This post has potentially manipulated dice roll results.
Surprise Round:
Penumbra: ??
Bankur: Bankur swings his mace at the man's chest with a short, compact motion made necessary by the close quarters. (Attack: 21Damage: 5)
Salty Joe: (delay until more people get within melee of glAssStaff) Casts Dissonant Whispers on him. (Wis Save 13 or take 12) {DC13 Wis roll: 6}
Valefor: Casts Catapult on the glass staff of the wizard, causing it to fly away from the left side of the man and impact the far wall hard enough to shatter it - but it doesn't break! Instead, it sounds as if you had thrown an iron-oak staff against the stone.
Rand: Rand rushes in, slashing with his sword, and continuing to the other side of the wizard. (Attack: 13 Damage: 13)
In a furious and bloody instant, the party bursts in and kills the man before he barely has time to realize what is happening! Various papers and notes are stacked neatly on the desk, mostly consisting of written orders to apothecaries and alchemists in nearby settlements for more materials for a workshop. The characters also find a letter signed with a symbol of a Black Spider.
At the foot of the bed is a sturdy, unlocked wooden chest holding the best pickings of the Redbrands’ loot. It contains 180 sp, 130 gp, and a silk pouch containing five carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp). It also contains two magic items: a scroll of charm person and a scrollof fireball. Inspection of the glass staff by Valefor reveals it to be a staff of defense.
(Congrats! 40XP each for this ridiculously easy kill =)
With the speedy destruction of the traitorous wizard Valefor now looks to his rescuers with a bit of embarrassment "I am sorry...I lost my temper...it's just that I have a hard time having any tolerance for those who use the arcane gifts to harm others....I hope you can forgive my rather rash actions" just as the barn owl flies to his shoulder from the rooms rafters where she was perched.
Penumbra wipes her daggers clean on the dead wizard's robe before returning them to their scabbards. "It's almost a shame, he died too fast for a slaver." She says before spitting on the corpse. "You have nothing to apologize for Valefor, slavers like him are scum and deserve much worse. I'm rather impressed actually, the six of us together make quite the team. We could do a lot of good for the world together." She says beaming with pride and confidence.
"I agree but I still get the feeling we are missing a sleek mysterious name. Putting it to a vote, I am very fond of being called The Strangers"Salty says the name with jazz hands, too many jazz hands, but he smiles all the same. Promptly after writing the name AssStaff on the wizard's forehead, Salty Joe takes a long glance at the letter they found on him. "I really hope that spider doesn't mean what I think it does... I still got people looking for me."
(What's next? The staff requires attunement, so you'd have to take a short rest to do that. Of course, you risk being found if you do. Do you search this room any more? Do you go through the door to the west and continue exploring the complex? Do you go back to the big cavern and check out the other passages? Do you want to leave and return to town? Do you want to toss all of the bodies into the unnaturally cold chasm, tidy up the place, and take it over? 8-D The possibilities are (almost) endless - but I need the group to tell me what you want to do next...)
A thorough search of the mage's room reveals nothing more of interest, and no traps on the western door. Opening it up you see a 20'x20' room that appears to be a wizard’s workshop. The room is dominated by a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes. There is another wooden door on the southern wall.
The books and notes scattered around the room are basic texts on alchemy. (Any character proficient in Arcana:)
After a brief examination, you see that the apparatus appears to be set up to brew potions of invisibility. Most of the materials in this room have no value, but three small bottles hold rare reagents: mercury, dragon bile, and powdered nightshade. These are worth 25 gp each to an apothecary or alchemist.
Among the books is a tome written in Dwarvish. (If you can read Dwarvish:)
The journal of an adventurer named Urmon, it describes the history of the Lost Mine of Phandelver and the Forge of Spells. In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history.
Looking through the books that were in the wizards workshop Valefor will hand the ingredients to (OOC not sure how had party loot) and place the book on the Lightbringer mace into his back pack. “ This book say a dwarfish magical mace of the priest of Lathander was lost in the mines of phandelver and may have more info on the forge of spells! Fascinating! I will have to look this over more thoroughly later. Also these ingredients here are very rare and worth quiet a bit to an alchemist....and realizing he was babbling on say.....So with Glassstaff or this Iarno fellow gone the red brands system should fall apart but I personally don’t like leaving any stone unturned shall we press on and cleanse this place? (OOC: I agree should finish clearing this place but at a wizard it’s usually best if I’m not the first through the door and he wouldn’t know where you have been already so following the groups lead)
(I made some assumptions of how we would distribute items - charm person to Salty, Fireball and staff to Valefor. sound good?? Edit: added component vials)
Party Loot Update:
Party Gold: PP: GP: 312 EP: 15 SP: 595 CP: 600
Jewelry: 3 platinum signet rings (50 gp ea) 5 malachite gems (15 gp ea) 3 gold teeth (1gp ea) 1 Jade frog statuette (40 gp). 2 Garnets (10 gp ea) 5 Carnelians (10 go ea) 2 Peridots (15 gp ea) 1 Pearl (100 gp)
Equipment: 2 short swords (20 gp, ea)
Previously Awarded: Potion, Healing – Rand, Penumbra, Bankur, Valefor Potion, Invisibility - Penumbra Scroll, Augury - Bankur Scroll, Charm Person - Salty Joe Scroll, Fireball - Valefor Vial, mercury (25 gp) Vial, Dragon BIle (25 gp) Vial, Powdered Nightshade (25 gp) Talon, +1 long sword – Rand 50 gp each reward for clearing goblins - All 10 gp each reward for returning shipment - All Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra Staff of Defense - Valefor
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver’s Pact.
More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
Klarg, the bugbear who leads this goblin band, had orders to waylay Gundren. Sildar heard from the goblins that the Black Spider sent word that the dwarf was to be brought to him. Sildar doesn’t know who or what the Black Spider is.
Gundren had a map showing the secret location of Wave Echo Cave, but the goblins took it when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn’t know where that might be, but he suggests someone in Phandalin might know.
Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar decided to investigate. Sildar tells you that he intends to continue on to Phandalin, since it’s the nearest settlement.
Redbrand: "Our leader is a human wizard known only as Glasstaff, because his magic staff is made of glass. His chambers are in the western end of the stronghold. Also, I think he takes orders from a mysterious figure called the Black Spider. I hear this Black Spider hired us to frighten off adventurers like you and intimidate the locals for some reason.
Mirna: I know where a valuable family heirloom is hidden. When I was a young girl, my family and I fled from the town of Thundertree after undead overran the place. My family had an herb and alchemy shop in the southern part of Thundertree, and my mum used to keep an emerald necklace hidden beneath a section of storage shelves. Although I never dared to return and retrieve it, if you find it it's yours.
Dwarvish Book of Larno: a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history. (Valefor's pack)
Rand looks at the dead body of the wizard. "That job was too well done. I was hoping to question him about the location of Cragmar Castle and the Black Spider and such, but I admit, I will not lament his death. You acted as I think we all would have, Valefor, you just beat us to it.
"I agree. Let's continue onward and clear this place of these ruffians! Perhaps this building may be redeemed and used for good."
"If we run into more of these thugs, what if we use our cloaks to get us all into the room. We only need to purchase a few moments to get us all in position before we attack."
"Cragmar Castle? Black spider? I am sorry i did not know you sought information from him, but if we are lucky who ever is left may know and these cloaks should definitely help." (if we are taking a min to decide as to where we are going i would take the time to attune to the staff...unless we are heading out.)
Surprise Round:
Penumbra: ??
Bankur: Bankur swings his mace at the man's chest with a short, compact motion made necessary by the close quarters. (Attack: 21 Damage: 5)
Salty Joe: (delay until more people get within melee of glAssStaff) Casts Dissonant Whispers on him. (Wis Save 13 or take 12) {DC13 Wis roll: 6}
Valefor: Casts Catapult on the glass staff of the wizard, causing it to fly away from the left side of the man and impact the far wall hard enough to shatter it - but it doesn't break! Instead, it sounds as if you had thrown an iron-oak staff against the stone.
Rand: Rand rushes in, slashing with his sword, and continuing to the other side of the wizard. (Attack: 13 Damage: 13)
Love God. Love Others. Any Questions?
(Sorry for the delay, crazy couple days at work. Putting this post together a bit at a time between tasks today.)
Penumbra rushes in at Rand's side wielding her daggers she lashes out at the surprised wizard.
Attack: 16 Damage: 6
Attack: 20 Damage: 1
Sneak attack damage: 6
(I guess I should also take my turn.)
Penumbra presses her attack with her daggers flashing in the gloomy lighting.
Attack: 15 Damage: 5
Attack: 19 Damage: 4
Sneak attack: 6
In a furious and bloody instant, the party bursts in and kills the man before he barely has time to realize what is happening! Various papers and notes are stacked neatly on the desk, mostly consisting of written orders to apothecaries and alchemists in nearby settlements for more materials for a workshop. The characters also find a letter signed with a symbol of a Black Spider.
At the foot of the bed is a sturdy, unlocked wooden chest holding the best pickings of the Redbrands’ loot. It contains 180 sp, 130 gp, and a silk pouch containing five carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp). It also contains two magic items: a scroll of charm person and a scroll of fireball. Inspection of the glass staff by Valefor reveals it to be a staff of defense.
(Congrats! 40XP each for this ridiculously easy kill =)
Love God. Love Others. Any Questions?
(Quick question. Does he die before I cast Dissonant Whispers? I would love to save the spell slot.)
I got alot a doods
With the speedy destruction of the traitorous wizard Valefor now looks to his rescuers with a bit of embarrassment "I am sorry...I lost my temper...it's just that I have a hard time having any tolerance for those who use the arcane gifts to harm others....I hope you can forgive my rather rash actions" just as the barn owl flies to his shoulder from the rooms rafters where she was perched.
Penumbra wipes her daggers clean on the dead wizard's robe before returning them to their scabbards. "It's almost a shame, he died too fast for a slaver." She says before spitting on the corpse. "You have nothing to apologize for Valefor, slavers like him are scum and deserve much worse. I'm rather impressed actually, the six of us together make quite the team. We could do a lot of good for the world together." She says beaming with pride and confidence.
"I agree but I still get the feeling we are missing a sleek mysterious name. Putting it to a vote, I am very fond of being called The Strangers" Salty says the name with jazz hands, too many jazz hands, but he smiles all the same. Promptly after writing the name AssStaff on the wizard's forehead, Salty Joe takes a long glance at the letter they found on him. "I really hope that spider doesn't mean what I think it does... I still got people looking for me."
I got alot a doods
(Sorry, Salty - it took all of you to bring him down - but the dice rolled well for you this time! =)
Love God. Love Others. Any Questions?
(ah poop, fair.)
I got alot a doods
(What's next? The staff requires attunement, so you'd have to take a short rest to do that. Of course, you risk being found if you do. Do you search this room any more? Do you go through the door to the west and continue exploring the complex? Do you go back to the big cavern and check out the other passages? Do you want to leave and return to town? Do you want to toss all of the bodies into the unnaturally cold chasm, tidy up the place, and take it over? 8-D The possibilities are (almost) endless - but I need the group to tell me what you want to do next...)
Love God. Love Others. Any Questions?
(My vote is to 1. - Search the room thoroughly - leave no stone unturned! , then 2. - finish clearing the map, first through the door to the west.)
Perception roll for the room search: 20
(I want to do the same and I would love to take over the hideout.)
I got alot a doods
(I agree with SirHerc and Keneux)
Penumbra takes a look at the note after Salty. "Iarno. Isn't that the name of the guy Sildar was looking for?"
A thorough search of the mage's room reveals nothing more of interest, and no traps on the western door. Opening it up you see a 20'x20' room that appears to be a wizard’s workshop. The room is dominated by a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes. There is another wooden door on the southern wall.
The books and notes scattered around the room are basic texts on alchemy. (Any character proficient in Arcana:)
After a brief examination, you see that the apparatus appears to be set up to brew potions of invisibility. Most of the materials in this room have no value, but three small bottles hold rare reagents: mercury, dragon bile, and powdered nightshade. These are worth 25 gp each to an apothecary or alchemist.
Among the books is a tome written in Dwarvish. (If you can read Dwarvish:)
The journal of an adventurer named Urmon, it describes the history of the Lost Mine of Phandelver and the Forge of Spells. In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history.
Love God. Love Others. Any Questions?
Looking through the books that were in the wizards workshop Valefor will hand the ingredients to (OOC not sure how had party loot) and place the book on the Lightbringer mace into his back pack. “ This book say a dwarfish magical mace of the priest of Lathander was lost in the mines of phandelver and may have more info on the forge of spells! Fascinating! I will have to look this over more thoroughly later. Also these ingredients here are very rare and worth quiet a bit to an alchemist....and realizing he was babbling on say.....So with Glassstaff or this Iarno fellow gone the red brands system should fall apart but I personally don’t like leaving any stone unturned shall we press on and cleanse this place?
(OOC: I agree should finish clearing this place but at a wizard it’s usually best if I’m not the first through the door and he wouldn’t know where you have been already so following the groups lead)
"I suggest Rand or Bankur open the door if we want to knuck but if we want to keep this sneaky business going I say Penumbra should do the honors."
I got alot a doods
(I made some assumptions of how we would distribute items - charm person to Salty, Fireball and staff to Valefor. sound good??
Edit: added component vials)
Party Loot Update:
Party Gold:
PP:
GP: 312
EP: 15
SP: 595
CP: 600
Jewelry:
3 platinum signet rings (50 gp ea)
5 malachite gems (15 gp ea)
3 gold teeth (1gp ea)
1 Jade frog statuette (40 gp).
2 Garnets (10 gp ea)
5 Carnelians (10 go ea)
2 Peridots (15 gp ea)
1 Pearl (100 gp)
Equipment:
2 short swords (20 gp, ea)
Previously Awarded:
Potion, Healing – Rand, Penumbra, Bankur, Valefor
Potion, Invisibility - Penumbra
Scroll, Augury - Bankur
Scroll, Charm Person - Salty Joe
Scroll, Fireball - Valefor
Vial, mercury (25 gp)
Vial, Dragon BIle (25 gp)
Vial, Powdered Nightshade (25 gp)
Talon, +1 long sword – Rand
50 gp each reward for clearing goblins - All
10 gp each reward for returning shipment - All
Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra
Staff of Defense - Valefor
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
Rand looks at the dead body of the wizard. "That job was too well done. I was hoping to question him about the location of Cragmar Castle and the Black Spider and such, but I admit, I will not lament his death. You acted as I think we all would have, Valefor, you just beat us to it.
"I agree. Let's continue onward and clear this place of these ruffians! Perhaps this building may be redeemed and used for good."
"If we run into more of these thugs, what if we use our cloaks to get us all into the room. We only need to purchase a few moments to get us all in position before we attack."
"Cragmar Castle? Black spider? I am sorry i did not know you sought information from him, but if we are lucky who ever is left may know and these cloaks should definitely help." (if we are taking a min to decide as to where we are going i would take the time to attune to the staff...unless we are heading out.)