There are three healers in the group, so anyone who is still down HP will be soon healed back to full.
There were four small wooden boxes found, but none of them were trapped, and they didn't even have a lock on them, just a little hook to keep the lid closed. Three of them held potions, the other had a flat round stone in it.
Everyone was told about the two weapons rooms in case anyone needed a free weapon. Only one weapon in each room was magical--the Great Axe that Viridovix grabbed, and a morning star mace in the other room. Every weapon in each room was different, so no 2 long swords, for example, no 2 maces, etc. However, there were no ranged weapons--no bows, crossbows, slings, javelins, etc.
However, both rooms had the exact same number and kind of weapons, so each room had a footman's flail, both rooms had a warhammer, etc.
With a little help from some of the others, Kassan is able to garner a bit more information from the journals. As near as can be determined by the dates in the books, Kassan was in that room for just over a hundred years. When the monastery was attacked, one of the attacks apparently cast a time-stop hex on Kassan, which is why he was 'frozen' in time. Although the monks drove off the attackers, most of the monks were also killed. Badly injured, the last two left to find help. It doesn't seem like they ever came back, so Kassan was just left there. The wizards, particularly Ero, can tell Kassan that the hex-spell wore off finally, as 100 years is about the length of time it takes for that to happen.
The broken Talisman has residual teleport magic in it (no surprise there) and it can probably be mended. If those who were teleported in want to go home, mending the Talisman may be the best, fastest and easiest way to do that.
The rapier was found on the Orc Chief. He carried it, but wielded a great axe in battle.
MAGIC ITEMS FOUND |
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ITEM | DESCRIPTION | DISTRIBUTION |
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Amulet: | Clockwork Amulet: replay one character's action within 30' 3 times per day | Sala |
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Belt: | Belt of Stone Giant Strength (23) | Victor |
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Book #1: | Alchemical Compendium: spellbook, spellcasting focus, transform an object | |
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Book #2: | Atlas of Endless Horizons (see details below) | |
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Book #3: | Grimoire of Grimaldi Grimorra: has 30 spells in it! 6 each of Lvl 1-5 | |
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Boots #1: | Boots of Speed: have little wings on the back of them; doubles walking speed | Cinnabar |
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Boots #2: | Boots of Striding and Springing: always walk 30' unencumbered by heavy armor | Theirastra |
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Box #1: | 5 Potions: Growth, Advantage, Oil of Slipperiness, Climbing, Flying | |
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Box #2: | 6 Potions: Greater Healing (each heals 4d4+4 hp of damage) | |
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Box #3: | 3 Potions: Liquid Armor--pour it over you and it turns into silvery AC 16 armor for one hour. | |
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Box #4: | Hot Stone Plate: flat stone heats up metal pans set on top of it | |
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Bracers: | Bracers of Defense: +2 to AC if wearing no armor or shield | |
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Brooch: | Brooch of Shielding: resistance to force damage; immune to Magic Missiles | |
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Cape: | Cape of the Mountebank: cast Dimension Door in and out of a cloud of smoke | |
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Cloak: | Cloak of Elvinkind: advantage on Stealth checks; others disadvantage on Perception checks | |
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Curtains: | preservation magic to keep them from decaying | group treasure |
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Decanter: | Decanter of Endless Water: produces stream, fountain or geyser of water | |
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Gem: | it emits light constantly; can be blocked by covering it with a dark cloth | |
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Gloves: | Gloves of Spider Climbing: climb like a spider; climb speed = walking speed | Kassan |
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Goggles: | Goggles of Night: darkvision +60 feet | Willem |
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Haversack: | typical standard Heward's Handy Haversack, dark brown in color | |
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Jar: | Keoghtom's Ointment: 5 applications; neutralize poison; heal 1d8+5 hp | |
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Jug: | Alchemy Jug: pour 12 different liquids from it | |
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Kit: | Traveling Alchemist's Kit: miniaturized alchemist's supplies and poisoner's kit | |
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Lantern: | Everbright Lantern: bullseye lantern sheds light as Continual Flame | |
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Musical instrument: | Doss Lute (see details below) | Nyssia |
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Pen: | Amethyst Pen of Amanuensis: writes whatever you say | |
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Quiver: | Efficient Quiver: 3 extra-dimensional compartments | |
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Ring #1: | Ring of Reiteration: once per day, you can repeat an action | |
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Ring #2: | Ring of Feather Falling: fall slowly and take no damage from falling | Nemeia |
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Ring #3: | Ring of Fire Resistance: half damage from fire | Krivath |
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Rope: | Rope of Climbing: 60' animated silk rope; Advantage on climb checks | |
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Sheets: | Self-Cleaning fancy sky blue silk sheets | group treasure |
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Staff: | Staff of Healing: 10 charges to cast Cure Wounds | Alecks |
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Sticks #1, blue glass x 3: | Chizzle Sticks: stir it into a liquid to make it cold | |
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Sticks #2, red glass x3: | Sizzle Sticks: stir it into a liquid to make it hot | |
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Tankard: | Tankard of Plenty: golden stein refills with Dwarven ale 3 times per day | |
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Tapestry x2: | Preservation magic; Dimension Window on the back side | group treasure |
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Tin: | Koomba's Biscuits: 64 crackers each heals 1d12 points of damage | |
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Tool: | All-Purpose Tool +1: simple screwdriver can turn into any artisan's tool | |
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Vest: | Vest of Many Pockets: 4 visible pocket; 12 secret pockets; see below | |
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Wand: | Wand of Greater Magic Missiles (1d6+1 damage per missile) | |
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Weapon #1: | Great Axe +1 "Rumble": when attuned, deals an extra 1d6 of sonic damage | Viridovix |
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Weapon #2: | Rapier +2 "Silver Sleeper": silvered; puts target to sleep WILL save DC 16 on max damage | Prizzard |
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Weapon #3: | Morning Star Mace +2: spiked ball on a haft rather than on a chain +1d6 cold damage | |
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Atlas of Endless Horizons: This rare wondrous item requires attunement by a wizard. A thick book bound in dark leather, it is crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Doss Lute: This uncommon wondrous item requires attunement by a bard. As an Instrument of the Bards, this is an exquisite example of its kind, superior to an ordinary instrument in every way, named after the legendary bard college Doss. Any creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
Once attuned, you can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Doss Lute spells include Fly, invisibility, Levitate, Protection from Evil and Good,
Animal Friendship, Protection from Fire, Protection from Poison.
Weight: 2 lb.; Estimated Value: 28,500 gp
Vest of Many Pockets: dark blue suede vest with four visible pockets, it has an additional 12 secret pockets. Each pocket is able to contain up to 1 cubic foot of material weighing as much as 10 pounds.
Grimaldi Grimorra's Spellbook
The most interesting spell in there is
Tenser's Traveling Disk. According to Grimaldi, who claims to have known Tenser personally, the spell he invented was great for when Tenser was first adventuring, which is why it was so simple. It has no variables to it. After a few adventures, though, Tenser started to realize the limitations of the spell, and set about inventing a 'new improved' version.
Although it's only a second level spell, it has variables all over the place. The only catch is, you have to be a better wizard to make use of the variables. For every level over 3rd, you can tweak one of the variables. You need to make a DC 18 Intelligence check to apply that tweak... at least until you've 'mastered' that variation. Once you've succeeded at three such checks for that variation, you no longer need to make any more.
SIZE: You can make it up to 50% smaller or up to 50% larger.
SHAPE: You can change the shape from a round disk to a square, to a block, to a wedge, to a sphere, etc.
DISTANCE: You can have it follow you up to 60 feet farther behind or closer at 5 feet.
ELEVATION: It can sit right on the ground or be as high up as your own height.
LOCATION: Normally, 'follow you' means it's behind you, but you can position it the side or even in front of you.
DURATION: The disk lasts for 1 hour per level.
MOVEMENT: You can direct it to move around, whether you are moving or not. The side effect of this is that you can actually sit, stand or lay on it and have it move forward. It does so at your own walking speed.
SPEED: Once you've mastered Movement, you can make it go faster, such as a double move or even as a full run!
RAM: Combined with Distance and Shape, Speed now lets you ram a target as long as it's within 60 feet of you.
Because she's a ranger, Thia offered to guide the group going to Phandalin since she could probably catch up with either of the other groups.
Cunaar and Krivath also elected to go Phandalin.
Joining those three are Kessife, Stonecrow, Ulrik and Vane.
This message was last edited by the GM at 06:16, Sun 20 Feb 2022.