Coriana waits to hear Es Sarch's answers to Xanrym's questions before pulling the party aside.
When we do get a little tiny bit more privacy, she'll make it clear that she just isn't comfortable assuming the rest of you have as loose morals as she does. She has no compunctions about murdering someone who does not seem to be a nice person.
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Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Syllen will ask the cosmos to protect the group when they come together in the morning.
(Everyone gets 9 temp HP.)
Given that when Syllen listened to Drow conversations they seemed to be fully good with talking about slavery in the open he has no qualms with killing an evil Drow. Syllen is very interested in hearing the response to Xanrym's questions. Syllen would also ask.
“If we do this it might not be good for you if we walk through the front door with blood on our hands right after someone killed Elessarwa. Is there a discreet way we could enter or a safe house we could hide in until things settle down?”
Es Sarch provides some additional information, "I care nothing for The Inheritors, they may do as they wish. And my neutrality with the Assassin's Guild and House Dusklorn only exists because neither party can field enough power to openly try and take over the whole city. As soon as they gain that power with an alliance, the Dripstone will be first on their list of acquisitions. Elessarwa is a powerful cleric of Lolth, yes, she fields powerful magic in her god's name. But I can provide you with a route into Dusklorn Manor that will guide you straight into her private chambers, and then back out again. If you wish to lay low afterward, the only place not patrolled by either House Dusklorn or the Assassin's Guild is the Riddle. Although i'd advise if you wish to reside their, you may need to protect your home from the various gangs. Once you make it known that you can do so, I believe they generally leave residents alone"
Es Sarch nods at your willingness to participate, and stands up from the chair he was in. He seems to float out into the common room, back to his high chair. One of the mindless servers hands you a note that reads in a perfect hand written script, "Find the old tannery on Matron Road near the wall that encircles Noble's Bluff. The skin shop's ghastly smell yet lingers in the area. Inside, on the southern wall, find a gold stain the shape of a wand. This stain marks the location of a hidden trap door that opens to a passage under the building. Follow this tunnel to its highest point. You'll come to the doorway of the chamber used by Elessarwa for her arts."
(OOC: We'll just assume that Xanrym acquiesced once it was clear that the rest of the group wanted to kill the Drow matriarch. He's probably still uncomfortable with the idea -- somehow, it feels different to him than battling "monsters" -- but he also doesn't want the rest of The Company to think that he's defending a torturer and follower of the Demon Queen of Spiders!)
Es Sarch nods at your willingness to participate, and stands up from the chair he was in. He seems to float out into the common room, back to his high chair. One of the mindless servers hands you a note that reads in a perfect hand written script, "Find the old tannery on Matron Road near the wall that encircles Noble's Bluff. The skin shop's ghastly smell yet lingers in the area. Inside, on the southern wall, find a gold stain the shape of a wand. This stain marks the location of a hidden trap door that opens to a passage under the building. Follow this tunnel to its highest point. You'll come to the doorway of the chamber used by Elessarwa for her arts."
"Oh!", Xanrym says, "I assumed that House Dusklorn was based near the docks, where we met Irennaste." He takes out a sheet of paper from his scroll case and unrolls it, showing a map that he was working on last night of the areas of Pedestal that they've seen. "But it sounds like the tannery is between here and the market, which is in the opposite direction from the docks. I wonder whether the matron's chamber is within this Noble's Bluff: inside the inner wall of the city, close to the site of the 'Plagueburst' and that great column that stretches to the roof of the Grotto." He points on the map to their location (P2) and the market (P11).
(OOC: Xanrym has proficiency in Cartographer's Tools. Refer to the map in post #4607, but Xanrym's map wouldn't show anything within the walls around Noble's Bluff or anything in the southeast quadrant of the city since the party hasn't gone there yet.)
Xanrym looks anxious. He asks the others, "What do you think? Should we spend some time doing more reconnaissance? Or do you want to try going directly to the matron's chamber? I mean, we cannot find the Lost King's bones any faster than Es Sarch uncovers their location. That might give us a day to figure out what we're up against with Elessarwa."
"That might be wise," Theldrin muses. "Unless Es Sarch gives us a particular window of time she is more likely to be in her chamber. Perhaps we should also go ahead and find lodging in the Riddle first as well..."
“Gaining more information before charging into the Lion’s Den is a good idea. I like the idea of spending some time doing reconnaissance before making our move.”
"Okay, let's gather information, then..." Khessa agrees. "Although I think it might be enough to wait just outside the rupture chamber and, when we hear the matron begin to torture someone, we'll burst in through the secret passage."
"She'll be alone, to privately enjoy the perverse pleasure that inflicting pain brings her," the blonde arcane warrior can already see the scene in her mind. "If we enter and immediately shroud her in magical silence, she'll be unable to invoke her goddess or call for help from the house's guards. All it takes is one of us to hold her in place while the others to strike her... and soon the world will have one less sadistic fanatic in its underground."
"But still," the tall adventuress concedes, "the time it takes to gather two more pieces of information won't make a big difference. Let's see what we can uncover."
Avery agrees, "Let's set the stage for our success, gather as much information as we can before we go. Like Syllen says, let's get as much information as we can concerning the target before we go in, we don't want to be blind in her lair."
"It will be difficult of course as surface dwellers... but we should try to keep a low profile as much as possible while we prepare for the mission," Theldrin says with a frown.
"She'll be alone, to privately enjoy the perverse pleasure that inflicting pain brings her," the blonde arcane warrior can already see the scene in her mind. "If we enter and immediately shroud her in magical silence, she'll be unable to invoke her goddess or call for help from the house's guards. All it takes is one of us to hold her in place while the others to strike her... and soon the world will have one less sadistic fanatic in its underground."
"But still," the tall adventuress concedes, "the time it takes to gather two more pieces of information won't make a big difference. Let's see what we can uncover."
"It's a solid plan," Xanrym says, nodding, "and I imagine that we'll do something very much like that. But what if Elessarwa is not alone? Even if there are no other Drow with her, remember the creatures that defended Krell on The Emperor of the Waves? The maw demons, giant spiders, and other arachnoid? Perhaps this priestess of Lolth would have creatures like that with her at all times."
Xanrym also remembers that the first time he tried to silence an evil cleric. It did not go well. And the last time he tried to silence an evil cleric, it was Krell. To ensure that he could maintain concentration that time, Xanrym planned to hide in an "empty" room until the fight was done. But that's when a spider materialized from the Ethereal Plane and attacked him!
In any case, if they can learn anything about Elessarwa, it would be more than they know now. He doesn't want to be surprised by some unexpected power, like the Kuo-Toa who hurled lightning at the South Gate. And, if they discover, for example, that Elessarwa likes to use poison, then they might want to purchase more antitoxin or Syllen might want to prepare Protection from Poison.
"That might be wise," Theldrin muses. "Unless Es Sarch gives us a particular window of time she is more likely to be in her chamber. Perhaps we should also go ahead and find lodging in the Riddle first as well..."
"Good suggestion!", Xanrym says. He would prefer to see The Riddle today, when they're fresh, and maybe even locate a potential safe house. He doesn't want to enter The Riddle for the first time after the job when they may already be injured and on the run from House Dusklorn.
Alright so the Riddle it is, Es Sarch’s head seems to bop slightly as you leave the inn and head east down the Street of Five Hanged and then south to Skull Avenue and The Riddle. While you walk down Skull Avenue, you notice that the houses become even more decrepit as you advance. With the strange looks you’ve become used to becoming more openly hostile. As you get close to the part of the city known as The Riddle, you see a a cloaked figure dropping a note into a simple looking mailbox. The cloaked figure quickly stalks off into an alley off Skull Avenue.
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Coriana waits to hear Es Sarch's answers to Xanrym's questions before pulling the party aside.
When we do get a little tiny bit more privacy, she'll make it clear that she just isn't comfortable assuming the rest of you have as loose morals as she does. She has no compunctions about murdering someone who does not seem to be a nice person.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin also waits to hear Es Sarch's answers with furrowed brow, seemingly hesitant to immediately agree to the new request.
Syllen will ask the cosmos to protect the group when they come together in the morning.
(Everyone gets 9 temp HP.)
Given that when Syllen listened to Drow conversations they seemed to be fully good with talking about slavery in the open he has no qualms with killing an evil Drow. Syllen is very interested in hearing the response to Xanrym's questions. Syllen would also ask.
“If we do this it might not be good for you if we walk through the front door with blood on our hands right after someone killed Elessarwa. Is there a discreet way we could enter or a safe house we could hide in until things settle down?”
Es Sarch provides some additional information, "I care nothing for The Inheritors, they may do as they wish. And my neutrality with the Assassin's Guild and House Dusklorn only exists because neither party can field enough power to openly try and take over the whole city. As soon as they gain that power with an alliance, the Dripstone will be first on their list of acquisitions. Elessarwa is a powerful cleric of Lolth, yes, she fields powerful magic in her god's name. But I can provide you with a route into Dusklorn Manor that will guide you straight into her private chambers, and then back out again. If you wish to lay low afterward, the only place not patrolled by either House Dusklorn or the Assassin's Guild is the Riddle. Although i'd advise if you wish to reside their, you may need to protect your home from the various gangs. Once you make it known that you can do so, I believe they generally leave residents alone"
After considering all the information from Es Sarch, Theldrin agrees to participate in the mission.
Khessa, already convinced from the start, is more determined than ever.
Avery nods, "As long as we have a good route in and out, then lay low for a bit, sounds feasible even for down here."
Coriana, nods, seeing everyone seems okay with accepting, but looks to Xanrym to make sure to at least have his buy in.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Es Sarch nods at your willingness to participate, and stands up from the chair he was in. He seems to float out into the common room, back to his high chair. One of the mindless servers hands you a note that reads in a perfect hand written script, "Find the old tannery on Matron Road near the wall that encircles Noble's Bluff. The skin shop's ghastly smell yet lingers in the area. Inside, on the southern wall, find a gold stain the shape of a wand. This stain marks the location of a hidden trap door that opens to a passage under the building. Follow this tunnel to its highest point. You'll come to the doorway of the chamber used by Elessarwa for her arts."
"Isn't that the symbol we saw near the gate?" says Coriana.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
"Hmmm... good point, indeed it sounds like the same symbol," Theldrin nods as he rubs his beard pensively.
(OOC: We'll just assume that Xanrym acquiesced once it was clear that the rest of the group wanted to kill the Drow matriarch. He's probably still uncomfortable with the idea -- somehow, it feels different to him than battling "monsters" -- but he also doesn't want the rest of The Company to think that he's defending a torturer and follower of the Demon Queen of Spiders!)
"Oh!", Xanrym says, "I assumed that House Dusklorn was based near the docks, where we met Irennaste." He takes out a sheet of paper from his scroll case and unrolls it, showing a map that he was working on last night of the areas of Pedestal that they've seen. "But it sounds like the tannery is between here and the market, which is in the opposite direction from the docks. I wonder whether the matron's chamber is within this Noble's Bluff: inside the inner wall of the city, close to the site of the 'Plagueburst' and that great column that stretches to the roof of the Grotto." He points on the map to their location (P2) and the market (P11).
(OOC: Xanrym has proficiency in Cartographer's Tools. Refer to the map in post #4607, but Xanrym's map wouldn't show anything within the walls around Noble's Bluff or anything in the southeast quadrant of the city since the party hasn't gone there yet.)
Xanrym looks anxious. He asks the others, "What do you think? Should we spend some time doing more reconnaissance? Or do you want to try going directly to the matron's chamber? I mean, we cannot find the Lost King's bones any faster than Es Sarch uncovers their location. That might give us a day to figure out what we're up against with Elessarwa."
"That might be wise," Theldrin muses. "Unless Es Sarch gives us a particular window of time she is more likely to be in her chamber. Perhaps we should also go ahead and find lodging in the Riddle first as well..."
Syllen nods in agreement.
“Gaining more information before charging into the Lion’s Den is a good idea. I like the idea of spending some time doing reconnaissance before making our move.”
"Okay, let's gather information, then..." Khessa agrees. "Although I think it might be enough to wait just outside the rupture chamber and, when we hear the matron begin to torture someone, we'll burst in through the secret passage."
"She'll be alone, to privately enjoy the perverse pleasure that inflicting pain brings her," the blonde arcane warrior can already see the scene in her mind. "If we enter and immediately shroud her in magical silence, she'll be unable to invoke her goddess or call for help from the house's guards. All it takes is one of us to hold her in place while the others to strike her... and soon the world will have one less sadistic fanatic in its underground."
"But still," the tall adventuress concedes, "the time it takes to gather two more pieces of information won't make a big difference. Let's see what we can uncover."
Avery agrees, "Let's set the stage for our success, gather as much information as we can before we go. Like Syllen says, let's get as much information as we can concerning the target before we go in, we don't want to be blind in her lair."
Coriana agrees with gathering info first.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
"It will be difficult of course as surface dwellers... but we should try to keep a low profile as much as possible while we prepare for the mission," Theldrin says with a frown.
"It's a solid plan," Xanrym says, nodding, "and I imagine that we'll do something very much like that. But what if Elessarwa is not alone? Even if there are no other Drow with her, remember the creatures that defended Krell on The Emperor of the Waves? The maw demons, giant spiders, and other arachnoid? Perhaps this priestess of Lolth would have creatures like that with her at all times."
Xanrym also remembers that the first time he tried to silence an evil cleric. It did not go well. And the last time he tried to silence an evil cleric, it was Krell. To ensure that he could maintain concentration that time, Xanrym planned to hide in an "empty" room until the fight was done. But that's when a spider materialized from the Ethereal Plane and attacked him!
In any case, if they can learn anything about Elessarwa, it would be more than they know now. He doesn't want to be surprised by some unexpected power, like the Kuo-Toa who hurled lightning at the South Gate. And, if they discover, for example, that Elessarwa likes to use poison, then they might want to purchase more antitoxin or Syllen might want to prepare Protection from Poison.
"Good suggestion!", Xanrym says. He would prefer to see The Riddle today, when they're fresh, and maybe even locate a potential safe house. He doesn't want to enter The Riddle for the first time after the job when they may already be injured and on the run from House Dusklorn.
Alright so the Riddle it is, Es Sarch’s head seems to bop slightly as you leave the inn and head east down the Street of Five Hanged and then south to Skull Avenue and The Riddle. While you walk down Skull Avenue, you notice that the houses become even more decrepit as you advance. With the strange looks you’ve become used to becoming more openly hostile. As you get close to the part of the city known as The Riddle, you see a a cloaked figure dropping a note into a simple looking mailbox. The cloaked figure quickly stalks off into an alley off Skull Avenue.