After we had taken a moment to catch our collective breaths, I handed my healing wand to Vestele, and let her go about healing up our wounds, while I started sorting through the loot. Most of it was junk. After all, the skeletons were only armed and armored with basic swords and shields. The only reason they weren’t rusted away completely was likely due to the barrier protecting them in some way.
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 7
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 4
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 8
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 9
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 3
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 3
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 3
Vestele’s Cure Light Wounds (Frostmane): 1d8+1 = 4
Vestele’s Cure Light Wounds (Siora): 1d8+1 = 5
Vestele’s Cure Light Wounds (Siora): 1d8+1 = 6
Vestele finished her work just as I had finished going through the assembled loot and tossing aside those things we did not need. Handing my wand back to me, she sighed. “Only enough energy for a few more spells in that one. Then, we’ll have to start using the more powerful wand, or potions, when we can’t use my own limited healing magics.”
I nodded grimly. “It will have to see us through. There should only be a few more of the main members of this cult, plus whatever undead might be lurking within the temple. If we are lucky, then we’ll find the undead fighting the cult’s leaders, and we’ll only have to clean up afterwards. I doubt we’re that lucky, however.”
Darkmoon’s Hauberk
Type
Light Armor
Weight
20 lb
AC Bonus
+7
Max Dex
4
ACP
-2
ASF
20%
This suit of mithral rings has been specially treated by magic, dulling the silver sheen and making it impervious to acid. While it does not provide that protection to the one wearing it, the armor will withstand any acid attack. In addition when worn by one with shapeshifting powers, it will shift with its wearer, changing size and shape to fit them.
+2 Enhancement bonus to AC
Shifter Armor – This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)
Blueshine – Armor does not tarnish and is immune to acid or rusting effects. +2 Competence bonus to Hide. (+1500 gp)
Mithral – Arcane Spell Failure -10%, Max Dex +2, ACP reduced by 3. (+4000 gp)
I was no expert on armor, but even I could tell that this suit of chainmail was expertly made. The enchantments were such that they were best suited to a shifter, of course, but aside from that there was nothing that would interfere with someone who was not of the Malarite faith from wearing them. The surcoat the wolf priestess had worn was clearly emblazoned with the Beastlord’s symbol, but that was completely mundane, and not a part of the armor itself.
Unfortunately, while it wasn’t unusable by any of us, there were none of us that it could actually work for. Oh, Siora and Vestele could wear it without issue, but the armor would give just as many drawbacks as boons if they wore it. While it was better at sheer protective value, it was lacking in all the little things that their armor did, especially since their armor was already designed to accommodate their wings when they transformed. Still, it would fetch a pretty sum if we got back to Northport with it, so into the bag it went.
Malar’s Fang
Type
Simple Weapon
Weight
6 lb
Damage
1d6+2/1d8+2
Damage Type
Piercing
Critical
(19-20) x2 / (19-20) x3
Thrown Range
20ft
This spear of blackened wood and gleaming steel has been heavily enchanted. The spear changes size, not only with its wielder, but also changing forms from a normal spear, to a shortspear, or a longspear. The weapon is a powerful force for anyone who would wield it, but the blade is emblazoned with the mark of the Beastlord, Malar, which may cause some to hesitate at picking it up.
This tale has been unlawfully obtained from Royal Road. If you discover it on Amazon, kindly report it.
+2 Enhancement bonus to attack and damage
Changeling – 1/round, change weapon into spear, shortspear, or longspear. (+2000 gp)
Sizing – This weapon resizes to fit the wielder. (+5000gp)
Keen – The threat range for this weapon is doubled (+1 bonus)
Fleshgrinding – On a hit, can command weapon to 'grind' as free action. Each round, deal damage as if wielder dealt a successful hit. DC 20 STR check to remove weapon. Weapon grinds for up to 5 rounds. (+2 bonus)
The spear had Malar’s symbol on it, but other than that, there was nothing keeping any of us from using it. That was fortunate, since often times such weapons were cursed so that they could only be wielded safely by believers. Even so, those of us that could actually use the weapon already had as good, or better, and had little need of a spear that could change size as we grew larger or smaller. Into the bag.
+2 Sizing Javelin
Type
Simple Weapon
Weight
2 lb
Damage
1d6+2
Damage Type
Piercing
Critical
x2
Thrown Range
30ft
This enchanted throwing weapon is enchanted to not only hit harder than a normal weapon of its type, but also to size with its thrower, allowing larger foes to throw it with ease.
+2 Enhancement to Attack and Damage
Sizing – This weapon resizes to fit the wielder. (+5000gp)
Enchanted javelins weren’t uncommon. Ones that resized to fit their wielders were a bit moreso. But those of us who used ranged attacks already had more reliable weapons than a single throwing weapon. Into the bag.
Cloak of Charisma +6
Type
Cloak
Weight
1 lb
This cloak has been enchanted, giving the wearer a +6 enhancement bonus to Charisma.
This was the first piece of gear that we could use. And by we, I meant me. It was a step up from the Cloak of Charisma +4 I was currently wearing, so I was happy as can be. I switched it out, and put the old one in my bag.
Periapt of Wisdom +6
Type
Neck
Weight
0 lb
This necklace has been enchanted, giving the wearer a +6 enhancement bonus to Wisdom.
Vestele already had one of these, and while the rest of us could certainly use one of these, since a bit more wisdom never went awry, we would have to remove more useful pieces of gear to wear it without the magic interfering with the other items. Unfortunate, but that was how it went. Into the bag.
Ring of Recall
Type
Ring
Weight
0 lb
This ring allows the wearer to designate a place they know to act as a refuge. Once per day, they may use Word of Recall, as the spell cast by an 11th level cleric, to teleport the wearer, everything they are carrying (up to their maximum load), and up to three medium-sized creatures to that place.
The spell effect was the only magic on the ring. The only way we could possibly use it for the four of us is if Frostmane wore the ring. Not really much we could do about it either way, as the ring, according to the magic, needed to be ‘attuned’ to the target location, meaning that you couldn’t decide on a new destination to be your ‘refuge’. So, into the bag it went.
Potion of Cure Serious Wounds
Type
Tool
Weight
0 lb
The drinker of this potion heals 3d8+5 points of damage.
Potions were always useful, especially since the wand we had been using to take care of our wounds was nearing the end of its life span. I slipped these into my bag, to go with another pair I already had. Wouldn’t hurt to have some more on hand, in case it became necessary to heal the healer.
Finally, with that business done, and our hard-won loot stowed away, we made our way towards the temple itself. As we approached, the lensing magic faded away, allowing us to view the temple with unaltered sight. It was even more beautiful up close, and no less stunning for not being amplified by magic. Indeed, the details that we could see now that we were closer made it look as though the engraved figures would step out of their stones and come to life at just a word from a Selunite priestess.
The signs of battle were present here, as well. Two orc bodies lay side by side, arrows still sticking from their eyes. Nearby, a human corpse lay where it had fallen, impaled by a crude spear, the remains of their shattered bow in hand. Thankfully, these bodies did not rise, like the ones in the field did.
Melinda’s Spot Check: 1d20+2 = 17 (Success)
One thing about the corpses did raise my suspicions, however. Whether it was from being shot in the eye, or being impaled by a spear, these were not bloodless deaths. There should have been stains of dried blood on the stones where these people fell. But the stones were clean, gleaming as though they had been freshly polished.
Oh, I could see a couple of possible reasons for the lack. Perhaps some enchantment, like the lensing effect, worked to keep the temple clean, despite the battles fought? Or perhaps some other force, like some kind of undead, had cleaned the blood? It could even be that the moon goddess used her power to ensure that blood would not stain her temple. There was really no way to know for sure, unless we went inside, and, even then, it was unlikely we would find the truth.
One of the great silvered doors of the temple was pulled slightly open, barely wide enough for a single man to pass through. If I had to guess, I would say that the werewolves did not care for the touch of silver, even if it wasn’t a weapon. Frostmane, however, was no werewolf. He shouldered the door open wide enough for us all to pass through, and causing sunlight to spill into the Temple.
Inside was a small antechamber, made out of marble, with two columns supporting the roof above. A smaller set of silvered double doors stood opposite us, these sized more appropriately for humans. They were currently sealed shut, and slumped next to them were two shattered sculptures of marble, their limbs broken, still holding weapons in their hands, and the bodies of enough orcs around them to fill the better part of the room, leaving only a narrow path between the two mounds to walk through. Thankfully, whatever magic kept the blood from staining the stones also eliminated the smell, or we would likely be overwhelmed.
“Who disturbs this tomb of the fallen? More desecrators, looking to pick through the corpses of battles long gone?”
I shuddered as a voice echoed in the stone room, without any visible source. There was something haunting about the voice, in more way than one. Not just the way that it seemingly came from everywhere and nowhere at once, but the way malevolence dripped from its unseen tongue, so that you could hear the snarl that no doubt rested upon the creature’s face, if we could see it.
As a welcome to the Temple went, this was bad, but not the worst I could imagine If we were dealing with undead intelligent enough to talk, that could be very bad, especially with mounds of corpses next to us. Still, if it was talking, then maybe we could get out of this without fighting, and save our strength for future battles. That meant it was time to see if we could talk our way out of this.
Melinda’s Diplomacy check: 1d20+19 = 27
“I am Melinda Eriksdaughter, Twice-Born servant of Auril Frostmaiden. With me are my friends and companions. We come not to loot these halls, but at the request of Temple of Selune in Northport, investigating the Moonwood due to werewolves being sighted.”
“Yes, the wolves of Malar. And they brought you here? Why would an Aurelite, a white wolf, and two demonkin do this?”
“For power, coin, and the glory of our patrons. Frostmane and I follow the Icedawn, and these sisters follow the Succubus Queen. While Selune, Auril, and Malcanthet may not be friends, they are not enemies. Selune and Auril share a common enemy in Malar, so thwarting the Beastlord’s schemes would please my patron. And the politics of Northport mean that Malcanthet stands to gain prestige if it is known that adventurers carried out this task in her name.”
“And the coin?”
“Naturally, we are adventurers, and have a need to eat. We were paid to set us on this path, and there are, of course, the spoils of victory, which will see us justly rewarded. Our job was to get to the root of the Moonwood’s troubles, and we found them to be this Malarite cult. We have culled their numbers as we went from stronghold to stronghold through the Moonwood, clearing them out.”
“You speak true. Then, Twice-Born, pull fast the Temple doors, to keep as much sun’s light out as you can. Call it a sign of trust.”