After resting, we journeyed deeper into the cavern and came upon a myriad of undead. Thankfully our holy man of Apollo was able to nuke most of the room and the rest of it was mop up. It seems the arcane is not being helpful to me, my abilities were stunted and I was barely useful. After that I had my familiar scout ahead, but the dumb bird somehow missed the BEHOLDER that was in the dead center, of what seemed to be a magical forge. After killing the beholder we had a fight over the tools in the forge. The dirty puppet of a rogue kept some tools, and the dwarves agreed to leave the rest of the tools there while we traveled, as I don't blindly trust Gundrin like Fargrim does. Where this group ends up.... We shall see.
The blood and essences of an unknown number of gnomes have been cooked into these cast iron pans, imbuing them with eldritch power.
Fiery Frying Pan (Rare, requires attunement)
This magical frying pan is always warm to the touch without being anywhere near a stove or heat source. If food is place in the pan, the pan heats up and can cook even without a fire present. Any food cooked in the pan is extremely spicy, even without any seasoning applied. A person who eats food cooked in the pan must make a DC 8 constitution save to avoid a level of exhaustion from the food’s kick, but if he succeeds, one time before his next meal, the eater can breath a 15 ft. cone of fire, as a red dragonborn of the same level. Or it can be used over a fire like a regular frying pan for no magical effect.
In addition, the fiery frying pan can be used as a +1 club that deals an additional 1d6 fire damage upon a hit.
Frosty Frying Pan (Rare. Requires attunement)
This magical frying pan is cool to the touch. If food is place in the pan, the pan becomes freezing to the touch, yet somehow manages to cook the food placed in it. A person who eats food cooked in the pan must make a DC 8 constitution save to avoid a level of exhaustion from the hypothermia the food induces (with disadvantage if eaten in extreme cold conditions), but if he succeeds, one time before his next meal, the eater can breath a 15 ft. cone of frost, as a white dragonborn of the same level. Or it can be used over a fire like a regular frying pan for no magical effect.
In addition, the frosty frying pan can be used as a +1 club that deals an additional 1d6 cold damage upon a hit.
Ethan as ALAGOS, Wood Elf Ranger lvl 1. He resents all wrongs.
Darren as AZEKSIS, Dragonborn Fighter lvl 1, Warlock lvl 4. He has the subtlety of a hammer.
Josh as MELEGAR, Drow Bard lvl 3. He is dedicated to completing a book that he is writing.
Zack as LUCIUS, Tiefling Bard lvl 4. He has a lizard arm. He is a con-man who can’t resist gold.
Mitchell as VARLAINIGAN, Dwarven Cleric lvl 3, worshipper of Dexius. He speaks without thinking.
Alagos, Azeksis, Melegar, and Lucius arrive on the docks of Novus Mundium by ship from the Middle Empire. They discover that the election campaign for senator is still being waged. The city is in chaos as factions of the various candidates fight street battles. Voting is public rather than anonymous, and there are no regulations, so candidates engage is blatant vote buying. Only citizens can vote, but one can quickly become a citizen buy purchasing property or joining the militia.
The surviving candidates are:
Betsy Cleaver, Mistress of the Butchers Guild.
Procax Fellator, a wealthy merchant.
Morgoth the Magnificent, an Elven Wizard.
Shazdrogon the Sorcerer, a Tiefling.
Tormentor the Gladiator.
The visitors settle on the Knight’s Inn for accommodations. Here they meet Varla Inigin and a merchant named Walton who is seeking bodyguards to accompany him on an expedition to the Fortress of Quindar. They all agree to accept the job for 100 gold pieces up front and 200 more on completion of the job. Walton instructs them to meet him at the docks at dawn two days later. He is waiting until after the election. When asked who he supports, he confesses that he supports Procax Fellator for his economic policies, but protests that he isn’t a racist.
The heroes go to the bazaar to stock up on equipment. They find the road blocked by a gang of forty Procax Fellator supporters who proclaim that it is “Humans Only Day” at the bazaar. Lucius sneaks past. Azeksis attempts to barge through the demonstrators. The demonstrators attack him and a fight breaks out. The heroes kill twelve of the demonstrators and Lucius puts eight of them to sleep. The rest flee.
After shopping in the bazaar, they visit the temple of Dexius, where Varla Inigin makes a donation. Along the way they encounter Tormentor the Gladiator who is campaigning for Senate. Azeksis engages Tormentor in a fierce handshake. They roll an opposed strength check and both roll natural 20! Tormentor urges them to join the militia to become citizens and then vote for Tormentor.
On election day, three of the heroes attempt to vote. Alagos and Melegar accept deals from candidate Betsy Cleaver who sells them mortgaged small lots of property for no money down and delayed low-interest payments, which makes them property owners. Their sales contracts require them to vote for Betsy Cleaver. Azeksis joins the militia in order to support Tormentor. Gangs of supporters for each candidate seeks to bar supporters of rival candidates from casting their votes. Lucius sneaks past them using “disguise self” spells and casts his vote for Betsy Cleaver. Azeksis forces his way through by violence and votes for Tormentor. Alagos is thwarted by the crowd and unable to reach the poll to vote.
After the votes are counted, none of the candidates have a majority, so the two candidates with the highest numbers of votes will face each other in a runoff election. They are Betsy Cleaver and Shazdrogon the Sorcerer.
The next morning, the heroes meet Walton at the docks and set off on their expedition. They travel to Quindar where Walton had intended to meet the purveyors of local wine that he wants to export. Walton wanted to see how they make their wine. Instead realizes that his sellers are merely middle-men who purchases their wine from a village further inland called “Calistoga.” He vows to find Callistoga on a future expedition. They find Quindar to be a grim and foreboding place, with a bazaar in a shantytown, over which looms a massive fortress. They notice a faded sign of the ancients that says “San Quintin Prison.” They return to Novus Mundium with Walton.
The heroes receive 100gp each for completing the mission and 200gp each for defeating the demonstrators. Those who succeeded in voting got another 200gp each.
@Wberry it takes you 12 downtime days to finally find the information you seek, but you eventually stumble upon a passage in the captain's log of the Sea Dervish:
I was but a first mate then to Red Dhenmar and it came upon us like the smell of the grave on the wind. Though, it wasn't the wind that carried it but spectral sails sewn of ghosts and banshees. The ship was pitch black and bore dangling skeletons upon its port and starboard sides. Upon closer inspection, a man could be seen squirming among the skeletons. I came to a sudden realization that the skeletons all died and rotting there upon the ship. A horrible death awaiting captured foes who become ornaments for the macabre ship.
The captain ordered us to flee, but the ship moved upon us with supernatural speed and rammed us. The captain ordered me to lead the assault and we boarded, expecting to find it filled with undead of all manner. But, it was empty and as we boarded the spectral sails vanished. The dead ship had become somehow deader. The captain ordered us to search the ship. I was to release the man from his bondage. Myself and Orliff cut his chains and pulled him aboard. He was mouthing silent words to us. I watched him for what seemed like minutes though it must have been mere seconds. And, I realized he was mouthing... you. will. all. die.
It's then that I heard the first of the screams. Blood-curdling, nightmarish screams. I've been on many a battlefield, but these were not screams of pain. They were screams of undeniable, unimaginable terror. Those above deck paused in panic. The captain shouted for us to get below deck and fight. The first of us began to go below when we were thrown back by a geyser of blood. It was only my position in the first crew that I am alive today, as since I lay on the blood-drenched deck, I could not stand before it came from below.
Though it appeared as a man, the thing's mere presence was unholy. An abomination of the hells. It oozed death and destruction. And, that is what it unleashed upon us all. They all died. Red Dhenmar and the entire crew. All but me. The bodies piled upon my and masked by the scent of fresh blood I lay buried alive. Until days later when we arrived on that black isle of the necromancers. The ship docked and the thing left the ship. I forced my way out of the mound of rotting corpses and slipped into those dark waters. The last thing I saw before I was swept out to sea and picked up by a merchant vessel bound for Izuz was the bodies being dragged off and the vast treasures being stowed abord.
Ariela – Rachael
Mumbles – Tom
Sanity – Jayne
Dra’ool – Jason
Aaahh - Richard
I find myself summoned to Dr. Weird again, always a good time. Former compatriots and new greet me as we plummet towards his abode. Upon arrival his assistant greets us and takes us through to the library? Study? Whatever. His little three headed dog is lounging around and Mua’dib as always gleefully greets it. Dr. Weird gives the run down. Some special egg he just has to have. Gives us the good healing potions and false life potions and zaps us there.
We are, I’m informed, on another plane. A world with two suns and us in the middle of a vast desert. There is a boulder near us Mua’dib and Aaahh jump upon it to see if we can find the temple. They do then we begin drinking the wild magic potion that Dr. Weird just happened to have lying around that he hoped we could document the effects of for him. Aaahh drank first, but if you wish to know all that occurred you will have to appeal to Dr. Weird himself. However if I remember correctly Sanity still has two potions. And sadly or perhaps not, none of the effects were permanent. They were however very noticeable and attracted the attention of the guards.
While I was recovering from the effects of the last potion I drank two bird people came around to find out what was going on. They spoke nothing I knew, however Sanity came through for us as always. She was able to speak to them, as were some others in our company, and convinced them that we were not only worshipers of this egg of theirs, but that we were here to inspect their facility and make sure our egg was properly protected.
Fred and James, our new friends, took us through on a guided tour of their temple. Pointing out all the traps, where the guards were, the quickest route through the temple and the pass phrase to get past the Foo dogs. We came to a chamber with a large bird in a nest. It seemed to have a certain intelligence because it didn’t believe Fred when he told it we were inspectors. It transformed into a fiend, a four legged bird monster, and proceeded to attack us. Fred and James seemed concerned but we reassured them that we would test the defenses of this room and if it were not up to snuff we would get a better one for the eggs protection. We defeated it. I of course grabbed a little extra shiny from its nest.
Fred and James continued to lead us further. The next room contained a 100 ft. deep pit filled with water and “bitey fish”. Dra’uul used his magic fly to ferry us down one at a time. The guards were quite impressed at our preparedness for our inspection. They led us up a ramp to the egg room and their boss, a black bird person and his four armored guards. He looked at Fred and James with disgust before lightning blasting them to death. Then the battle began, Mumbles banished the boss somewhere, for about a minute as we discovered, so we were able to focus on taking out his guards. We cut them down one at a time with minimal difficulty. One of them tried to make a break for it with the egg but we were able to stop him and retrieve the egg before the boss reappeared. Although when he took the egg it triggered a geyser of water to spring forth from the wall, which Mumbles temporarily stopped. Before leaving the room he reopened the geyser and shortly after that the boss reappeared. So we all sort of legged it running from water, and a pissed off magical bird boss. Escaping one by one on the Fly, and successfully killing the boss before escaping. We were then teleported back to Dr, Weird for our just rewards.
I gave him a list of all the things those potions did and who used them, as well as a walk through of that temple in case he needs to go there again someday. We then retrieved our new magic items and gold before being sent back to wherever.
Thanks for running, @Jackson! Per our discussion, I'd love to make it a true adventure to go back and get my sword and also perhaps combine it with an investigation into that treasure map to the Mageway in the same adventure.
One of Dr. Weird's interests includes the brewing and refining of new magical potions. He regularly offers up his new creations to those that work for him. Sometimes the benefits are....unusual and as a results he regularly pays any adventurers willing to be his guinea pigs. You never know what his wild magic potions will do next!
You find a few leads on licensed magic users. There is a clothier who operates a shop in the Bazaar Quarter, Thalomious Almsmartyr, who has a reputation as a high-end artificer and transmuter. He is rumored to actually transmute regular cloth into cloth of gold and silver, and do decent trade to the Nobility above, as well as to the Merchant Lords of Midspire. His shop is actually in Midspire (among terraced walkways built along the spires, so the nobility don’t have to stoop so low as to mix with the City Below), but he also leases a location on ground level directly underneath his shop to a more mundane tailor who cashes in on the association with the shop above. Supposedly the two shops are connected through a back room staircase, or possibly a pulley system, so Thalomious can send or receive shipments from ground level. You find out about some wealthy and fashionable Merchant Lords and Nobility by hanging around his shop long enough, and that he likely keeps his license somewhere in a desk in his back office, but after 3 days of being out and about as Zhevran, word gets to Thalomious and you find you are promptly turned away at the door (as Zhevran; presumably you could get in under another disguise, but a fancy dressed one). Apparently Thalomious does not like competition, and those fashions you were disparaging were largely his.
There are plenty of alchemists in the Bazaar Quarter who have arcane documentation. You can find shops selling potions of various kinds and quality, with the quality tending to rise with the elevation of the shop. You can also find a few knick knack and novelty sellers who may have documentation, though the cheapest of them are clearly lying about the magical nature of their goods, and some of the better ones may be relying on rudimentary clockwork or other technology and trying to pass them off as magic. Most shops claiming to sell magical goods have licenses framed and on display in shop windows or above stalls, so you can get an idea of what a license looks like. You can tell the licensing for shops is a little different than an individual magic-user’s license, but presumably each craftsman should have his own personal papers if he is fact a magic-user.
You also hear of some possibly wizard-types operating out of the Hospitality Quarter. One brothel in particular, the Spectral Oyster, is said to use licensed enchanters and even sorcerers to provide one-of-a-kind experiences.
With 5 downtime days of carousing and gossiping you get the above info, and are beginning to get Zhevran’s name out there. With 2 more days of searching for sketchy administrators, you hear of a city inspector (a dogman) who has been known to frequent the aforementioned Spectral Oyster. Supposedly he gets his palms greased to help them keep their licensing going, as it is a little more involved keeping a license for a sorcerer up to date. You don’t get the sense that they’re hiding warlocks per se, but as sorcerous powers often come from exposure to otherworldly forces, sorcerers have to have inspections every three months to make sure they haven’t become corrupted or been contacted by extra-planar entities, and this guard supposedly helps those go smoothly.
This cloak is made of a deep blue silk, trimmed in white filigree in swirling patterns. When worn, it appears to always be caught in the wind and to billow even when standing still. Once attuned, the wearer recognizes this item as part of a set, originally created and used by Tobarin the Wise, the first Solomonari, in the Age of Wonder. There are 4 pieces in this set, and one can attune to all 4 pieces but only if the full set is worn. If attuned to other or all pieces of the set, the power of each item grows stronger.
When an attuned creature draws the hood up over its head, which takes a bonus action, a gale force wind in a sphere surrounds the wearer to protect them, granting the following abilities:
All movement around the wearer in a 10 ft. radius sphere centered on them counts as difficult terrain for everyone above ground (this does not effect burrow movement).
Upon first entering the sphere of wind and at the start of the wearer’s turn, a hostile creature must make a STR save at DC 12 or be “shoved” by the wind 5ft in any direction the wearer chooses–this does not incur a reaction attack.
The wearer is considered to have partial cover to all projectile-based attacks, granting +2 to their AC.
Donning or doffing the hood requires a bonus action.
Once donned in this way, the PC is subject to suffocation rules due to the whirlwind of air around them creating a severely lessened ability to breathe. A creature can hold their breath for 1 + its CON modifier in minutes (minimum 30 seconds). Once out of breath, it can survive for a number of rounds equal to their CON modifier (minimum 1). At the start of the next round after that, they drop to 0 hp.
Holding one’s breath in this way means that spells with a verbal component cannot be cast while the hood is drawn. If damage is taken while the hood is drawn, the wearer must succeed on a Concentration check as though maintaining concentration on a spell or otherwise be treated as out of breath, to survive for a number of rounds equal to their CON modifier before falling to 0 hp.
Upon assembly of the 4 canopic jars in the correct positions, a visible wind drifts through the room and coalesces in the center, drawing the attention of all. Out of the swirl of mists, a humanoid figure emerges in ghostly form. It appears to be a human female, dressed in finery and a blue cloak with swirling motifs. She carries no visible weapons. Then, after manifestation, she speaks; in an old form of the common language you understand but have difficulty recognizing all the words:
In the calling of my presence, then it can only be true that Aurea is near to ruin, and the allies of Artecius have the upper hand. Do not delay, brave hero, take the blood of the emperor and seek out the Fengari, for perhaps only Allaris’s power may protect the lineage, and continue your fight. It is by your pure heart and noble grace as servant of this temple and a Mithral Guard that your deed is sacred, and your quest blessed by the gods. The Fengari have never been taken to meddling with the politics of empires, and you must earn their trust. They will subject you to a series of trials, though we the Solomonari and I have faith that you will succeed. Go, now, before it is too late. Miristriel’s blessing be upon you, Knight of the Winds. May Taurok’s fury be upon any who stand against you.
At the conclusion of her message, her form disappears and fades back into the mists as quickly as it appeared. The room is now dead quiet and empty as it was when you found it.