of the Residuum on the crates would start an investigation by the authority.
{{Is there anything else you want to do while you are in the Annex? We'll say that you've been reading and researching for an hour or two to get that much information. You arrive in Mantagard at lunchtime, so it is currently about 2 or 3 o'clock in the afternoon.}}
{{Make it with an advantage, Dvark. The Librarian will help guide you in finding the correct books or manuscripts unless you just went off on your own.}}
Apart from what you already know, Dvark, you find little else about the Dusk Weaver. You already know that she is the Goddess of Death, Darkness, and Fate. Her center of worship, the Church of the Night Mother, is in the city of Druigg in the Ralerean Union, Root Anvil. Her symbol is a macrame knot that takes the form of a horse head. However, you also find that during the War of the Best, the Dusk Weaver bestowed her blessing directly onto four of her acolytes, granting them the title paladins or oath-bearers. This was the first instance the term paladin was used.
{{More info depends on your advantage roll if you elect to use it.}}
Dvark, with the help of Librarian Horace, you begin to look for the tidbits of information that the owner of the adventure shop from before said. During the War of the Best, the Dusk Weaver bestowed her blessing on her acolytes and created the first paladins. These four paladins were named the Four Horsemen of the Dusk and each of them was granted a fragment of the Dusk Weaver's power, called the Four Fragments of Dusk: the Sword of Dusk that is capable of reaping souls; the Shroud of Cain that protects the wearer from aging and diseases; the Red Star that provides insurmountable healing power; and the String of Destiny that can raise the dead back to health.
The bearer of the Sword of Dusk and the String of Destiny fell to the combined forces of The-Could-Have-Been-King and the Hellish Chaos. Their Fragments were never recovered. The other two, however, survived the War of the Best. The bearer of the Shroud of Cain founded the Church of the Night Mother and held the Fragment for a long while before passing it to their successor and dying in their sleep at the age of nearly 350 years -- a very long life for a human. The bearer of the Red Star went missing after the founding of the church. Their last journey was to investigate something to the north of Vorgeris, but they never returned. Since then, there have been rumors that the bearer of the Red Star was interred on a yet uncharted island off the northern coast of the Verdant Trammel, and the Fountain of Restoration, another name of the Red Star, was buried with them there.
”We could swing by the warehouse. It occurred to me that Saget did not say the warehouse is owned or used by the residuum though. It is the Archive of Ages that he wanted to investigate the crates, which won’t be here yet because the Magisterium is still travelling”, Drexon says with a frown.
”No harm looking though, we can see if the warehouse is being watched perhaps?”.
”If we were to then go to the Ranger’s Conclave, we could get some horses for the journey, but that would be announcing ourselves to everyone. I think I prefer the subtle approach myself. What do you all think?”.
"I guess Karm gets to keep doing official work" Dvark chuckles while elbowing Karm in the shoulder. " I agree we should do our investing first then head straight out of town. Especially if we pick up some heat while we snoop."
"I think surprising any possible leads is something we can only do once. So use it while we can."
"If this syndicate is as organized as it sounds, they'll be watching the rangers just to keep tabs on them," Cob says. "I agree that we only go to them if we really need to."
It doesn't take a long time to find the correct warehouse. There is a commotion nearby.
As you get closer, you can see a bright yellow line cordoning off a large portion of warehouse #21. Several people with gleaming silver armor, members of the city guards, and green cloaks, members of the rangers conclave, are walking around the warehouse's perimeter. You can see specks of blood on the floor and the wall of the warehouse. A part of the roof seems to have collapsed and scorch marks can be seen on some of the surviving crates inside the warehouse.
At the front, you notice something peculiar. One of the members of the city guards is holding a clear bag with a small bloodied gold ball in it and Drexon, in particular, recognized its significance. In the gambling circle, being served a bloodied gold ball means you have been discovered as a cheater, a con artist, a counterfeiter, or a snitch that caused the gambling establishment monetary and prestige loss. It served as a warning for the person to never return to the establishment with the threat of bodily harm. It is unclear if it had the same significance outside the gambling industry, but you know that it is mostly done in an establishment that is usually managed by Stygian families -- families that dealt closely with extortion, the black market, and distribution of bordering illegal goods.
All of you can barely discern what the city guards and the watching crowd are saying. However, from the many talks, you can determine that the warehouse was attacked this morning. There was a fight and many of the workers and some of the attackers were killed. The items stored in the warehouse were mostly unaccounted for.
"That doesn't bode well", Drexon whispers to the others as they approach the scene.
"See the gold ball in the bag", he whispers subtly motioning at the guard carrying it. "I'd wager that is a warning to the owner of this warehouse. A warning that they know they are a snitch".
"Another of our friends plans that looks to have unravelled".
He looks around trying to determine if anyone suspicious is still lingering, keeping an eye on their handiwork.
Perception: 12+5=17
Rollback Post to RevisionRollBack
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"Sure, go ahead," Horace says to Drexon. "Just don't go to Ironside. It would only give you a headache if you go there. Kender is a strict person and doesn't allow just anyone to be on his turf."
"Runes?" Mara asks curiously to Eremoz. "Hard language. Magical language. Require time to learn. Do you have time? Very versatile system. First discovered by the giantfolks, later taught to the beastfolks. Which system do you prefer? Giant? Beast? Different emphasis, different effects. Giant prefers might and strength. Beast prefers speed and endurance. Ah, right, still learning. Better start with the basics."
Librarian Mara keeps talking without allowing you to speak. When she stops, she snaps her finger twice and a book zooms from her throne of tomes right in front of your face.
"The Jormungandr Syllabary," Mara says, pointing at the title of the book. "Basics. Starts with rune carving methods. Basic runes. Slightly advanced runes. Practical runes. Then, advanced runes and runes of permanence. Good for beginners and intermediate practitioners. Don't take it home. It's the master copy of the Annex. 25 copper for a copy that you can take home, or trade with a book of equal value."
{{This is still in the work, but at a glance, to enchant an object with runes so it is permanently imbued into the object, you will have to become proficient with the Smith's Tools and the Rune Carving Kit (you can add it as a custom tool/item as I don't really have a specific homebrew for it). In-game wise, you will have to study the Jormungandr Syllabary for at least 4 hours per day for 49 days (a total of 196 accumulated hours) to become proficient. Only then, with a successful roll that I have yet to determine the mechanics of, you can create a magic item. The effect is limited to the runes you know and would not be as powerful. Or, perhaps it will depend on the success of the ability roll. However, it would be permanent on that object. I'm not sure if this is the direction you are going with when you ask about permanent runes, but let me know if it is.}}
Eremoz flips through the pages for a minute. He takes out 25 copper and hands it over. “That will be perfect. Thank you.”
DM
I apologize that I didn’t let you know where I was going with this. I was planning on the Rune Knight Runes to be the permanent ones. With the possibility of figuring out some way to use runes for smaller, single use applications i.e. a fire rune as a quick fire starter or a cloud rune on a thrown object that gives a scaled down version of Fog Cloud.
"Noted", Drexon replies to Librarian Horace. "If you would let the others in our party know I have gone to Westmoor, and we should gather there, that would be appreciated".
And with that, he moves to the relevant chain and sets off.
As he travels he contemplates all that has happened, and can't help but feel slightly overwhelmed. It helped to focus on the here and now, rather than the weight of a future in which they failed to stop a catastrophe. They must not get so distracted that they fail to reach Saikhan in time.
He thinks back to the conversation about the warehouse. Was it a Residuum owned warehouse, or one owned by the Archive of Ages.
{{ @DM - What was the exact plan with the warehouse, was it owned by the Residuum or the Archive? }}
Cob finds a quiet place in a corner of the library to put his feet up and doze while the others explore and ask their questions.
Librarian Mara pulls the book back from Eremoz's grasp and put it on top of another book of similar size. As Mara murmurs a couple of words, you see the color of the Syllabary bleeds downward before both books look identical. She snaps her finger again and the Syllabary returns to wherever it came from as she gives the copied book to you.
Drexon, you remember Saget had alluded that the warehouse is used to store evidence of the Residuum's crime before it would be submitted to the authority. It is currently used as temporary storage by the Archive and is managed by the Archive. However, as you read about the place in the atlas, you discovered that the warehouse is not owned by a single person. It is owned by a consortium and a person can rent it for a duration. It is likely that the warehouse is rented by the Archive or by an alias. Unfortunately, Saget didn't comment further on what the exact plan is. You only know that a large number of Trinitas crates with the symbol of the Residuum would arrive at or by the warehouse when the Magisterium passes Mantagard. Now that you think about it, the plan is not quite fool-proof and hinges on the fact that the symbol of the Residuum on the crates would start an investigation by the authority.
{{Is there anything else you want to do while you are in the Annex? We'll say that you've been reading and researching for an hour or two to get that much information. You arrive in Mantagard at lunchtime, so it is currently about 2 or 3 o'clock in the afternoon.}}
Dvark also looks up any history on the Dusk Weaver.
Investigation:6
{{Make it with an advantage, Dvark. The Librarian will help guide you in finding the correct books or manuscripts unless you just went off on your own.}}
Apart from what you already know, Dvark, you find little else about the Dusk Weaver. You already know that she is the Goddess of Death, Darkness, and Fate. Her center of worship, the Church of the Night Mother, is in the city of Druigg in the Ralerean Union, Root Anvil. Her symbol is a macrame knot that takes the form of a horse head. However, you also find that during the War of the Best, the Dusk Weaver bestowed her blessing directly onto four of her acolytes, granting them the title paladins or oath-bearers. This was the first instance the term paladin was used.
{{More info depends on your advantage roll if you elect to use it.}}
Advantage:9
Dvark, with the help of Librarian Horace, you begin to look for the tidbits of information that the owner of the adventure shop from before said. During the War of the Best, the Dusk Weaver bestowed her blessing on her acolytes and created the first paladins. These four paladins were named the Four Horsemen of the Dusk and each of them was granted a fragment of the Dusk Weaver's power, called the Four Fragments of Dusk: the Sword of Dusk that is capable of reaping souls; the Shroud of Cain that protects the wearer from aging and diseases; the Red Star that provides insurmountable healing power; and the String of Destiny that can raise the dead back to health.
The bearer of the Sword of Dusk and the String of Destiny fell to the combined forces of The-Could-Have-Been-King and the Hellish Chaos. Their Fragments were never recovered. The other two, however, survived the War of the Best. The bearer of the Shroud of Cain founded the Church of the Night Mother and held the Fragment for a long while before passing it to their successor and dying in their sleep at the age of nearly 350 years -- a very long life for a human. The bearer of the Red Star went missing after the founding of the church. Their last journey was to investigate something to the north of Vorgeris, but they never returned. Since then, there have been rumors that the bearer of the Red Star was interred on a yet uncharted island off the northern coast of the Verdant Trammel, and the Fountain of Restoration, another name of the Red Star, was buried with them there.
((oooh spicy magic items.))
Dvark is ready to leave whenever.
Eremoz is ready to leave.
Cob cracks open an eyelid when sounds of this companions getting ready to leave reach his pointy blue ears.
He stretches his arms upwards and wipes a little drool from the corner of his mouth.
"The warehouses?"
{{So, where to now? Rangers Conclave? Warehouse? Inn or tavern? It's about 2 or 3 in the afternoon.}}
{{ Assuming we are back together }}
”We could swing by the warehouse. It occurred to me that Saget did not say the warehouse is owned or used by the residuum though. It is the Archive of Ages that he wanted to investigate the crates, which won’t be here yet because the Magisterium is still travelling”, Drexon says with a frown.
”No harm looking though, we can see if the warehouse is being watched perhaps?”.
”If we were to then go to the Ranger’s Conclave, we could get some horses for the journey, but that would be announcing ourselves to everyone. I think I prefer the subtle approach myself. What do you all think?”.
"I guess Karm gets to keep doing official work" Dvark chuckles while elbowing Karm in the shoulder. " I agree we should do our investing first then head straight out of town. Especially if we pick up some heat while we snoop."
"I think surprising any possible leads is something we can only do once. So use it while we can."
Cob nods along with the others.
"If this syndicate is as organized as it sounds, they'll be watching the rangers just to keep tabs on them," Cob says. "I agree that we only go to them if we really need to."
“Warehouse it is.” Eremoz packs his book away.
It doesn't take a long time to find the correct warehouse. There is a commotion nearby.
As you get closer, you can see a bright yellow line cordoning off a large portion of warehouse #21. Several people with gleaming silver armor, members of the city guards, and green cloaks, members of the rangers conclave, are walking around the warehouse's perimeter. You can see specks of blood on the floor and the wall of the warehouse. A part of the roof seems to have collapsed and scorch marks can be seen on some of the surviving crates inside the warehouse.
At the front, you notice something peculiar. One of the members of the city guards is holding a clear bag with a small bloodied gold ball in it and Drexon, in particular, recognized its significance. In the gambling circle, being served a bloodied gold ball means you have been discovered as a cheater, a con artist, a counterfeiter, or a snitch that caused the gambling establishment monetary and prestige loss. It served as a warning for the person to never return to the establishment with the threat of bodily harm. It is unclear if it had the same significance outside the gambling industry, but you know that it is mostly done in an establishment that is usually managed by Stygian families -- families that dealt closely with extortion, the black market, and distribution of bordering illegal goods.
All of you can barely discern what the city guards and the watching crowd are saying. However, from the many talks, you can determine that the warehouse was attacked this morning. There was a fight and many of the workers and some of the attackers were killed. The items stored in the warehouse were mostly unaccounted for.
"That doesn't bode well", Drexon whispers to the others as they approach the scene.
"See the gold ball in the bag", he whispers subtly motioning at the guard carrying it. "I'd wager that is a warning to the owner of this warehouse. A warning that they know they are a snitch".
"Another of our friends plans that looks to have unravelled".
He looks around trying to determine if anyone suspicious is still lingering, keeping an eye on their handiwork.
Perception: 12+5=17