Dendillion |
Dendillion is +10 Perception now
"Break even? Charlie, I mean to make we take every ounce of profit from those scoundrels," Dendillion says, his voice steel. "I've heard enough of the tales to know that those corner-cutting rapscallions deserve a healthy dose of competition. And I mean to give it to them."
He continues, oozing confidence. "After what we did in Abberton, what's a few monsters? We got this."
The bard then turns to Zarlian. "Professor, I have every bit of faith that you can get the others working on this. Though if you would like me to speak with Mordaine, I would be happy to," Dendillion winks, then goes on. "We'll be quick about this, and will pitch in once we know there'll be no danger for the others. Sounds good?"
Dungeon Master S - 2e |
"We got this. You're the ringmaster. Let's make some lucre."
Haldan Hadonstar |
”After we clear out this forest, we should use our extreme heroism as advertisement for the show. But we should spend some time building excitement. Any ideas what we we find in this forest?”
Dendillion |
For the 7 days of Downtime I would like to Retrain, swapping Inspire Defense for Melodious Spell
"Alright, let's get to it!"
Dungeon Master S - 2e |
Lacking a reason other than not having to clime over a log, the party heads into the western path. They start with some show business banter, but the mood becomes more serious as they remember the warning that this area is dangerous.
Not too far in the path branches. The smell of wet ground, possibly a pool given a break in the canopy, wafts in from the north. Map updated.
Chark Torrefi |
No reason to leave something behind us when it's not necessary, Chark says, directing the group toward the north branch.
Dungeon Master S - 2e |
An overgrown hunting path ends at a small glade with a spring‑fed pool beneath the boughs of a huge oak tree. Everyone clearly notices some old bear tracks, but Chark and Tiny also notices the paw prints of an enormous wolflike creature!
Old enough to not smell, the savaged corpse of a grizzly lies near the water. Once cleared out, this water looks like it's fed from underground, and would make a great source of water for the circus.
Most of the party also notices a knot in the oak tree’s trunk carved with the initials JW. It looks like the bark here has been put in place to cover a niche.
Charlie is Scouting
Hostiles: 1d20 ⇒ 19
Charlie: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 (Scout)
Chark: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30 (Search)
Dendillion: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 (Detect Magic)
Haldan: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 (Seek, Keen Eyes)
Tiny: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 (Search)
Charlie is Scouting
Hostiles: 1d20 ⇒ 16
Charlie: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 (Scout)
Chark: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24 (Search)
Dendillion: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 (Detect Magic)
Haldan: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (Seek, Keen Eyes)
Tiny: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33 (Search
Mumbling Charlie |
"JW?" Charlie asks as he runs his hands along the knot in the tree. Meanwhile Goliath nudges his head against the corpse of the bears neck. Its lifeless head lolls about as Goliath doesn't seem to understand.
Dungeon Master S - 2e |
No one knows the initials...
Chark Torrefi |
Chark takes a closer look at the tree, noting the bark artificially put in place.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Dungeon Master S - 2e |
Chark takes a look, and sees that it's a hidden cache, likely for ill gotten gains. She finds a mithral tube and some kind of elixir. The liquid within is clear with streaks of a deep purple. Dendillion confirms that these both radiate magic. The real prize is a bag of 10 platinum coins!
"-Tiny-" |
Tiny wonders aloud "I wonder who was here... I wonder if there's something else going on than just some problematic wildlife... I should probably stop wondering out loud..."
Dendillion |
"I'd like to avoid any unnecessary conclusions just yet. Let's not pop the 'coincidence' bubble just yet," Dendillion says. "That said, if it can just kill a grizzly bear and just leave it there then... we know it's powerful. And because the bear wasn't food, we know it's vicious."
Haldan Hadonstar |
”Perhaps someone should look at the old corpse too? Or at the very least get it away from the drinking water. People seldom enjoy seeing that sort of thing near to their water source.”
Arcana to identify the elixir: 1d20 + 11 ⇒ (2) + 11 = 13
Arcana to identity the tube: 1d20 + 11 ⇒ (17) + 11 = 28
Dungeon Master S - 2e |
The party stops for a bit while Haldan spends time identifying the items. The elixer is beyond him, but the tube is an unused Chime of Opening.
Mumbling Charlie |
"The tree is p..probably just a pair of lovers initials." Charlie surmises as he pulls Goliath away from the corpse.
Chark Torrefi |
Chark checks out the deceased while Haldan studies the items, trying to determine if anything appears unusual about its demise.
Medicine: 1d20 + 13 ⇒ (8) + 13 = 21
Dungeon Master S - 2e |
Chark doesn't glean anything from her examination. It looks like it was killed by a predator.
Nothing else in the glade catches the party's attention.
Haldan Hadonstar |
"I will need to examine the elixir in more detail, unless some else would like this. As for the chimes, I would recommend selling them. You have me for any locks around here."
Dendillion |
"Give me a moment. I've been to many drinking establishments in my travels, and seen all kinds of things that can be imbibed. Might be I know this one."
Identify Magic (Occultism): 1d20 + 8 ⇒ (15) + 8 = 23
Dungeon Master S - 2e |
Dendillion figures it out without issue. It's a moderate darkvision elixir!
Haldan Hadonstar |
"I wouldn't have thought to gain knowledge through drinking before. Interesting... Maybe we should move on from this place and make a note of it on the map for a water source. Do we have any other business here?"
Dungeon Master S - 2e |
The path deeper forks. The section that goes directly south looks to have more water, while the one headed southeast looks to hug the rocks for a bit.
Dungeon Master S - 2e |
Tiny feels even better about the choice as the trail leads straight to a cave. The forest ends abruptly where a sheer slab of quartz studded
granite looms over the treetops. A cave mouth yawns open in its side. The cave is dark, and its mossy walls are studded with patches of ghostly white fungus. A narrow tunnel at the back of the cave leads deeper into the hill, forking into paths leading north and southeast.
Map updated.
Chark Torrefi |
Chark turns to Charlie. Is this fungus safe? she asks the woodsman with some hesitancy. I'd rather not fall prey foolishly to something we're better off avoiding.
Mumbling Charlie |
Charlie grabs a torch and spends a few minutes getting it lit. "Who wants to take p..p..point?" He tries to burn some of the fungus away with the flames.
Haldan Hadonstar |
Haldan casts Light.
"I'll take point and keep an eye open for traps."
Dungeon Master S - 2e |
The party all recognize the fungus as a common (and tasty) mushroom. Halden notes though that the northern passage there are some rusty (but still effective) caltrops!
Charlie is Scouting
Hostiles: 1d20 ⇒ 19
Charlie: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 (Scout)
Chark: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20 (Search)
Dendillion: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 (Detect Magic)
Haldan: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 (Seek, Keen Eyes)
Tiny: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27 (Search)
Dungeon Master S - 2e |
Having seen them, they're easy to avert. Tiny makes quick work of them and the room beyond is free to explore. Torches burnt out years ago jut out from crude holes in the walls of this cavern. A fire pit and the remnants of a makeshift camp stand at the center of the chamber. Chunks of granite and dirt are heaped against the rocky walls, as if someone attempted to clear the cave’s floor.
Chark Torrefi |
Chark makes her way toward the amp leftovers, trying to make out a timeline for its last use.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Dungeon Master S - 2e |
Chark thinks it's been years. Looking around, she finds a clue that may help.
Tucked into the bedroll is a loose‑leaf parchment notebook, bound in burgundy leather and tied shut with a knotted silver cord.
The journal details the exploits of a pickpocket‑turned‑cat burglar on the streets of Escadar. These entries are dated beginning in 4700 ar. The scale of Juniper’s crimes grows as the entries’ dates approach the present, progressing into ambitious heists targeting banks and temples. Toward the end of her journal, Juniper confides her fears that Andera Paldreen, a competent deputy working to rise in the constabulary, has obtained evidence of Juniper’s guilt. The journal’s final entry is dated 4712 ar.
In addition to her memoirs, the text contains A SKETCH. Juniper’s journal also references stolen items hidden in a tree in a nearby glade.
Chark Torrefi |
Chark reads a few passages aloud, including the references to Paldreen. She nods to Haldan when she finds the sketch — Someone's already gone through the trouble to make a map, you see?
Mumbling Charlie |
"We have to ch..ch..check it out. Can't have danger this close to the Circus." Charlie says nervously, not wanting to intentionally seek out whatever was in the cave.
Dungeon Master S - 2e |
Looking south, the cavern is lower than other sections of the cave
system, with a 5‑foot‑high ceiling. A natural pillar in the center of the cave appears defensible, and the carpet of lichen looks like a comfortable place to rest.
A discarded cloth sack lies near the pillar.
Mumbling Charlie |
Charlie grabs ahold of the sack and dumps the contents onto the ground. "Probably just some food."
Dendillion |
Dendillion holds his lute, lightly strumming the instrument. The notes echo in the chamber. "A mystery comes with the danger. I am suspecting that they might owe us for the good work we're doing here."
Dungeon Master S - 2e |
Chark: 1d20 + 13 ⇒ (10) + 13 = 23 (T, LLV)
Charlie: 1d20 + 9 ⇒ (5) + 9 = 14 (T)
Dendillion: 1d20 + 10 ⇒ (17) + 10 = 27 (E)
Tiny: 1d20 + 9 ⇒ (12) + 9 = 21 (T)
Haldan: 1d20 + 8 ⇒ (1) + 8 = 9 (T)
Charlie moves over to the sack and picks it up. It's clearly empty, and he tips it over to demonstrate otherwise....
But things fall out regardless; and engraved compass, an elixir, and a small pouch of something powdery.
Dendillion gasps, not at the contents, but as he watches Charlie, he realizes that the lichen farthest from the light has a golden-yellow tint to it. Yellow mold! Extremely poisonous and extremely dangerous. Thankfully, Charlie didn't get close enough to it, but a single breath would be enough to kill most performers who wandered too near.
Haldan Hadonstar |
Detect magic and look towards the new content and the sack and all around the room too for thoroughness.
Dungeon Master S - 2e |
1d20 ⇒ 6 Haldan sees that all of those items are magical. He thoroughly checks the room and gets really close to the yellow mold...
there is definitely magic here. Looks like the dust, the elixir, and even the back are magical.
Dendillion |
Dendillion will take the 20-30 minutes necessary with Haldan to identify the items they found.
Occultism: 1d20 + 8 ⇒ (6) + 8 = 14
Occultism: 1d20 + 8 ⇒ (7) + 8 = 15
Occultism: 1d20 + 8 ⇒ (4) + 8 = 12
Dungeon Master S - 2e |
Dendillion also struggles with the items...