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D&D on Jitsi with Ed, Scott, and Steve
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Sat 30 Jan 2021 06:33:01 PM EST
Resume from last time, in basement of prison tower, having just defeated the rakshasa.
Floor mosaic inscription:
> These sainted dead shall be free to roam the heavens.
Three marble sarcophagi.
Two contain a bird-face dudes in decaying fancy armor, with gold mace with eagle head.
High-quality bronze plate in the third.
Zoozeki detects magic.
Nothing around sarcophagi radiates magic.
Gem lights in ceiling radiate magic, as does a bone scroll case (evocation) found in the fancy sarcophagus.
One mummy wears silver fish-scale armor that radiates magic (_identify_ it gives AC 15 and has positive buoyancy).
Given to Martin.
Smudge uses _mage hand_ to mess with gems in ceiling.
_Identify_ on contents of scroll tube.
Inside ten little intricately carved rubies (magic) shaped like drops of blood. Evocation. Blood rubies. If swallowed, heals 1 hp damage.
_Identify_ on lights in ceiling.
Mural depicting night sky.
Gems are glowing galaxies.
Not each magical, but as configured form a magical prison.
We leave the gems alone to keep the rakshasa trapped.
500 gp silver mask with pearls.
50 gp imperial coins.
Pair of silver blessed daggers.
Six oil vials with friction caps (throwable fire bombs).
Seventh smaller flash with red wax seal, maybe poison.
Black silk rope.
We go up stairs to first floor.
Warding circle, museum.
Zoozeki uses _Magic Mouth_ to leave warning at entrance of the tower.
> This tower imprisons a dangerous, deceitful rakshasa. Do not release it or doom will befall the land. There's there's no treasure left inside.
Back to the village.
We take a long rest.
We give Grunchon and Sir Hopsalot each 100 gp.
We'll give Sir Hopsalot a ride back to the Yellow City if we can, on our way back.
We walk for a few hours to our hidded treasure spot.
The stars are right.
A pretty big hill.
Some lights.
Smudge sneaks to investigate.
Torches.
A parking lot with lots of different mounts.
A sign: Rolphs Chateau — steaks and chops.
Rolph's is on the other side of the hill from our X treasure spot.
On the other side of the hill.
We find the marker stone we were looking for.
Zoozeki casts _Leomund's Tiny Hut_ over the dig site.
Smudge uses his owl familiar to keep watch in the area.
We dig.
About two feet down we hit stone — a two-foot slab carved with the image of a balrog.
Good think Martin is a dwarf now.
We dig fifty feet into the hill, where we find concrete.
Dig through five feet of concrete.
A twenty-foot drop.
At the bottom, a thirty-foot wide cold pit with a object.
While we're digging through concrete to enlarge it enough, Zoozeki casts detect magic through the bat.
Pit radiates evocation magic.
Object (a stick-shaped thing) in the pit radiates evocation magic too.
Catwalk over the pit.
It's very cold.
Martin goes in.
He sees a longsword, emanating a very faint flame.
Kristabell uses her telekinesis to grab the sword from the pit.
Zoozeki casts _identify_ on the sword (through his bat familiar).
Adjustable sword +3.
The wielder can change size between gladius and great sword.
Powers:
- Detect elevators, shifting room, or shifting walls withing ten feet.
- Detect good or evil within ten feet.
It speaks. Rayhault the Combuster. Elves of the north. Melter of glaciers.
Will check.
Kristabell picks it up and doesn't die.
The sword says a scabbard exists that can contain it, but it is lost.
Maybe where old master was killed — a crevasse in the far north.
In upper Drucial, where there are dragons.
Count Vanco was its old master's name.
A rubble-filled passage.
Zoozeki dismisses his bat familiar, and summons a cockroach.
The cockroach explores the rubble while Martin works to clear it, and says the passage splits off.
North-west or south-east.
We go south-east, follow a ninety-degree turn to a 20x30 room, with a door to the east.
Clothing rack, chest of drawers, rotting fancy clothes.
Dust is undisturbed.
Zoozeki finds a hidden compartment in the wardrobe.
Two heavy crossbows.
We take ornate (valuable?) weapons from wardrobe.
Open the south door to a 100x100 room, a feasting hall.
Two great doors, one set to the west, another to the east.
Behind a tapestry, a concealed door
Hobgoblins roll up in the hallway behind us.
Martin _moonbeams_ them.
Zoozeki casts _dissonant whispers_ on the leader, who flees.
Exchange of blows and spells.
The hobgoblins retreat in an organized way.
Four-way hallway with an obelisk.
We're at the back door of Rolphs, which maybe is a hobgoblin hangout.
Break for the night.
