Merowey Adventures/Icrane and Friends

Flashing Blade
World of Orlec
Silver: 14,250
Healing:
-3 poultices (3 points on short rest),
-10 salve
-10 burn balm
-a dose of antivenom (second save for poison)
-unguent of invigoration [4D4 +4 and restores up to 2 lost STR and/or CON in 1 minute] -Most of a medkit (not easily transported, Medicine Skill required)
-10 common healing potions
-2 rejuvenation potions
Information:
*these items are currently hidden unless otherwise marked
-Copy of Ritual Tome for Icrane – hidden in the ashes under Harpy Hall in a waterproof box (for now)
-Elemental Tome: A tome that allows you to change one type of elemental damage for another in a single spell you know. The tome then vanishes.
-Fire Treatise: Charred book that reveals rituals that once implemented (Attuned) allow the tome to be used as an Arcane Focus for fire spells. Any 3rd level or lower fire spell also does an additional point of damage equal to the proficiency bonus of the caster. Also, If only a single person is the target, the caster gets a +1 Attack. If the character studies it for every day in a Long Rest, they can make a DC 15 Sanity check – if they succeed, they do not need to carry it as an Arcane Focus, just Attune it, to get the advantage.
-Basic intro to the runic circle under the town
-Orrish Lore: Book that details orcish society – favored enemy equivalent (dreams persist for a week) and book vanishes after reading for a week and the dreams end
-Book of Lost Secrets: Any time the character attempts a skill check based on some Intelligence based lore or information, they can open the book and it will augment their knowledge. The character gains a +4 on their check. The book has 11 charges left and falls apart. Requires attunement.
-Detailed set of the history of the Fielns family (Lore +2)
-Demonology – type 1 x2 summons 24 hour ritual – each time requires a living sacrifice (animal or sentient – if sentient the demon has maximum HP)
-Detailed history of Merowey city (set – Lore: +4)
-There is a large telescope of good condition. There are several charts. There are multiple books on astrology, fortunes and the like. There are several pages of notes. A book bound in strange skin with a hundred or so pictures of symbols – each denoting a star in the sky beyond the gate. It is magical.
-A small history book set of Merowey +1; supposed to have been home city of orlec (the wizard)
-3 Merowey City maps (1 old, 1 of just the city proper and 1 of the city and surrounding area.)
-A history book on the Kaithllen +1
-A large collection of occult lore references (Mostly history and theory, not actual occult practices) +2

Cursed Items:
*these items are currently hidden unless otherwise marked
-Flying books (3) attack! 3 rounds; Ink of words hitting characters within 10’ is like tattoo (permanent) + d6 Bludgeoning damage that heals at 1/day maximum. HP: 15, AC: 15 each book.
-This tome is ancient and withered. Its pages are mildewed and the covers tarnished so that any artwork is no longer decipherable. Each time you try and open the tome, the pages flip fast and you cannot stop them. The breeze it creates smells like a jasmine blossom… it reminds you of sleep and soft clouds… you find yourself closing your eyes but shake yourself back awake.
-Opening one releases a swarm of poisonous bats that is a swarm in a 30’ cube that centers on the opener and is gone in 3 rounds. Each person can only trigger this once.
-Fake magic aura – powder flies into a 10’ radius makes the characters blind for a week (no save; only happens once per character)
-Opening one fills the area with moths 1/Long Rest – all clothes, wool, and paper within 20’ radius are eaten in 2 rounds – magical (get a save) or otherwise.

A book open on a podium is a short primer on the written form of Celestial (translated to Dundarum). It also notes that there are several books in the tower library written in permanent Illusory Script and that these require the right passcode in the primer before opening to reveal what they truly stand for.

At first glance this book is a ritual book bound in some sort of snake skin. The symbols, drawings, and invocations reference a entity named Zalmoxis and the necromantic craft of restoring the dead to life. This shows Laey Lines around Merowey.

-box, chained closed (DC 20 locks); inside is 10 crawling hands. The opener must be evil, and can try a Persuade DC 15 check (disadvantage if not chaotic evil) to command them for three rounds. On the underside of the inside of the chest lid is the inscription of what must be said when opening to keep them in the box. https://www.aidedd.org/dnd/monstres.php?vo=crawling-claw
Weapons & Armour:
-3 fine rapiers (+1 attack, +1 damage)
-War Hammer of Crad: Silvered, Has an imprint of a dancing woman it leaves on victims, Hex Breaker (3 charges; 1 charge = Remove Curse)
-Bromokol: Spear – https://incarna.net/host/arabus-grenier/incarna/the-world-of-orlec/items/bromokol/
-4 radiate as magical (+1 arrows)
-2 handed mace
-6 long swords
-4 short swords
-1 battle a
-4 hand axs,
-3 heavy crossbows, (20 bolts)
-7 chain shirts
-splint mail suit
-breast plate
-3 chain coifs (Head wear, use to turn 1 crit into a full)

Magical Items:
-wand (widom save DC 12 or target smiles for a minute)
-a helm that has eye holes that can glow any color the wielder wants but does not affect their vision
-a vial of perfume that makes the wearer fall in love with the next person they see (wisdom save DC 15 with disadvantage – will be willing to change their ideal, bond etc. for the object of desire
-a pipe that blows forms of natural creatures as smoke clouds
-a silver horn of Valhalla that only works once – exploding for 2D6 Thunder to all within 30’ – including the character blowing it right before the warriors are summoned.
-A sealed glass vial with one use Dust Devil spell.
-Aoun Stone – absorbs 2 spells levels, defelects one attack, prevents surprise once then turns to dust.
-A “bird head pouch” – magical bird skulls (5) that will mask (smell, hearing, sight) your trail or allow you to sneak through an area without telltale animals going silent [last an hour/24 for a druid – per 1 use] (essentially an enhanced invisibility to animals)
-A pair of gloves that keeps the wearers hand perfectly dry. Any bowstring pulled wet with them won’t break.
-A fish head in a watch like container – it can be used as a Locate Animal spell and act like a compass 1/Short Rest
-A small stone statuette of a warrior with axe and shield. It can animate and attack,but only in defense of a family member. There is an amulet that allows control of it when it does animate.
-Bragget gave us 2 more slats from the blade as reward.A thin slat of what seems like wood approximately 4/12 inches long. Registers as magic of the transmutation school. = pieces of Vileagaul? Weapon created by orlec himself supposedly. Another slat – ivory, wraps around weapon handle, abjuration = pieces of Vileagaul? Weapon created by orlec himself supposedly; if removed after attached it destroys the weapon. Cannot fuse to magical items.

Counselman Ryans old villa and get legal possession of it. We have inside info from wife to be. That was back before the first mayor was killed. You were trying to get possession of it and have Esni take it over. After the war it was seized by the city.

Trinkets:
-A brass prosthetic nose.
-A stone figure of a snake that changes positions after every full moon.
-A small orb with water and a small living jellyfish inside.
-A marble headstone
-A small glass case containing several glossy butterfly wings.
-A bowl covered in ornate designs depicting hill giants in combat with dwarves.
-A glass eye that spins to look at things other people are looking at.
-A small box containing bloody teeth and fingernails. The box has the word “Mother” inscribed on the top.
AOE items:
-2 firebombs
Other:
-1 bottle fine brandy
-4 fine saddles; +1 on ride checks, they are worth about 350 apiece.
-1 family portrait (Velkiems family, alongside much of their house staff).
-Tablets in the tunnel = still there
-2 holy symbols of “The crafter”, more and more the crafter is showing up; lord of the blacksmiths; neutral, equal to medja
-DECOYS:
-3 draft horses
-branches, straw, cord
-leather helmets, army capes

Icrane
-pipe
-Demonology
-box of hands
-Bromokol
Fineas
-magic arrows
-gloves
-1 firebomb
Pereth

Hemeria
-fish head
Esni
-brandy (F)
-unguent (F)
-heavy crossbow (20 bolts) (F)
-1 firebomb
-bird-head pouch
Orane

Nicodemus
-Aoun Stone
Jrolmandir
-Horn
-dust devil