“The three of you will leave tomorrow morning aboard the Diviner, a keelboat bound
for the Cloakwood. It will sail out to the Sea of Swords and then south down the Sword Coast.
The Diviner has a single Harper crewmember, Callbrax A male lightfoot halfling, who can drive the vessel, which is stocked with plenty of food and water for the three-day journey.
On day three of the journey, your ship will arrive at
a seaside cave connected to the lich’s tower. When you hear my horn blow, it will be
signaling our assault on the tower has begun. At that point,you need to move
as quickly as possible to find the phylactery to minimize the number of casualties. The
sooner you find the spellbook, the sooner the violence happening above you can end.
Once the spellbook is found, you should return to the Diviner. Callbrax will teleport the characters and the phylactery to me.”
You have time have a chance to rest and buy supplies before leaving on the Diviner the next day.
After an uneventful journey you arrive at the entrence to a sea cave below Zaldara's tower.
It is in the evening on the third day of your boat ride that the winds seem to blow a little colder. The evergreen treetops of the Cloakwood rustle endlessly. Callbrax steers the boat alongside rocky shores. “See that?” he says to you, pointing to a monolithic black tower appearing just above the dark forest. “Zaldara,” the mage says ominously. “We’re close.” Minutes later, the wind howls a lonely note as Callbrax brings the Diviner as close as he can to the shore. A small cliff 10 feet high rises up from the rocks. Atop the cliff, you see dense trees and Zaldara’s lair poking above. The mage hops into the knee-deep water, motioning for you to grab your equipment follow. The ocean is cold as death. Callbrax walks onto the shore and touches the cliff wall, muttering an arcane incantation. As he does, the wall parts just a bit, revealing a stone stair going upwards into darkness. Suddenly a bleat breaks the night that fills your heart with adrenaline and dread. “That’s Remallia’s horn. Good luck and be quick.”
Move quickly, if you don't get the phylactery as soon as possible the Harpers may not last. (In terms of in game time.)
Drip. Drip. Drip. That hollow sound pierces the silence in this cave as water slowly falls from stalactites. Stale air fills your lungs as you take in the cave. A large, unworked stone column holds up the ceiling. Stout stairs leading up hug the column’s one side while a 5-foot high ledge that leads into darkness appears along the other. Further back, a second set of stairs leads up to a stone door carved with a skull.
There is no lighting in the cavern. As all of you have darkvision this area appears as dimly lit to you. (Disadvantage on Perception checks)
"I propose we quietly move to the oddly suspicious door. If it's not trapped and locked I'll eat my boots." I lick my lips as I glance towards the door.
“The three of you will leave tomorrow morning aboard the Diviner, a keelboat bound
for the Cloakwood. It will sail out to the Sea of Swords and then south down the Sword Coast.
The Diviner has a single Harper crewmember, Callbrax A male lightfoot halfling, who can drive the vessel, which is stocked with plenty of food and water for the three-day journey.
On day three of the journey, your ship will arrive at
a seaside cave connected to the lich’s tower. When you hear my horn blow, it will be
signaling our assault on the tower has begun. At that point,you need to move
as quickly as possible to find the phylactery to minimize the number of casualties. The
sooner you find the spellbook, the sooner the violence happening above you can end.
Once the spellbook is found, you should return to the Diviner. Callbrax will teleport the characters and the phylactery to me.”
You have time have a chance to rest and buy supplies before leaving on the Diviner the next day.
After an uneventful journey you arrive at the entrence to a sea cave below Zaldara's tower.
Move quickly, if you don't get the phylactery as soon as possible the Harpers may not last. (In terms of in game time.)
As you move into the entrance cavern-
There is no lighting in the cavern. As all of you have darkvision this area appears as dimly lit to you. (Disadvantage on Perception checks)
"I propose we quietly move to the oddly suspicious door. If it's not trapped and locked I'll eat my boots." I lick my lips as I glance towards the door.
I nod as I attempt to quietly make for the door as well.
Alright. Everyone make stealth checks, Berdram, your armor gives you disadvantage.
Stealth- 12
4
"I'm likely to be as stealthy as a bag of cats, but it does seem like the gaudy entrance a Lich might prefer to use."
16
Oddly the dwarf in plate is the stealthiest. You all find yourselves in front the Skull Door.
Roll for initiative as 2 skeletons sneak up behind you.
Berdram initiative- 4
Malemus Initiative- 5
Yllcerys Initiative- 17
Skeleton Initiatives- 6
Yllcerys, Skeletons, Malemus, Berdram
Yllcerys, the skeletons are 10 feet from you.
I attack the one on the right- from it's right.
rapier- 16
damage- 5
Yllcerys' rapier strikes for 5 damage.
The skeleton responds by striking out with it's shortsword.
22
for 7
The second skeleton shoots Bergram with it's shortbow
12
for 7
Yllcerys is hit, but Berdram is unscathes as the arrow clangs off his armor.
Malemus, it's your turn.
Bonus action hex on the injured skeleton, and eldritch blast.
10
damage for 8 force and 6 necrotic
It's body explodes from the force!
Berdram, one skeleton remains.
I take my hammer and aim to put it through its skull.
9
3damage
Unfortunately you barely miss.
Yllcerys, it's your turn.