Waylen looks to Marlede, his expression dour. "Halting the sacrifices would mean more deaths than continuing them. The first year of the winter, the towns burned through most of their reserves and stockpiles just to stay alive. What we have now is a fragile truce, one paid in suffering."
Standing a bit apart from the guards, lowering his voice, the speaker says: "I'd be one of the first to vote for the discontinuation of the practice. But I can't expose Easthaven to another period like the one from a year past. It would destroy the town. If you can give me some guarantee, something that will keep my people going, you would have my word then."
Righting himself up, taking a more confident stance, he elaborates on the previous request: “Four fishers went missing on Lac Dinneshere a tenday ago. The coastline is hard to sail along because of the ice floes, but savvy anglers prefer it—there are fewer competing fishers from the other lake towns there. I need you to scout the coastline and search for them, find out what happened to them.”
The speaker nods to you and heads back to his men to discuss the situation and to create a semblance of order down in the square. Several townsfolk are also heading in his direction, seeking a word.
Aubreen glances at Marlede then turns to face her. The anger that burned white hot just a short time ago replaced with a sorrow. With a gentle smile, so rarely seen form him, "I felt deceived Marlede, as if you had made a fool of me but no, it was mine own doing." He pauses, as he sorts his thoughts and feelings. "I immediately and incorrectly assumed the wizard was a victim, swept up in the fear and hysteria that so sadly grips these towns. You could have corrected me, informed us all of your true intent and interest."
"Perhaps it is none of my business, or perhaps you should tell us all what drives you. If we are to stick together I do not want any more surprises, that wizard would have been dangerous if we had to fight him. I will not travel with another who endangers my self or those I call friend."
Marlede crosses her arms and leans back onto a wall or a post. Her expression being one of understanding as she looks towards Aubreen.
"I get it now. No wonder you were being especially glare-y at me. Look, Aubreen, I'm sorry. I shouldn't have mentioned the sacrifices so carelessly, but I had no way of knowing if the burning was out of 'justice' or not."
"I tend to take these rumors with a grain of salt. Which is why I said I wanted to investigate it for myself. So I never lied about my intentions. And thanks to you, I gathered information that could be useful in the future. As Speaker Waylen said, the Druids aren't the only evils that plague Ten-Towns. And if this Arcane Brotherhood has more individuals like Dzaan in their midsts, then we'd best be prepared to deal with them, too. Whatever they want from the Netherese ruins can't be good."
"As for what drives me... Well, you heard lady Nimsy and I talk about my family. They're the biggest source of happiness and anxiety in my life. If anything happened to them, I don't really know what I would do. So I occupy myself by investigating rumors like these and helping the people as much as I can. It usually ends up with me fighting a monster or a criminal like Dzaan, so I can't promise the group won't be in danger. But I get the feeling you guys get into all sorts of trouble as well. And that's just fine with me."
Sirius’ eyebrows raise as he realizes they weren’t going to save the wizard after all. ”Didn't expect that to happen. Still as urgent as asvertised, just for a different reason.”
As the others leave the town hall to look around on the streets, Sirius excuses himself for the party and heads for the party. ”I’ve got a bit of a curse to cure if you’ll excuse me.” He gives a chuckle, but from knowing him for the last few days, you can sense nervousness in the chuckle. ”I’ll meet you at the burning.”
He surveys the streets and asks for directions to the library from the locals, if he fails to make it there on his own.
Aubreen accepts Marlede at her word, grunts acceptance at the words of Sirius then finds a high spot to watch the crowd.
Lost fishers speak to the suspicions of the greater treachery occurring in these lands. When the.others are ready Aubreen will heft his pack, check his sword and join them on this new Hunt. The kobold's all but forgotten, on the far side of the Dale.
He considers the words of the wizard, his rivals in the arcane brotherhood and an ancient t netheres ruin, are these lands cursed?
Sirius quickly finds out that the library is in the top floor of the town hall, the building you were just in. The guards are apologetic, but say "Sir, the town hall is closed until the burning."
It doesn't take long before Captain Arlaggath emerges from within, moving Dzaan in front of her, a stony expression on her face. She passes by you, down the steps to the square with the pyre. The wizard has his head down, his face hidden in the gloom of the darkness.
As the wizard has been escorted out, the guards step away from the door, letting Sirius in. He finds the library in the third floor of the town hall, directly under the roof. The rows and rows of bookshelves are nestled under the wooden beams, containing a large selection of dusty tomes and scrolls. There is a small window at each end, allowing a foggy view of the town square.
The crowd has fully filled out. Aubreen spots nobody sticking out particularly, all the people being wrapped rightly in wither clothing, faces partially obscured. The town square is packed with hundreds of residents, clustered in groups, easily half the population of Easthaven. A hush goes over them as the criminal is being led towards them. The silence is quickly replaced by cheering, shouting and rude gestures. Guards do their best to keep anyone from throwing objects and not to approach the crowd too closely.
"This is for the Five!" "Murderer!" "Burn in hell!"
The wizard is bound to the post in the middle of the pyre. Captain Arlaggath and Speaker Danneth Waylen step to the side. There is no need for additional last words, everyone in Easthaven knows what the man did.
The speaker nods his head. Members of the militia use torches to light the straw tucked around the wizards feet. Fanned by the wind, the fire catches quickly. Dzaan does not struggle or scream as he is quickly engulfed in flames. Bundled-up spectators move closer to the human bonfire, eager to feel its warmth.
Marlede looks uncomfortable throughout the burning. But she doesn't leave the site. Instead of focusing on Dzaan, she surveys the area for the people that were described to her.
After the burning, if nothing catches her attention, she will simply look for an Inn to eat and sleep in. After a long day of traveling and talking about conspiracies and ideals, she simply wants to rest.
As the pyre has stopped burning, Sirius returns and rejoins the party. ”It’s getting to be late. Let’s find a roof over our heads for the night. So what’s our plan for the near future? We’ll go for the missing fishers since we’re already here, or? Was there anything else to do out here in the east? I’d love to not have to put off dealing with the kobolds much longer.”
Perrin silently watches as the murderous wizard meets his end in the pyre of justice, an odd collection of feelings passing through him. While it was good for a known murderer to be dealt with, he didn't approve of the public spectacle of burning him alive. It reminded him a bit of when he was stripped down and thrown out into the cold as a sacrifice to appease Auril. This public execution, while maybe just, was wrong and immoral. He felt his grudge against Auril grow even deeper as the last bit of the wizard becomes ash and smoke that dance away into the darkened sky full of stars.
Looking to Sirius as the man joins them, he repeats back with a somber expression, "Fishers. Already here." Might as well take care of the problem here before going someplace else. Besides, the townspeaker fellow mentioned some magic items as a reward.
Aubreen joins the others at the chosen inn, for an evening meal and much needed rest. Traveling through the snow and ice of the dale is truly exhausting.
"Fishers won't remain missing forever, they will eventually be found, dead. If there is a chance it is now. Sirius I understand the need and desire to deal with the Kobolds. Wait too long and they will multiply like rats."
Aubreen mulls their choice. "I think the fishers need our help now, the kobold later, but will leave it to all of you to cast your desire."
Aubreen will join the group in the prominent choice made.
The pyre continues to smolder long after the wizard has been reduced to ash. A tight crowd remains around it as you make your way to the inn.
The White Lady Inn, named after a local legend, is the establishment of choice for weary travelers. As you head in, you're welcomed by the sound of a fiddle being plucked. A halfling sits in one corner with the instrument, looking up with interest as you enter. The inn is furnished almost artfully, with fishnets draped along the ceiling, a ship's helm and oars hung up on the walls.
The elderly proprietor introduces himself as Bartaban with a sullen but steady voice. Upon your request, he collects the payment for your rooms (5 sp each). To Sirius, he offers to send a boy with Bouncer to the stables for an additional 5 sp.
As you head up to your rooms, the halflings singing accompanies you. It is a story about the white lady herself and how her husband chose his treasure over her when their boat was about to capsize, shoving her into the water. But to no avail, as the man and his treasure sank too. To this day it is said that the ghost of the white lady haunts Easthaven and the treasure still lies at the bottom of the lake.
The faint notes of the fiddle may or may not be helfpful in you falling asleep, but you eventually do, leading to a restful night.
Long Rest Complete
The next morning, the snowfall is light and soft, scattered billowing clouds making their way across the sky. The main room of the inn is bustling, people catching up on their gossip and getting a hearty breakfast in before departing for the days work. Bartaban and his aides have prepared some cuts of smoked reindeer meat, knucklehead rolls (thin slices of the fish with even thinner slices of pickled vegetables) and various sorts of cheeses, accompanied by a small glass of the newest honey-sweet brew from Good Mead for those who need a pick-me-up. The price is 1 sp to partake in the breakfast.
Marlede gathers her belongings to join the others in the main room. She'll greet them politely and enjoy the delicious meal. When it's served to her, she looks a bit annoyed for some reason, but eats it nonetheless. She tries to listen to any rumors as she eats.
When the meal is over, she'll ask "So, are we heading towards the lake to investigate the mystery of the missing fishers? I'm ready to go whenever you are."
[ OOC: Subtracted the 6 sp already. And a ration from yesterday's travel. Got a 13 on Perception. ]
Aubreen enjoys the morning repast of reindeer and cheese, refusing g to even look at the fish. Pulling his pack apart, packing and repacking it obsessively until it is just right.
"Marlede, you seem to know the Dale better than us interloper, it is unfortunate the towns folk are unwilling to Mount an expedition and take care of their own. Perrin, Sirius, are you able to get moving, shall we head out and find what we may?"
Aubreen waits with all the patience he can muster, gazing into the distance. He will head out with the others whenever they are ready.
On the trip he keeps his head up watching for any danger lurking about. Perception check if needed
Sirius gladly accepts the offer for Bouncer to stay the night in the stables. In the morning he indulges in the breakfast especially focusing on the reindeer meat. "Some good reindeer meat like this would've cost me at least 5 gold back in Waterdeep." Sirius pockets a small piece of the meat to feed to Bouncer later on.
After finishing the meal, Sirius starts getting up, ready to leave. "It seems that no one but us is getting things done around here. At least the pay is good."
On the trip Sirius looks for clues and signs that point to the whereabouts of the fishers.
Marlede overhears mostly chat about local matters and talk about the fiery end of the wizard from the day before. It seems like there have been thefts too, and not the pickpocketing kind. "Stole it right off the mantlepiece they did! Left snow all over the floor! Got that figure from my da years ago." Murmurs of sympathy follow. Marlede is aware that thievery isn't unusual in Tentowns, especially not in these times.
Fresh snow crunches beneath your boots as you make your way to the docks and the lake shore. The first of the fishers are well into their preparations for the day. Much of Lac Dinneshere is covered with ice. Only the hardiest anglers venture out to fish for knucklehead trout. To wrangle such a catch, fishers must drag their boats across the ice to open water and wait patiently out on the lake in the freezing cold for hours at a time. Others have prepared tools for sawing holes into the ice, wrangling angling rods and fixing lines. You see that some of the bigger boats, especially the old ferry, have long been caught in ice. A look into the past, when the eternal winter first started.
By asking around, Sirius picks up on the fact that the fishers often bring alcohol to their long shifts on the ice too keep warm.
Your departure coincides with the dim illumination best suited for a search, yet even now there is a haze covering the far distance, making your eyes ache as you try to focus (disadvantage on perception checks relying on sight in dim light).
The shoreline is no difficult route to walk and you make good progress. At some distance from the town, the shore becomes a sheer cliff face that steadily increases in height. You keep to the lake surface.
[No check needed] After about an hour or so of walking away from Easthaven, Aubreen spots an usual sight. A rowboat bobs untethered in the water amid some small ice floes, not far from the eighty-foot-high cliffs that abut the shoreline. The mouths of four caves dot the snowy cliffside. One of these caves is at water level, and the others are elevated twenty to thirty feet above the frozen lake. The wind tearing through these icy caves sounds like moaning.
Assuming Aubreen would let the group know of the rowboat and the cave entrances, Marlede would do the following:
"Alright, I'll go check the entrance to the cave at water level and see if there are any signs of the fishers. Someone should check the boat."
Marlede will take out her Longbow and approach the entrance stealthily, taking advantage of her Mask of the Wild feature (assuming the haze counts as an applicable natural phenomenon). Hopefully, there are tracks or bottles of alcohol left behind by the fishers that she can use to find them.
This post has potentially manipulated dice roll results.
Aubreen positions himself between his companions, ready to respond to any intrusion upon their investigations. Keeping an eye on the cave mouths and the bobbing boat, dead in the icy water. He views the stark white ice and snow, looking for anything, a splash of color, an absence of light. perception9.
Listening to the howl of wind, echoing with an eerie whine as it travels from the caverns, the hollows of the rocky edifice. The blowing snow and fog darkens his vision, straining his eyes and making them ache. He pushes past the pain, the soreness creeping into his forehead, as the muscles tighten in his eyebrows and temples.
Fishers would not ascend to the upper caves, not unless forced to do so, fish are not to be found from such hieghts. The boat appears sound, seaworthy, or at least lake worthy. Searching for blood, or signs of trespass, what could drive the fishers from their task, and into the dangers they're not equipped to face?
Aubreen is intrigued by the caves and impatient for the search, investigation is not his ken, action is. He desires to delve deeper, to seek out answers, and will not wait long, not allowing Marlede to disappear from sight before moving forth to follow.
This post has potentially manipulated dice roll results.
Perrin shuffles along behind the others as they trek across the frozen lake. His head bowed against the snow and wind, he watches each step he takes crunch into the powdery snow that dusted the lake's surface. Not really paying attention to where he was going, he almost plows into the others before he comes to an abrupt halt. Peering around the tall folk, he sees the abandoned boat that Aubreen pointed out to the others. At Marlede's suggestion to go check it out, Perrin nods and trots over to the boat. He approaches cautiously, worried that whatever took care of the fishermen might still be in the area.
Sirius goes to the mouth of the cave with Aubreen and Marlede. ”You look into that, I’ll try to find a way to get to the upper caves.” He then looks up trying to find a suitable rock or sharp feature to throw his rope around (perception 9) to help with climbing.
If he finds a suitable feature, he ties a loop into the end of his rope and tries to throw the loop on to it (athletics 17). He then pulls on the rope to see if it can hold any weight.
As you get close to the boat, you have no issues making out some footprints in the fresh snow (ignore that the map looks like it's slippery ice, all is covered by snow). They lead into the mouth of the cave that is on sea-level.
In the boat itself you find four oars, four sets of fishing tackle, and a dozen empty bottles.
Covered in the snowy haze, Marlede virtually disappears from view as if by magic. She gets up to the mouth of the cave. Sirius, going with her, has no problem finding a good spot for the rope loop to catch onto. The rope goes taut as he pulls on it, holding fast.
Aubreen, has trouble seeing well in the haze, but listening to the wind he makes out ... a song? First it sounds like just the howl of the caves, an eerie melody brought on by nature. But soon he makes out otherworldly words. It's almost a lullaby.
The others hear it too. The song raises in intensity, sweeping over you. Two winged forms have emerged from the cave entrances. They are vaguely humanoid-shaped, but their arms end in feathered wings and their legs have grown the talons of eagles.
The two harpies sing in unison, a melody most foul and terrifyingly beautiful.
The two harpies have emerged from the caves at position 7 and 5. Both of these are elevated 20 feet up along the cliff. Marlede and Sirius are at position 3, Perrin and Aubreen at position 1.
For Marlede: the distances are deliberately kept fuzzy, but you can assume around 30 feet distance between points unless specified otherwise.
The two harpies are singing their song. Everyone: At the start of your turn, make a Wisdom Saving throw (DC 11). On a failure:
Charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Initiative: 1. Harpies 2. All of you (go in any order) < YOUR TURN
Before Sirius can react to the threat, he is completely enamored by the singing (wisdom save: 6). How can anything be this beautiful? He immediately starts climbing up the rope towards the harpy, getting almost to the top. (20ft up at 30ft/2 speed. 5ft to go to the top.)
((OOC: I'm not quite sure if Sirius tries to save from the song on the same round as he is charmed, but in case he does: [wisdom save: 9]))
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Waylen looks to Marlede, his expression dour. "Halting the sacrifices would mean more deaths than continuing them. The first year of the winter, the towns burned through most of their reserves and stockpiles just to stay alive. What we have now is a fragile truce, one paid in suffering."
Standing a bit apart from the guards, lowering his voice, the speaker says: "I'd be one of the first to vote for the discontinuation of the practice. But I can't expose Easthaven to another period like the one from a year past. It would destroy the town. If you can give me some guarantee, something that will keep my people going, you would have my word then."
Righting himself up, taking a more confident stance, he elaborates on the previous request: “Four fishers went missing on Lac Dinneshere a tenday ago. The coastline is hard to sail along because of the ice floes, but savvy anglers prefer it—there are fewer competing fishers from the other lake towns there. I need you to scout the coastline and search for them, find out what happened to them.”
The speaker nods to you and heads back to his men to discuss the situation and to create a semblance of order down in the square. Several townsfolk are also heading in his direction, seeking a word.
Marlede crosses her arms and leans back onto a wall or a post. Her expression being one of understanding as she looks towards Aubreen.
"I get it now. No wonder you were being especially glare-y at me. Look, Aubreen, I'm sorry. I shouldn't have mentioned the sacrifices so carelessly, but I had no way of knowing if the burning was out of 'justice' or not."
"I tend to take these rumors with a grain of salt. Which is why I said I wanted to investigate it for myself. So I never lied about my intentions. And thanks to you, I gathered information that could be useful in the future. As Speaker Waylen said, the Druids aren't the only evils that plague Ten-Towns. And if this Arcane Brotherhood has more individuals like Dzaan in their midsts, then we'd best be prepared to deal with them, too. Whatever they want from the Netherese ruins can't be good."
"As for what drives me... Well, you heard lady Nimsy and I talk about my family. They're the biggest source of happiness and anxiety in my life. If anything happened to them, I don't really know what I would do. So I occupy myself by investigating rumors like these and helping the people as much as I can. It usually ends up with me fighting a monster or a criminal like Dzaan, so I can't promise the group won't be in danger. But I get the feeling you guys get into all sorts of trouble as well. And that's just fine with me."
Currently DMing:
Sirius’ eyebrows raise as he realizes they weren’t going to save the wizard after all. ”Didn't expect that to happen. Still as urgent as asvertised, just for a different reason.”
As the others leave the town hall to look around on the streets, Sirius excuses himself for the party and heads for the party. ”I’ve got a bit of a curse to cure if you’ll excuse me.” He gives a chuckle, but from knowing him for the last few days, you can sense nervousness in the chuckle. ”I’ll meet you at the burning.”
He surveys the streets and asks for directions to the library from the locals, if he fails to make it there on his own.
Aubreen accepts Marlede at her word, grunts acceptance at the words of Sirius then finds a high spot to watch the crowd.
Lost fishers speak to the suspicions of the greater treachery occurring in these lands. When the.others are ready Aubreen will heft his pack, check his sword and join them on this new Hunt. The kobold's all but forgotten, on the far side of the Dale.
He considers the words of the wizard, his rivals in the arcane brotherhood and an ancient t netheres ruin, are these lands cursed?
Sirius quickly finds out that the library is in the top floor of the town hall, the building you were just in. The guards are apologetic, but say "Sir, the town hall is closed until the burning."
It doesn't take long before Captain Arlaggath emerges from within, moving Dzaan in front of her, a stony expression on her face. She passes by you, down the steps to the square with the pyre. The wizard has his head down, his face hidden in the gloom of the darkness.
As the wizard has been escorted out, the guards step away from the door, letting Sirius in. He finds the library in the third floor of the town hall, directly under the roof. The rows and rows of bookshelves are nestled under the wooden beams, containing a large selection of dusty tomes and scrolls. There is a small window at each end, allowing a foggy view of the town square.
The crowd has fully filled out. Aubreen spots nobody sticking out particularly, all the people being wrapped rightly in wither clothing, faces partially obscured. The town square is packed with hundreds of residents, clustered in groups, easily half the population of Easthaven. A hush goes over them as the criminal is being led towards them. The silence is quickly replaced by cheering, shouting and rude gestures. Guards do their best to keep anyone from throwing objects and not to approach the crowd too closely.
"This is for the Five!" "Murderer!" "Burn in hell!"
The wizard is bound to the post in the middle of the pyre. Captain Arlaggath and Speaker Danneth Waylen step to the side. There is no need for additional last words, everyone in Easthaven knows what the man did.
The speaker nods his head. Members of the militia use torches to light the straw tucked around the wizards feet. Fanned by the wind, the fire catches quickly. Dzaan does not struggle or scream as he is quickly engulfed in flames. Bundled-up spectators move closer to the human bonfire, eager to feel its warmth.
Marlede looks uncomfortable throughout the burning. But she doesn't leave the site. Instead of focusing on Dzaan, she surveys the area for the people that were described to her.
After the burning, if nothing catches her attention, she will simply look for an Inn to eat and sleep in. After a long day of traveling and talking about conspiracies and ideals, she simply wants to rest.
Currently DMing:
As the pyre has stopped burning, Sirius returns and rejoins the party. ”It’s getting to be late. Let’s find a roof over our heads for the night. So what’s our plan for the near future? We’ll go for the missing fishers since we’re already here, or? Was there anything else to do out here in the east? I’d love to not have to put off dealing with the kobolds much longer.”
Perrin silently watches as the murderous wizard meets his end in the pyre of justice, an odd collection of feelings passing through him. While it was good for a known murderer to be dealt with, he didn't approve of the public spectacle of burning him alive. It reminded him a bit of when he was stripped down and thrown out into the cold as a sacrifice to appease Auril. This public execution, while maybe just, was wrong and immoral. He felt his grudge against Auril grow even deeper as the last bit of the wizard becomes ash and smoke that dance away into the darkened sky full of stars.
Looking to Sirius as the man joins them, he repeats back with a somber expression, "Fishers. Already here." Might as well take care of the problem here before going someplace else. Besides, the townspeaker fellow mentioned some magic items as a reward.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Aubreen joins the others at the chosen inn, for an evening meal and much needed rest. Traveling through the snow and ice of the dale is truly exhausting.
"Fishers won't remain missing forever, they will eventually be found, dead. If there is a chance it is now. Sirius I understand the need and desire to deal with the Kobolds. Wait too long and they will multiply like rats."
Aubreen mulls their choice. "I think the fishers need our help now, the kobold later, but will leave it to all of you to cast your desire."
Aubreen will join the group in the prominent choice made.
The pyre continues to smolder long after the wizard has been reduced to ash. A tight crowd remains around it as you make your way to the inn.
The White Lady Inn, named after a local legend, is the establishment of choice for weary travelers. As you head in, you're welcomed by the sound of a fiddle being plucked. A halfling sits in one corner with the instrument, looking up with interest as you enter. The inn is furnished almost artfully, with fishnets draped along the ceiling, a ship's helm and oars hung up on the walls.
The elderly proprietor introduces himself as Bartaban with a sullen but steady voice. Upon your request, he collects the payment for your rooms (5 sp each). To Sirius, he offers to send a boy with Bouncer to the stables for an additional 5 sp.
As you head up to your rooms, the halflings singing accompanies you. It is a story about the white lady herself and how her husband chose his treasure over her when their boat was about to capsize, shoving her into the water. But to no avail, as the man and his treasure sank too. To this day it is said that the ghost of the white lady haunts Easthaven and the treasure still lies at the bottom of the lake.
The faint notes of the fiddle may or may not be helfpful in you falling asleep, but you eventually do, leading to a restful night.
Long Rest Complete
The next morning, the snowfall is light and soft, scattered billowing clouds making their way across the sky. The main room of the inn is bustling, people catching up on their gossip and getting a hearty breakfast in before departing for the days work. Bartaban and his aides have prepared some cuts of smoked reindeer meat, knucklehead rolls (thin slices of the fish with even thinner slices of pickled vegetables) and various sorts of cheeses, accompanied by a small glass of the newest honey-sweet brew from Good Mead for those who need a pick-me-up. The price is 1 sp to partake in the breakfast.
Marlede gathers her belongings to join the others in the main room. She'll greet them politely and enjoy the delicious meal. When it's served to her, she looks a bit annoyed for some reason, but eats it nonetheless. She tries to listen to any rumors as she eats.
When the meal is over, she'll ask "So, are we heading towards the lake to investigate the mystery of the missing fishers? I'm ready to go whenever you are."
[ OOC: Subtracted the 6 sp already. And a ration from yesterday's travel. Got a 13 on Perception. ]
Currently DMing:
Aubreen enjoys the morning repast of reindeer and cheese, refusing g to even look at the fish. Pulling his pack apart, packing and repacking it obsessively until it is just right.
"Marlede, you seem to know the Dale better than us interloper, it is unfortunate the towns folk are unwilling to Mount an expedition and take care of their own. Perrin, Sirius, are you able to get moving, shall we head out and find what we may?"
Aubreen waits with all the patience he can muster, gazing into the distance. He will head out with the others whenever they are ready.
On the trip he keeps his head up watching for any danger lurking about. Perception check if needed
Sirius gladly accepts the offer for Bouncer to stay the night in the stables. In the morning he indulges in the breakfast especially focusing on the reindeer meat. "Some good reindeer meat like this would've cost me at least 5 gold back in Waterdeep." Sirius pockets a small piece of the meat to feed to Bouncer later on.
After finishing the meal, Sirius starts getting up, ready to leave. "It seems that no one but us is getting things done around here. At least the pay is good."
On the trip Sirius looks for clues and signs that point to the whereabouts of the fishers.
Marlede overhears mostly chat about local matters and talk about the fiery end of the wizard from the day before. It seems like there have been thefts too, and not the pickpocketing kind. "Stole it right off the mantlepiece they did! Left snow all over the floor! Got that figure from my da years ago." Murmurs of sympathy follow. Marlede is aware that thievery isn't unusual in Tentowns, especially not in these times.
Fresh snow crunches beneath your boots as you make your way to the docks and the lake shore. The first of the fishers are well into their preparations for the day. Much of Lac Dinneshere is covered with ice. Only the hardiest anglers venture out to fish for knucklehead trout. To wrangle such a catch, fishers must drag their boats across the ice to open water and wait patiently out on the lake in the freezing cold for hours at a time. Others have prepared tools for sawing holes into the ice, wrangling angling rods and fixing lines. You see that some of the bigger boats, especially the old ferry, have long been caught in ice. A look into the past, when the eternal winter first started.
By asking around, Sirius picks up on the fact that the fishers often bring alcohol to their long shifts on the ice too keep warm.
Your departure coincides with the dim illumination best suited for a search, yet even now there is a haze covering the far distance, making your eyes ache as you try to focus (disadvantage on perception checks relying on sight in dim light).
The shoreline is no difficult route to walk and you make good progress. At some distance from the town, the shore becomes a sheer cliff face that steadily increases in height. You keep to the lake surface.
[No check needed] After about an hour or so of walking away from Easthaven, Aubreen spots an usual sight. A rowboat bobs untethered in the water amid some small ice floes, not far from the eighty-foot-high cliffs that abut the shoreline. The mouths of four caves dot the snowy cliffside. One of these caves is at water level, and the others are elevated twenty to thirty feet above the frozen lake. The wind tearing through these icy caves sounds like moaning.
Assuming Aubreen would let the group know of the rowboat and the cave entrances, Marlede would do the following:
"Alright, I'll go check the entrance to the cave at water level and see if there are any signs of the fishers. Someone should check the boat."
Marlede will take out her Longbow and approach the entrance stealthily, taking advantage of her Mask of the Wild feature (assuming the haze counts as an applicable natural phenomenon). Hopefully, there are tracks or bottles of alcohol left behind by the fishers that she can use to find them.
Stealth: 25
Survival: 7
[ OOC: Don't know if there's an order to respond to that scenario specifically. ]
Currently DMing:
Aubreen positions himself between his companions, ready to respond to any intrusion upon their investigations. Keeping an eye on the cave mouths and the bobbing boat, dead in the icy water. He views the stark white ice and snow, looking for anything, a splash of color, an absence of light. perception 9.
Listening to the howl of wind, echoing with an eerie whine as it travels from the caverns, the hollows of the rocky edifice. The blowing snow and fog darkens his vision, straining his eyes and making them ache. He pushes past the pain, the soreness creeping into his forehead, as the muscles tighten in his eyebrows and temples.
Fishers would not ascend to the upper caves, not unless forced to do so, fish are not to be found from such hieghts. The boat appears sound, seaworthy, or at least lake worthy. Searching for blood, or signs of trespass, what could drive the fishers from their task, and into the dangers they're not equipped to face?
Aubreen is intrigued by the caves and impatient for the search, investigation is not his ken, action is. He desires to delve deeper, to seek out answers, and will not wait long, not allowing Marlede to disappear from sight before moving forth to follow.
Perrin shuffles along behind the others as they trek across the frozen lake. His head bowed against the snow and wind, he watches each step he takes crunch into the powdery snow that dusted the lake's surface. Not really paying attention to where he was going, he almost plows into the others before he comes to an abrupt halt. Peering around the tall folk, he sees the abandoned boat that Aubreen pointed out to the others. At Marlede's suggestion to go check it out, Perrin nods and trots over to the boat. He approaches cautiously, worried that whatever took care of the fishermen might still be in the area.
Perception: 22
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Sirius goes to the mouth of the cave with Aubreen and Marlede. ”You look into that, I’ll try to find a way to get to the upper caves.” He then looks up trying to find a suitable rock or sharp feature to throw his rope around (perception 9) to help with climbing.
If he finds a suitable feature, he ties a loop into the end of his rope and tries to throw the loop on to it (athletics 17). He then pulls on the rope to see if it can hold any weight.
As you get close to the boat, you have no issues making out some footprints in the fresh snow (ignore that the map looks like it's slippery ice, all is covered by snow). They lead into the mouth of the cave that is on sea-level.
In the boat itself you find four oars, four sets of fishing tackle, and a dozen empty bottles.
Covered in the snowy haze, Marlede virtually disappears from view as if by magic. She gets up to the mouth of the cave. Sirius, going with her, has no problem finding a good spot for the rope loop to catch onto. The rope goes taut as he pulls on it, holding fast.
Aubreen, has trouble seeing well in the haze, but listening to the wind he makes out ... a song? First it sounds like just the howl of the caves, an eerie melody brought on by nature. But soon he makes out otherworldly words. It's almost a lullaby.
The others hear it too. The song raises in intensity, sweeping over you. Two winged forms have emerged from the cave entrances. They are vaguely humanoid-shaped, but their arms end in feathered wings and their legs have grown the talons of eagles.
The two harpies sing in unison, a melody most foul and terrifyingly beautiful.
The two harpies have emerged from the caves at position 7 and 5. Both of these are elevated 20 feet up along the cliff.
Marlede and Sirius are at position 3, Perrin and Aubreen at position 1.
For Marlede: the distances are deliberately kept fuzzy, but you can assume around 30 feet distance between points unless specified otherwise.
The two harpies are singing their song. Everyone: At the start of your turn, make a Wisdom Saving throw (DC 11).
On a failure:
Charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Initiative:
1. Harpies
2. All of you (go in any order) < YOUR TURN
Before Sirius can react to the threat, he is completely enamored by the singing (wisdom save: 6). How can anything be this beautiful? He immediately starts climbing up the rope towards the harpy, getting almost to the top. (20ft up at 30ft/2 speed. 5ft to go to the top.)
((OOC: I'm not quite sure if Sirius tries to save from the song on the same round as he is charmed, but in case he does: [wisdom save: 9]))