As the mourners disperse after saying their goodbyes to Rennika, two people who had been standing at the rear of the crowd approach. The first is a female sun elf; she's older but still spry, dressed in the noble finery of a northerner. The other is more mysterious, draped in a heavy black cloak and wearing a silver mask. The elf speaks, “Beautiful ceremony. It’s clear Rennika meant a great deal to you.”
The cloaked figure cuts in with a dry, raspy voice, one that reminds you of the way Rennika spoke as death approached, “There is a chance the deceased’s soul and countless others can be saved. If you act quickly, we might even be able to bring them back to life... and you can save those still living with the curse as well.”
The sun elf nods in agreement with her counterpart and says, "I am Remallia Haventree and this..."--motioning toward the cloaked and masked figure--"...is Syndra Silvane."
Remallia's name is unfamiliar to you. Syndra Silvane, however, is a name you know despite her retirement and aloofness. She is one of the city's great wizards.
You hear Syndra's frail voice coming from behind her mask. "Would you walk with us for a while? And allow us to speak of our plan?"
"That sounds like real hero stuff right there ladies, saving countless of people, never done that before I must admit." comes from a stunning half-elven redhead with emerald eyes wearing a worn black cloak that you don't think she just uses for funerals. She also wears a blood red linen shirt, black linen pants and black high soft leather boots. On her left hand sparkles a ring inset with a small ruby that she keeps touching with her other hand. "I'm not sure I'm your gal, but the whole thing sounds really intriguing so yeah, I'll listen to your plan ladies." She says and starts walking with them, glancing to the others, curious if anyone else would be interested in what they had to say.
“Silvane? That really you?” A tall dark drink of water speaks from the mist of the small crowd as she hears the name. She moves forward a bit, a tiefling in dark burgundy, almost black tight fitting monk’s robes, she has long black hair that has several small braids and piercing gold eyes that when she stares you, you can’t help but feel uncomfortable, that she just knows what you are thinking. “I’ve heard the stories, but to see you in the flesh… just that alone makes me intrigued. And honestly, seeing I have nothing better to do…”she looks at the rest of the crew, “and if there is even the slightest chance to bring Rennika back, then yes, I’m in.”
"Resurrection magic is something for the clerics."An old gnome steps forward, his clothing barely matching the solemn nature of the funeral, though it does look like he tried to wear a bit darker colors, he simply doesn't have much of a wardrobe. "Though the saving of souls! Now that's something I've seen occasionally on a dig out in bush." Looking the gnome over, you start to get the feeling that he's used to long lost knowledge far from civilization. "You have peaked my curiosity. Tell me more!"he adds, clearly more focused on what he could learn than who the speaker herself is. He then joins the procession.
Thoradin took the two of them in for a second before nodding. "Sure, why not? I'm in the mood to connect my hammer to some skulls who deserve it, and this sounds just the thing. A worthy cause indeed. Something rotten about the whole thing - unnatural. You handle the curse; leave the skull smashing to me."
"We discerned that each of you would be willing to play a part in this," replies Syndra, her frail voice crackling a bit.
Remallia adds, "Willing, yes. Capable as well. This is a task that requires the efforts of many; let me explain."
All of you receive the impression that your identities were known by Syndra and Remallia long before this meeting. For the next thirty minutes or so, the eight of you slowly walk along a wide, manicured path that winds through one of the small wooded areas that lie within the upper city of Baldur's Gate. As you go, Remallia, with a few remarks added by Syndra, provides the following information:
Remallia leads a group of Harpers* who are trying to uncover the cause of the death curse, which they believe is similar to the magic a lich uses to feed souls to its phylactery. Therefore, they think a lich would be able to trace the source of the death curse.
Remallia’s team intends to raid the lair of a lich named Zaldara Cordress, known as the Duchess of Rot, and forcing the evil being to cooperate in tracking the source of the death curse.
Zaldara’s tower is in the nearby Cloakwood, a relatively short journey from Baldur's Gate.
Remallia believes the key to getting Zaldara to cooperate is to steal her phylactery. Harper wizards used the scrying spell to determine Zaldara’s phylactery is her spellbook, a tome bound in humanoid skin, which she keeps locked in a vault in her basement.
Remallia needs a small force of adventurers to sneak into Zaldara’s cellar to look for her phylactery, while the main force of Harpers attacks the ground and upper floors of the tower to draw most of the lich’s guards away from the phylactery. She asks that the five of you to be the smaller strike team. Each of you will receive one potion of healing upfront and 500 pieces of gold as a reward upon completion of the task.
Syndra brings her own personal circumstances into the discussion. “This same death curse has struck me. I don’t know how much longer I’ll last before I perish. Clerics have no help to offer. They’re stymied by what is happening.”
*Regarding the Harpers...
The Harpers are spellcasters and spies who covertly oppose any abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerûn, analyze the political dynamics in each region or realm, and use what they uncover to help the weak, the poor, and the oppressed from behind the scenes. Harpers act openly only as a last resort.
"Well!"the gnome replies with a grin, looking to the others, "Since it seems that we'll be working together, please call me Harq."Then looking to the Harpers adds, "Sneaking into deep cellars to find ancient artifacts sounds just up my alley. And your reward is quite generous. Though might I also ask to have some time with the spell book after? It's always interesting to see how different researchers scribe their spells, and there is likely much I could learn from it."You then see some small movement from behind Harq's hat as a tiny owl hops around and looks down to Harq, who looks up and says something in Gnomish to the bird who then ruffles his feathers.
The half-elven redhead follows and listens attentively, and seems more and more excited as the story unfolds. "Count me in ladies, sneaking in and stealing stuff from grumpy old rich people is my favourite pastime, even when they should have passed on a long time ago." She says as the briefing finishes. "I'm Sarya by the way." She says with a smile and nods at the others. "So, when do we leave for that lich tower?"
In contrast to her dry, shaky voice, Syndra's eyes shine with an energy and passion as she looks upon Sarya. The old wizard replies, "We do earnestly believe our plan will succeed. And we ask that you depart tomorrow. Please."
There's an unmistakable sound of urgency in the old wizard's voice.
"Yes. Tomorrow," echoes Remallia, who then provides the all of you with the plan for gaining possession of the lich's spellbook:
Tomorrow morning, you will leave Baldur’s Gate aboard TheDiviner, 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 halfling mage, who will captain the vessel, which is stocked with plenty of food and water for the three-day journey. On day three of the journey, the ship will arrive at a seaside cave connected to Zaldara’s tower. The blowing of my horn will signal the Harper’s assault on the tower has begun. You must then move as quickly as possible to find the phylactery to minimize the number of Harper casualties. When the spellbook is found, return to The Diviner. Callbrax will teleport you and the phylactery to me. Rest well tonight, friends! Syndra has arranged for you to stay at a place you know so well: the Shawm 'n' Lute. A few hours after dawn, Callbrax expects to welcome you aboard.
"Sounds like you planned this well ladies, I'll be by the Diviner at dawn if your friend Callbrax needs help with any preparations. I'll see you both again after this heist is completed then ladies." Sarya says with a slight bow before turning to Harq, the tiefling and the dwarf. "Back to the Shawm 'n' Lute then, perhaps a drink to get to know each other a bit, seeing that we're facing mortal danger together tomorrow." She says to the others. Sarya would then go to the Shawm 'n' Lute and converse anyone so inclined over dinner before resting, having a big breakfast and turning up at dawn by the Diviner.
Harq shoves some papers and notes back into his pack and looks up to Sarya with a smile and says, “It does sound like an exciting day tomorrow. A glass of wine and a chat would be nice, but these old bones don’t stay up as late as they used to. Early bird and all that.” To which the small bird on his hat ruffles his feathers. “Yes yes, the little bird too,”Harq adds with a chuckle.
Looking up to the others as they head back ((assuming that’s what happens)) and says, “So what’re your names? Sarya right? What brings you all to the city? I was recently out on a small expedition and just came back to visit a colleague of mine. Old wizard named Kwiz… eh… you wouldn’t know him.” While they walk, though he often uses his cane to hop up or down stairs, he’s surprisingly spry for a gnome of his age. He then continues, “Anyway, this is the first time I’ll be trying to find an artifact of someone still using it. But, I’m sure the Harpers know what they’re doing eh?”
"Nice to meet you Harq."Sarya says smiling and nodding at the old gnome. "I'm baldurian myself, born and bred and have hardly ever ventured beyond the walls of the city. So yes this is a new thing for me. Well not the sneaking in and stealing stuff of course. I think I got that part covered but I suppose there will be droves of undead minions of that lich we have to get past first." She says, looking to the others like hoping they would say they can take care of those. "Cute little fellow you have there Harq." She says, looking at the small bird on his hat.
Though might I also ask to have some time with the spell book after? It's always interesting to see how different researchers scribe their spells, and there is likely much I could learn from it."
Remallia studies Harq for a moment and offers a less than satisfying response, "For purely academic reasons, yes? We shall see, young wizard."
"Yeah, I bet that was what all liches said at some point." Sarya says with a smile. "I'll keep an eye on this particular one."She adds jokingly to Remallia.
After a restful, or maybe not so restful, night at the Shawm 'n' Lute, you set out for the harbor. Unsurprisingly, the docks are crowded, loud, and chaotic. Finding The Diviner takes a quarter of an hour or so, but you eventually step aboard and are greeted by a Callbrax, a gregarious lightfoot halfling. He quickly explains the boat's accommodations, including the locations of the food and drink. By midday you've sailed far enough south to make Baldur's Gate little more than a dark speck on the coast to the north of you.
<> - <> - <> - <> - <> - <> - <> - <>
It is in the evening on the third day of your voyage 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 overhead.
You look up and behold a monolithic black tower appearing just above the dark forest.
“Zaldara,” the halfling 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, approximately ten 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 and 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.”
Callbrax hands each of you a potion of healing as you cautiously ascend the stairs that lead into the Duchess of Rot's cellar.
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 five-foot high ledge that leads into darkness appears along the other. Further back and to the north, a second set of stairs leads up to a stone door carved with a skull.
As they lose sight of Baldur's Gate Sarya for the first time wonders what she has gotten herself into this time. She didn't much enjoy the three days on the Diviner but she still tried to keep the mood up with pleasant conversation about what eviltry they will face in the tower of the Duchess of Rot.
She follows closely as Callbrax moves ashore and gratefully accepts the potion he hands her as they descend into the tower. "Okay, I guess we didn't really plan this part yet but could you take point with tha shield Thoradin and you next Rawlings while Harq can take our rear guard." Sarya suggests motioning for the dwarf to proceed towards the next set of stairs. "I guess we can all see in the dark so that's good. Let's just get to that spellbook and get back to Callbrax, no fancy stuff alright?" She adds, keeping her crossbow ready should they run into any of Zaldara's minions. Stealth: 25 Perception: 12
“Gotta say, for three days on the water, I’m surprised we didn’t run into anything ominous. That isn’t the norm when I’m sailing.” She looks around to the others, getting more interested in this plan. The reward sure is good, and if it works? That would be even better.
She is surprised by the gift of healing potion. Wonders if this is a sign of things to come. “Thanks” she grumbles and follows the rest up the stairs. When Sarya commands the new marching order, Rawlings gives her a little snear, who made her boss? But follows instructions just the same. She holds her yklwa at the ready and checks out her new surroundings. Perception: 13
"Nice to meet you Harq."Sarya says smiling and nodding at the old gnome. "I'm baldurian myself, born and bred and have hardly ever ventured beyond the walls of the city. So yes this is a new thing for me. Well not the sneaking in and stealing stuff of course. I think I got that part covered but I suppose there will be droves of undead minions of that lich we have to get past first." She says, looking to the others like hoping they would say they can take care of those. "Cute little fellow you have there Harq." She says, looking at the small bird on his hat.
"Those skills may be useful tomorrow."Harq says, as the bird on his hat hops around and wide eyed begins to state to Sarya, Harq, not so subtly reaches into his pockets and shifts a pouch a bit more inside to keep prying hands away.
As they arrive in the cave, Harq, and the owl you now know as Duncan after talking over dinner, shake off the mist and look around inside. After the talk of the marching order, Harq nods in agreement, saying, "Yes yes. I do better investigating than dealing with guards. Let's stay quiet and see what we can find."Quietly ((17)) following the others up the stairs he's careful to look over the skull ((17)) to see if there is anything he can tell, or if there are any traps, before letting the others go on ahead.
This post has potentially manipulated dice roll results.
(We'll hold on to Harq's investigation check for later, but first...)
With Thoradin taking the lead, the group cautiously makes its way toward the door adorned with the skull. No one seems to make any noise or any sudden movements that would alert any would-be guards of your presence; nonetheless, two skeletons suddenly clatter into action. Their bits of metal armor scrape against their bones, signaling their presence to all of you. The first stands atop the 5' ledge to the west of the party, and the second, with shortsword in hand, prepares to descend the stairs at the south end of the room.
Initiative
Skeletons: 5
Party members: 9, 17, 17, 17, 8
The two undead have the jump on all of you, and they quickly act to fulfill their duty. The first fires an arrow at Carlos...
Shortbow attack: 5 for 5 piercing damage
And the second falls upon Harqwith its steel blade...
As the mourners disperse after saying their goodbyes to Rennika, two people who had been standing at the rear of the crowd approach. The first is a female sun elf; she's older but still spry, dressed in the noble finery of a northerner. The other is more mysterious, draped in a heavy black cloak and wearing a silver mask. The elf speaks, “Beautiful ceremony. It’s clear Rennika meant a great deal to you.”
The cloaked figure cuts in with a dry, raspy voice, one that reminds you of the way Rennika spoke as death approached, “There is a chance the deceased’s soul and countless others can be saved. If you act quickly, we might even be able to bring them back to life... and you can save those still living with the curse as well.”
The sun elf nods in agreement with her counterpart and says, "I am Remallia Haventree and this..."--motioning toward the cloaked and masked figure--"...is Syndra Silvane."
Remallia's name is unfamiliar to you. Syndra Silvane, however, is a name you know despite her retirement and aloofness. She is one of the city's great wizards.
You hear Syndra's frail voice coming from behind her mask. "Would you walk with us for a while? And allow us to speak of our plan?"
"That sounds like real hero stuff right there ladies, saving countless of people, never done that before I must admit." comes from a stunning half-elven redhead with emerald eyes wearing a worn black cloak that you don't think she just uses for funerals. She also wears a blood red linen shirt, black linen pants and black high soft leather boots. On her left hand sparkles a ring inset with a small ruby that she keeps touching with her other hand. "I'm not sure I'm your gal, but the whole thing sounds really intriguing so yeah, I'll listen to your plan ladies." She says and starts walking with them, glancing to the others, curious if anyone else would be interested in what they had to say.
“Silvane? That really you?” A tall dark drink of water speaks from the mist of the small crowd as she hears the name. She moves forward a bit, a tiefling in dark burgundy, almost black tight fitting monk’s robes, she has long black hair that has several small braids and piercing gold eyes that when she stares you, you can’t help but feel uncomfortable, that she just knows what you are thinking. “I’ve heard the stories, but to see you in the flesh… just that alone makes me intrigued. And honestly, seeing I have nothing better to do…” she looks at the rest of the crew, “and if there is even the slightest chance to bring Rennika back, then yes, I’m in.”
"Resurrection magic is something for the clerics." An old gnome steps forward, his clothing barely matching the solemn nature of the funeral, though it does look like he tried to wear a bit darker colors, he simply doesn't have much of a wardrobe. "Though the saving of souls! Now that's something I've seen occasionally on a dig out in bush." Looking the gnome over, you start to get the feeling that he's used to long lost knowledge far from civilization. "You have peaked my curiosity. Tell me more!" he adds, clearly more focused on what he could learn than who the speaker herself is. He then joins the procession.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Thoradin took the two of them in for a second before nodding. "Sure, why not? I'm in the mood to connect my hammer to some skulls who deserve it, and this sounds just the thing. A worthy cause indeed. Something rotten about the whole thing - unnatural. You handle the curse; leave the skull smashing to me."
"We discerned that each of you would be willing to play a part in this," replies Syndra, her frail voice crackling a bit.
Remallia adds, "Willing, yes. Capable as well. This is a task that requires the efforts of many; let me explain."
All of you receive the impression that your identities were known by Syndra and Remallia long before this meeting. For the next thirty minutes or so, the eight of you slowly walk along a wide, manicured path that winds through one of the small wooded areas that lie within the upper city of Baldur's Gate. As you go, Remallia, with a few remarks added by Syndra, provides the following information:
Syndra brings her own personal circumstances into the discussion. “This same death curse has struck me. I don’t know how much longer I’ll last before I perish. Clerics have no help to offer. They’re stymied by what is happening.”
*Regarding the Harpers...
The Harpers are spellcasters and spies who covertly oppose any abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerûn, analyze the political dynamics in each region or realm, and use what they uncover to help the weak, the poor, and the oppressed from behind the scenes. Harpers act openly only as a last resort.
"Well!" the gnome replies with a grin, looking to the others, "Since it seems that we'll be working together, please call me Harq." Then looking to the Harpers adds, "Sneaking into deep cellars to find ancient artifacts sounds just up my alley. And your reward is quite generous. Though might I also ask to have some time with the spell book after? It's always interesting to see how different researchers scribe their spells, and there is likely much I could learn from it." You then see some small movement from behind Harq's hat as a tiny owl hops around and looks down to Harq, who looks up and says something in Gnomish to the bird who then ruffles his feathers.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
The half-elven redhead follows and listens attentively, and seems more and more excited as the story unfolds. "Count me in ladies, sneaking in and stealing stuff from grumpy old rich people is my favourite pastime, even when they should have passed on a long time ago." She says as the briefing finishes. "I'm Sarya by the way." She says with a smile and nods at the others. "So, when do we leave for that lich tower?"
In contrast to her dry, shaky voice, Syndra's eyes shine with an energy and passion as she looks upon Sarya. The old wizard replies, "We do earnestly believe our plan will succeed. And we ask that you depart tomorrow. Please."
There's an unmistakable sound of urgency in the old wizard's voice.
"Yes. Tomorrow," echoes Remallia, who then provides the all of you with the plan for gaining possession of the lich's spellbook:
Tomorrow morning, you will leave Baldur’s Gate 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 halfling mage, who will captain the vessel, which is stocked with plenty of food and water for the three-day journey. On day three of the journey, the ship will arrive at a seaside cave connected to Zaldara’s tower. The blowing of my horn will signal the Harper’s assault on the tower has begun. You must then move as quickly as possible to find the phylactery to minimize the number of Harper casualties. When the spellbook is found, return to The Diviner. Callbrax will teleport you and the phylactery to me. Rest well tonight, friends! Syndra has arranged for you to stay at a place you know so well: the Shawm 'n' Lute. A few hours after dawn, Callbrax expects to welcome you aboard.
"Sounds like you planned this well ladies, I'll be by the Diviner at dawn if your friend Callbrax needs help with any preparations. I'll see you both again after this heist is completed then ladies." Sarya says with a slight bow before turning to Harq, the tiefling and the dwarf. "Back to the Shawm 'n' Lute then, perhaps a drink to get to know each other a bit, seeing that we're facing mortal danger together tomorrow." She says to the others. Sarya would then go to the Shawm 'n' Lute and converse anyone so inclined over dinner before resting, having a big breakfast and turning up at dawn by the Diviner.
Harq shoves some papers and notes back into his pack and looks up to Sarya with a smile and says, “It does sound like an exciting day tomorrow. A glass of wine and a chat would be nice, but these old bones don’t stay up as late as they used to. Early bird and all that.” To which the small bird on his hat ruffles his feathers. “Yes yes, the little bird too,” Harq adds with a chuckle.
Looking up to the others as they head back ((assuming that’s what happens)) and says, “So what’re your names? Sarya right? What brings you all to the city? I was recently out on a small expedition and just came back to visit a colleague of mine. Old wizard named Kwiz… eh… you wouldn’t know him.” While they walk, though he often uses his cane to hop up or down stairs, he’s surprisingly spry for a gnome of his age. He then continues, “Anyway, this is the first time I’ll be trying to find an artifact of someone still using it. But, I’m sure the Harpers know what they’re doing eh?”
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
"Nice to meet you Harq." Sarya says smiling and nodding at the old gnome. "I'm baldurian myself, born and bred and have hardly ever ventured beyond the walls of the city. So yes this is a new thing for me. Well not the sneaking in and stealing stuff of course. I think I got that part covered but I suppose there will be droves of undead minions of that lich we have to get past first." She says, looking to the others like hoping they would say they can take care of those. "Cute little fellow you have there Harq." She says, looking at the small bird on his hat.
Remallia studies Harq for a moment and offers a less than satisfying response, "For purely academic reasons, yes? We shall see, young wizard."
"Yeah, I bet that was what all liches said at some point." Sarya says with a smile. "I'll keep an eye on this particular one." She adds jokingly to Remallia.
After a restful, or maybe not so restful, night at the Shawm 'n' Lute, you set out for the harbor. Unsurprisingly, the docks are crowded, loud, and chaotic. Finding The Diviner takes a quarter of an hour or so, but you eventually step aboard and are greeted by a Callbrax, a gregarious lightfoot halfling. He quickly explains the boat's accommodations, including the locations of the food and drink. By midday you've sailed far enough south to make Baldur's Gate little more than a dark speck on the coast to the north of you.
<> - <> - <> - <> - <> - <> - <> - <>
It is in the evening on the third day of your voyage 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 overhead.
You look up and behold a monolithic black tower appearing just above the dark forest.
“Zaldara,” the halfling 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, approximately ten 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 and 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.”
Callbrax hands each of you a potion of healing as you cautiously ascend the stairs that lead into the Duchess of Rot's cellar.
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 five-foot high ledge that leads into darkness appears along the other. Further back and to the north, a second set of stairs leads up to a stone door carved with a skull.
As they lose sight of Baldur's Gate Sarya for the first time wonders what she has gotten herself into this time. She didn't much enjoy the three days on the Diviner but she still tried to keep the mood up with pleasant conversation about what eviltry they will face in the tower of the Duchess of Rot.
She follows closely as Callbrax moves ashore and gratefully accepts the potion he hands her as they descend into the tower. "Okay, I guess we didn't really plan this part yet but could you take point with tha shield Thoradin and you next Rawlings while Harq can take our rear guard." Sarya suggests motioning for the dwarf to proceed towards the next set of stairs. "I guess we can all see in the dark so that's good. Let's just get to that spellbook and get back to Callbrax, no fancy stuff alright?" She adds, keeping her crossbow ready should they run into any of Zaldara's minions. Stealth: 25 Perception: 12
“Gotta say, for three days on the water, I’m surprised we didn’t run into anything ominous. That isn’t the norm when I’m sailing.” She looks around to the others, getting more interested in this plan. The reward sure is good, and if it works? That would be even better.
She is surprised by the gift of healing potion. Wonders if this is a sign of things to come. “Thanks” she grumbles and follows the rest up the stairs. When Sarya commands the new marching order, Rawlings gives her a little snear, who made her boss? But follows instructions just the same. She holds her yklwa at the ready and checks out her new surroundings. Perception: 13
"Those skills may be useful tomorrow." Harq says, as the bird on his hat hops around and wide eyed begins to state to Sarya, Harq, not so subtly reaches into his pockets and shifts a pouch a bit more inside to keep prying hands away.
As they arrive in the cave, Harq, and the owl you now know as Duncan after talking over dinner, shake off the mist and look around inside. After the talk of the marching order, Harq nods in agreement, saying, "Yes yes. I do better investigating than dealing with guards. Let's stay quiet and see what we can find." Quietly ((17)) following the others up the stairs he's careful to look over the skull ((17)) to see if there is anything he can tell, or if there are any traps, before letting the others go on ahead.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
(We'll hold on to Harq's investigation check for later, but first...)
With Thoradin taking the lead, the group cautiously makes its way toward the door adorned with the skull. No one seems to make any noise or any sudden movements that would alert any would-be guards of your presence; nonetheless, two skeletons suddenly clatter into action. Their bits of metal armor scrape against their bones, signaling their presence to all of you. The first stands atop the 5' ledge to the west of the party, and the second, with shortsword in hand, prepares to descend the stairs at the south end of the room.
Initiative
The two undead have the jump on all of you, and they quickly act to fulfill their duty. The first fires an arrow at Carlos...
And the second falls upon Harq with its steel blade...
Map:
Thoradin charged at the skeleton with the sword and swung at it as hard as he could with his warhammer.
Attack: 24 Damage: 8