Looking around; Runara found; Definitely not pooping over here
☕ Start of session
Sparkrender’s ritual has failed, and he’s flown off. The party is in search of Runara, suspecting that she is hidden here on the obervatory grounds.
~10:30 AM
Vera checks the rocky rubble and finds a scrap of fabric, possible from a flag or banner. Yellow field with the letters “ERT”.
Elmer prepares his Detect Magic spell by finding a nice corner to himself. Definitely not pooping in this corner.
The party continues to search the area for signs of Runara.
11:00 AM
Upon reaching the secret basement/study, Elmer takes a look around. He finds a spell scroll of hold person.
As the party continues to search, Elmer sees that the small dragon statuette is beaming with magic.
The party eventually settles on “let’s apply the Greater Restoration potion directly to the forehead” and the dragon statuette quickly grows, creaking as it starts to tower above them. Light from…somewhere…reflects off of bright bronze scales and enormous leathery wings, but as the dragon quickly reaches its full size in the cramped basement, everyone seems to blink at the same time.
Now, standing in front of them, is an elderly woman with golden-amber eyes.
Nice one.

She introduces herself as Runara, and thanks the party for freeing her from her petrified state. Runara describes how Sparkrender used magic way, way beyond what his capabilities should have been.
She suspects someone far more powerful was behind this attempt to resurrect ancient dragons (would it have worked? who can say), taking out Runara in the process.
The party, victorious and hungry, agree to return to the main monastery building and talk more over lunch.
Upon arriving back at the cloister, Runara gives the following items to the party as thanks:
- Mystery Key
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. - Perfume of Bewitching
- Modification: This is a vial that contains 2 uses.
This tiny vial contains magic perfume, enough for one use. You can take a Magic action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have Advantage on all Charisma (Deception and Persuasion) checks made to influence a creature within 5 feet of yourself. - Hat of Wizardry
You can use the hat as a Spellcasting Focus for your Wizard spells. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest. Requires attunement.