“Whatever we do," Auriel says, "if there’s a chance to speak with Krulek, I’d like to address the matter of him being framed. We should try to clear that up, if possible. Also, I’m curious about that message-sending book and how it connects to Jeralla and her supposed dragon patron." The paladin frowns slightly, wondering if the mentions of the Cult of the Dragon they’ve encountered so far might somehow be connected to this situation.
Regarding the journey to King’s Pyre, Auriel seems to waver in his decision. "I’m not sure which option is best. Both have their challenges, but perhaps we should take the quickest route—by sailboat. Time is of the essence."
"By sea, then," Braden says. "Let us return to Phlan, and I will find passage for you."
Rathene shrugs when questioned about further dangers on the Iron Route. "Anything you'd normally face on the road, I imagine. Maybe an angry bull-headed pirate will find his way to you," she says. "I've told you everything I know. I am free to leave when we reach Phlan, I hope."
Hildigrim, who had his nose buried in the map during most of the conversation, finally looks up. He appears to be organizing his thoughts.
"That book you mentioned — it writes messages for her? That’s no small detail. If we can acquire it, we might glean something useful about their plans or even disrupt their operations. It could give us the upper hand."
He paces a few steps, his boots splashing lightly in the muddy ground. Then, turning to the group, he continues, "If Krulek really was framed, it might explain his disdain for the merchants. But it doesn’t excuse the harm his actions have caused. We should be prepared to approach him carefully — if at all. We need to focus on Jeralla and her twisted crew first. If they truly see her as the Chosen of Tiamat, any deal Krulek strikes with them will only lead to disaster."
Hildigrim then looks at Rathene, his expression unreadable. "You’ve given us much to consider. But I’ll ask again — what assurance do we have that you’ll keep your end of the bargain? I’ve no interest in watching my back every step of the way. Cooperation earns trust, Rathene. Remember that."
He hands Hex back her sword.
Taking a deep breath, the halfling continues, "My family are fishers, and I know how quickly a storm can become deadly. But if you feel the risk is worth it, to the sea, we go."
"Maybe an angry bull-headed pirate will find his way to you," she says. "I've told you everything I know. I am free to leave when we reach Phlan, I hope."
"Honestly, that would save us the time of having to look for him," Auriel replies. Much as he finds Whalharrow fearsome, he would really prefer to put an end to the pirate rampaging freely the gods know where. "And yes, it's only fair—you will be free to go. I'm not one to turn back on a word given." When Hildigrim expresses his concerns about Rathene, Auriel adds, "I think Rathene is wise enough to know she’s outnumbered, and that we've all seen enough blood today." It is more a hope than a certainty, but the eladrin wants to say it aloud, trusting that pragmatism will prevail.
With the plan decided, Auriel heads to retrieve the horses, finding them happily grazing on the nearby grass. He looks forward to leaving the jail behind and enjoying the ride to Phlan. Realizing they now have an additional person compared to their previous journey, and considering the horses’ carrying capacity once they're mounted, he asks, "Hildigrim, do you want to ride with me? I guess Rathene could ride with Hex?" Auriel glances at the tiefling, silently conveying that if she’s uncomfortable riding with the former prisoner, they can always rearrange things.
Hex didn't feel particularly strongly for either option of horses or sailboar but a part of her was looking forward to what would hopefully be a smooth ride over the water.
She thanks Hildigrim when he hands back her sword and follows Auriel to the horses. As he asks if shes okay with riding with Rathene, she shrugs. "Yeah sure, I don't mind."
"You’ve given us much to consider. But I’ll ask again — what assurance do we have that you’ll keep your end of the bargain? I’ve no interest in watching my back every step of the way. Cooperation earns trust, Rathene. Remember that."
"And yes, it's only fair—you will be free to go. I'm not one to turn back on a word given." When Hildigrim expresses his concerns about Rathene, Auriel adds, "I think Rathene is wise enough to know she’s outnumbered, and that we've all seen enough blood today."
"I'm out of jail and outnumbered. I don't have a death wish," Rathene tells Hildigrim.
The journey back to Phlan is no less cold, but the fog has dissipated by the time you cross through the town's gates. Braden is quick to charter a sailboat, a small but sturdy looking vessel that sits at the town's docks with just enough room for yourselves and your equipment. "It's in your hands now. I'd prefer you return it safely, of course, but you don't need me to tell you that. There is still some daylight left if you wanted to leave today but it will also be here on the morrow if you wanted to catch some sleep in town first," Braden says. "Be cautious, though. Every hour you spend is an hour the outlaws have to solidify their grip on the Iron Route."
When the party arrives back in Phlan, Hex splits off from the group while Braden goes to charter the sailboat. She goes to speak with Chaab about Rathene, giving him a small update on what has already happened. "Even though it pissed me off at the time, I gotta admit, she's tough. We could use that. Not to mention, she can use us as well. She needs a purpose in life. It's pretty much a win-win situation."
If Chaab is willing, Hex will try to set up a time for the two to meet. If not, she'll just write Rathene a note that it didn't work out and she's sorry if she got her hopes up for nothing.
She rejoins the rest of the party afterwards and promptly hops onto the sailboat. "Braden's right. We should get going as soon as possible. We can rest on the way. Especially you, Auriel. Haven't forgotten how bad you got hit by that minotaur."
"I agree. It’s better to leave today and rest along the way," Auriel says, nodding to Braden and Hex. "And yes, I'm afraid I’ll need to rest during the first part of the journey", he says, looking at his companions apologetically. "First round of beers when we return to Phlan is on me, since I’ll be trancing while the rest of you handle the hard work," he adds with a grin. The jest carries more weight than he lets on, as it’s also his way of reminding them that they will be returning from King’s Pyre safely.
Turning to Braden, the eladrin clasps his hand in a firm, steady handshake. "We'll do our best to return with good news." Then, shifting his gaze to Rathene, he adds, "Good luck, Rathene. Tyr be with you."Though Auriel suspects he won’t be seeing the half-orc at the temple, as he suggested her, he holds onto the hope that she’ll find her way to a better life.
Auriel watches Hex go before stepping onto the sailboat. Once on it, he removes his chainmail and spends some time scrubbing away the bloodstains and attempting to repair the battered links Walharrow smashed. His efforts are limited since he’s no armorer, and he lacks the proper tools, but at the very least the chainmail is no longer a bloody mess.
Once he finishes, Auriel leans against the edge of the sailboat, gazing out at the sea as he waits for everyone to be ready to depart. He’s mesmerized by the steady rhythm of the waves, each rising and falling in an almost predictable pattern. It’s so different to the sea back home, where the waters don’t follow such simple motions and flow in chaotic and unpredictable movements instead. The paladin closes his eyes and inhales the salty air, part of his mind anchored in the present, the other adrift in memories of another life in a different plane of existence.
"She'll be a Fang before long, I'm sure," Chaab grins. "Though it concerns me that she was so willing to give up information on her former employer. Perhaps that can be worked out of her. Thank you for the lead. I will trust your judgment and make myself known to her," he tells Hex.
You find the wind favorable when you sail away from Phlan's docks and into the sea, following the coastline. Braden stays behind, offering a salute as you embark. The night is cold and the dawn colder still, as the dense fog returns, but whether it be natural skill on the waves, or the gods smiling upon you, you are able to navigate safely through the dark night and the foggy morning at a remarkable speed thanks to the helpful wind. Although the damp air chills you to the bones, the journey allows everyone to catch their breath at the very least, and even allows some to get a full night's sleep. All told, the journey takes just over fourteen hours.
The fog swirls aside, revealing the effigy of a king carved into the stone of the cliff face, a full eighty feet tall from toe to crown, seated on a rocky ledge overlooking the sea. Trees sprout from the statue's lap, moss clings to its weathered surface, and its right hand grasps a goblet.
Tumbling waterfalls flank the statue, bathing its body in glistening spray. Structures of various degrees of permanency surround the statue, coils of smoke winding lazily through the misty air.
To the west, a loose circle of tents surrounds a large covered wagon. Wood smoke drifts from a low cave nearby. Beyond the camp, an overgrown trail cuts through steep woods to the cliff top.
A neat circle of tents makes up the eastern camp. More tunnels dot the rock face behind it, and a great sea cave yawns at the foot of the cliff. A longship bobs in the water near the cave, anchored to the statue's sunken hand.
Fog banks roll over the area from the sea, lightly obscuring all of the exterior of King's Pyre, and the cliff is honeycombed with caves. Gorse and sage scrub covers the cliff side, the course thickets providing some cover to and from the surrounding area. The scent of the wood smoke mixes with the salty, briny sea, and as your ship closes the distance, you begin to hear muffled shouting, idle chatter, and braying horses that mixes with the falling water and seabirds.
Once back in Phlan, Hildigrim makes a beeline for the Laughing Goblin, his boots splashing through puddles from the earlier rain. The halfling wastes no time drafting a hasty note to Olisara Lightsong, detailing the troubling news: Krulek’s forces, Jeralla’s warped cult, and their impending meeting at King’s Pyre. He hesitates, quill poised above the paper, before deciding to omit any mention of Rathene. It’s a choice that tugs at the back of his mind, but there’s no time to dwell on it now. He does scribble one more note concerning the escaped pirate before, with a brisk motion, he folds the letter and entrusts it to Fat Mar, the rotund bartender. "Get this to Olisara — quickly," he instructs before hurrying to catch up with the others.
Boarding the sailboat, Hildigrim’s demeanor is a mix of apprehension and familiarity. His family owns a fishing company on the Moonsea, and he’s spent many a day hearing stories of voyages and trade. "I’ll admit," he says, running a hand along the railing, "I never had much interest in the family business. But I’ve picked up a thing or two over the years." Despite his modest claim, his inexperience shows in his cautious movements and the occasional furrow of his brow as he adjusts to the rocking of the boat.
The Watcher is happy to spend much of the trip manning the ship to allow others time to rest. As the crew sails toward King's Pyre, Hildigrim’s nerves settle. The weather remains mercifully calm, and he finds himself oddly comforted by the rhythm of the waves. That comfort evaporates when the coastline comes into view, jagged cliffs rising ominously in the distance. "We’re likely to be spotted if we sail too close," he warns, his voice low but firm. He scans the shoreline, his sharp eyes scan the shore, looking for a place to land. "We should land and make the rest of the journey on foot."
Hildigrim adjusts his glasses, his gaze sharpening as he turns back to the group. "If they’ve posted sentries — and they almost certainly have — we’ll need to stay alert. Once ashore, we move quietly and stick together. This is no time for heroics." His tone softens slightly as he adds, "We’re here to observe, first and foremost. Let’s get the lay of the land before we act."
Pausing, Hildigrim checks the equipment he’s brought along, ensuring everything is secured. He tightens his cloak against the chill of the sea breeze. "This will be the first test of whether we’re dealing with organized coordination or just the chaos of two rival gangs. Let’s hope it’s the latter."
Once they begin sailing, Auriel sits at the base of the mast, his back straight against the wooden beam, legs crossed. One hand rests lightly on his thigh, while the other lies protectively over the shaft of his halberd, which leans beside him within easy reach. His head tilts downward, eyes half-closed, the soft creak of the boat and the whisper of the waves lulling him into trance, perhaps even faster than the stillness of the shore could.
Hours later, feeling fully rested and noticing that Hildigrim seems to know his way around the sailboat, he approaches the halfling and asks how he can help. He hopes to learn a thing or two about handling a ship—an unfamiliar task for the eladrin, aside from their brief experience with the keelboat in the marsh.
When the towering effigy comes into view and Hildigrim shares his thoughts, the paladin nods in agreement. "Better to make it to land before anyone can see us, yes. The fog will only conceal us for so long. But how do we climb the cliffs?"he asks, scanning the landscape for any clear path—whether for walking or climbing—that might lead to one of the camps.
As soon as they reach the shore, Auriel mutters, "I suppose it’s better to try to blend in." He tucks his holy symbol beneath his clothes and rubs a mixture of seawater and earth into his hair, the damp strands darkening slightly. He does the same to his face, smearing the mixture over the red lines of his facial tattoos to try to make them look a little less conspicuous.
Originally only planning to rest her eyes for a moment or two, Hex accidentally falls asleep as they party sets sail. She wasn't particularly tired but the gentle rocking movement of the boat was surprisingly calming and she couldn't help but knock out. When she awakens, she immediately offers to take over for whoever was sailing - feeling a little bit guilty having done nothing for 8 hours.
As they arrive to their destination, Hex looks towards the longship. "Maybe we don't need to climb? We could go through the same caves they probably travelled through?"
"Fine by me," Auriel replies. "Let's just keep the sailboat out of sight from the one standing at the cave's mouth and hope they don't notice us." He pauses, then adds, "The camp above looks more neatly ordered than I'd expect from common outlaws. I wonder if that's the one belonging to Krulek's men. It would suit a knight like him."
During the voice, for an hour Carl rests and attends to his feet. The landing with the escape at the burning jail strained his ankles, he wraps them tight with a bandage and rubs some salve into them, making them feel better. After he’s had time to recover, he puts his back into the rowing, helping the others to speed their journey, looking from time to time to Auriel to make sure he rests and recovers. He’s glad to take extra shifts with rowing to allow everyone to recover.
As they draw near and pick their spot to land, Carl ritually casts his unseen servant, saying “Squirt, I may likely have need of you again. Come help us…”. When they pick their spot, he says “Guess the side with the longship is where Krulek will be. How do we derail this? Perhaps I can go invisible when the time comes and send ole Squirt in to pick up that book and walk it out. Set up some distrust. In the meantime, just in case, I think you’re right Auriel, we would want to blend in.” He pulls his cloak around himself, thinking. “I agree with going through the caves. I wonder if there is a way to access the other side. I’m just supposing that Krulek would want to camp above his longboat, to head out in case things go poorly. So the book and dragon cult crew would be on the other side…. Do you think there are paths through the caves to exit over there? If we row right in front of the thing, we’ll be spotted for sure. Let’s try the caves.”
Hex taps her chin a few times. "Hmm... Sending in Squirt to get the book sounds like a pretty good idea. It makes me think though... maybe we can trick Krulek into thinking we're on his side? Tell him we've been investigating the Cult of the Dragon and heard word about the two groups' conflict with each other so we wanted to work with him to defeat Jeralla and her followers. And if he asks how we knew they were here, we can say we found out from Rathene after breaking her out of prison and the dwarf they probably sent for her was killed by the prison wardens. We wouldn't even really be lying. If he believes us, we'll have him and his people's help to fight Jeralla rather then having to fight on two separate fronts." She looks to the rest of the party and tilts her head. "It's a bit risky but... what do you guys think?"
"But do you think we can turn him against her?" Hildigrim asks, his brow furrowed in thought as he adjusts his glasses. He pauses, visibly weighing the potential outcomes of Hex's suggestion. "No doubt he’s been conducting his own investigations before committing to an alliance with her. The question is, would our appearance — and our claims — be enough to plant doubts? Or might we risk tipping our hand before we have anything substantial to leverage against her?"
The halfling taps his chin thoughtfully, his eyes narrowing as he considers the idea. "They are probably uneasy allies at best. From what we've heard, Krulek doesn’t strike me as the type to trust someone like Jeralla, and vice versa. Exploiting that has potential." He waves a finger in Hex's direction. "Instead of just saying we've heard about a possible double-cross, perhaps we plant false evidence — something that looks like a betrayal by one side or the other. A letter from Jeralla that makes it seem like she’s planning to turn on Krulek, or some artifact or clue in Krulek’s camp that paints him as a spy for the merchants.”
Hildigrim looks at the other three. “You’ve got your magic, and Carl’s got his knack for mischief. Between us, we could stage this convincingly enough to sow doubt. Then, when the two sides turn on each other, we pick off the pieces — or better yet, slip into the chaos and nab that book.”
He hesitates, then adds, “It won’t be easy, of course. We’ll need to get into at least one of the camps unnoticed, and we’ll have to be careful not to get caught in the middle if things go south. But it might give us a chance to disrupt their plans without fighting them head-on."
He raises his eyebrows, waiting for a response from the others.
“I like the idea of turning the two against each other. I can go in invisible, with Squirt walking beside me. We just need to sort out what will be the best to turn them against each other, what will sow suspicion and kindle the fire…”. Carl adds as they discuss the plan. “That might trim their numbers down nicely and give us an advantage.”
Auriel frowns as the others present their ideas, clearly not fond of the idea of relying on lies or false evidences to cause mistrust. He shifts his weight slightly, arms crossed, before addressing Hex’s suggestion. "I wouldn’t like the idea of pretending to be Krulek’s allies, only to turn on him later and hand him over for a bounty. We still need to decide where we stand on that, though. If he was truly innocent of the assassination attempt and accepted freeing the Iron Route…" He trails off, shaking his head slightly, as he knows it too soon to assume this is a possibility.
When Hildigrim and Carl share their thoughts, Auriel says "I’m not fond of planting false evidence. I’d prefer to uncover the truth—if there’s a betrayal or deception at play, we should bring that to light. Or, if nothing else, we could make Krulek question himself whether he should trust someone like Jeralla. A sorcerer warping her allies into the strange creatures Rathene described? Would he want that fate for his men?"
The eladrin pauses, exhaling slowly, visibly weighing his next words. "That said… I admit this is a difficult situation. If we can’t find real evidence and deception is truly the only way to prevent their alliance, then… so be it. But let’s not abandon the search for alternatives just yet. If we uncover something genuine, it’ll serve us far better than lies ever could."
Auriel falls silent after this, his gaze softening as he glances around the group. "I’m sorry. I know my hesitations make things harder," he says quietly. After a moment, he motions towards the cave—a silent promise that, no matter his doubts, he will stand with them.
"I'm making assumptions but I do agree with Auriel about Krulek not seemingly like the type of guy to side with Jeralla. Not to justify his actions, but he's only attacking merchants because he was sentenced to death for a crime he never committed."
Hex pauses and thinks for a moment, a small glance towards Auriel. "Like I said, maybe we don't have to lie. What if... we promise to expose the truth for him? About what the Lord Regent did. The bounty is great and all but I'm sure we can all agree that the Cult of the Dragon is the real issue here. In return, we can ask him to stop attacking merchants and help us defeat Jeralla. Or at least not side with her when we do fight her..."
She shrugs with a skeptic look on her. "But once again, I'm making some risky assumptions about his personality here. It's just these assumptions feel safer than trying to find real dirt or make up fake dirt to turn them on each other."
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“Whatever we do," Auriel says, "if there’s a chance to speak with Krulek, I’d like to address the matter of him being framed. We should try to clear that up, if possible. Also, I’m curious about that message-sending book and how it connects to Jeralla and her supposed dragon patron." The paladin frowns slightly, wondering if the mentions of the Cult of the Dragon they’ve encountered so far might somehow be connected to this situation.
Regarding the journey to King’s Pyre, Auriel seems to waver in his decision. "I’m not sure which option is best. Both have their challenges, but perhaps we should take the quickest route—by sailboat. Time is of the essence."
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Carl nods when the passage by sailboat is mentioned. “Makes sense to me.”
"By sea, then," Braden says. "Let us return to Phlan, and I will find passage for you."
Rathene shrugs when questioned about further dangers on the Iron Route. "Anything you'd normally face on the road, I imagine. Maybe an angry bull-headed pirate will find his way to you," she says. "I've told you everything I know. I am free to leave when we reach Phlan, I hope."
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Hildigrim, who had his nose buried in the map during most of the conversation, finally looks up. He appears to be organizing his thoughts.
"That book you mentioned — it writes messages for her? That’s no small detail. If we can acquire it, we might glean something useful about their plans or even disrupt their operations. It could give us the upper hand."
He paces a few steps, his boots splashing lightly in the muddy ground. Then, turning to the group, he continues, "If Krulek really was framed, it might explain his disdain for the merchants. But it doesn’t excuse the harm his actions have caused. We should be prepared to approach him carefully — if at all. We need to focus on Jeralla and her twisted crew first. If they truly see her as the Chosen of Tiamat, any deal Krulek strikes with them will only lead to disaster."
Hildigrim then looks at Rathene, his expression unreadable. "You’ve given us much to consider. But I’ll ask again — what assurance do we have that you’ll keep your end of the bargain? I’ve no interest in watching my back every step of the way. Cooperation earns trust, Rathene. Remember that."
He hands Hex back her sword.
Taking a deep breath, the halfling continues, "My family are fishers, and I know how quickly a storm can become deadly. But if you feel the risk is worth it, to the sea, we go."
"Honestly, that would save us the time of having to look for him," Auriel replies. Much as he finds Whalharrow fearsome, he would really prefer to put an end to the pirate rampaging freely the gods know where. "And yes, it's only fair—you will be free to go. I'm not one to turn back on a word given." When Hildigrim expresses his concerns about Rathene, Auriel adds, "I think Rathene is wise enough to know she’s outnumbered, and that we've all seen enough blood today." It is more a hope than a certainty, but the eladrin wants to say it aloud, trusting that pragmatism will prevail.
With the plan decided, Auriel heads to retrieve the horses, finding them happily grazing on the nearby grass. He looks forward to leaving the jail behind and enjoying the ride to Phlan. Realizing they now have an additional person compared to their previous journey, and considering the horses’ carrying capacity once they're mounted, he asks, "Hildigrim, do you want to ride with me? I guess Rathene could ride with Hex?" Auriel glances at the tiefling, silently conveying that if she’s uncomfortable riding with the former prisoner, they can always rearrange things.
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Hex didn't feel particularly strongly for either option of horses or sailboar but a part of her was looking forward to what would hopefully be a smooth ride over the water.
She thanks Hildigrim when he hands back her sword and follows Auriel to the horses. As he asks if shes okay with riding with Rathene, she shrugs. "Yeah sure, I don't mind."
"I'm out of jail and outnumbered. I don't have a death wish," Rathene tells Hildigrim.
The journey back to Phlan is no less cold, but the fog has dissipated by the time you cross through the town's gates. Braden is quick to charter a sailboat, a small but sturdy looking vessel that sits at the town's docks with just enough room for yourselves and your equipment. "It's in your hands now. I'd prefer you return it safely, of course, but you don't need me to tell you that. There is still some daylight left if you wanted to leave today but it will also be here on the morrow if you wanted to catch some sleep in town first," Braden says. "Be cautious, though. Every hour you spend is an hour the outlaws have to solidify their grip on the Iron Route."
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When the party arrives back in Phlan, Hex splits off from the group while Braden goes to charter the sailboat. She goes to speak with Chaab about Rathene, giving him a small update on what has already happened. "Even though it pissed me off at the time, I gotta admit, she's tough. We could use that. Not to mention, she can use us as well. She needs a purpose in life. It's pretty much a win-win situation."
If Chaab is willing, Hex will try to set up a time for the two to meet. If not, she'll just write Rathene a note that it didn't work out and she's sorry if she got her hopes up for nothing.
She rejoins the rest of the party afterwards and promptly hops onto the sailboat. "Braden's right. We should get going as soon as possible. We can rest on the way. Especially you, Auriel. Haven't forgotten how bad you got hit by that minotaur."
"I agree. It’s better to leave today and rest along the way," Auriel says, nodding to Braden and Hex. "And yes, I'm afraid I’ll need to rest during the first part of the journey", he says, looking at his companions apologetically. "First round of beers when we return to Phlan is on me, since I’ll be trancing while the rest of you handle the hard work," he adds with a grin. The jest carries more weight than he lets on, as it’s also his way of reminding them that they will be returning from King’s Pyre safely.
Turning to Braden, the eladrin clasps his hand in a firm, steady handshake. "We'll do our best to return with good news." Then, shifting his gaze to Rathene, he adds, "Good luck, Rathene. Tyr be with you." Though Auriel suspects he won’t be seeing the half-orc at the temple, as he suggested her, he holds onto the hope that she’ll find her way to a better life.
Auriel watches Hex go before stepping onto the sailboat. Once on it, he removes his chainmail and spends some time scrubbing away the bloodstains and attempting to repair the battered links Walharrow smashed. His efforts are limited since he’s no armorer, and he lacks the proper tools, but at the very least the chainmail is no longer a bloody mess.
Once he finishes, Auriel leans against the edge of the sailboat, gazing out at the sea as he waits for everyone to be ready to depart. He’s mesmerized by the steady rhythm of the waves, each rising and falling in an almost predictable pattern. It’s so different to the sea back home, where the waters don’t follow such simple motions and flow in chaotic and unpredictable movements instead. The paladin closes his eyes and inhales the salty air, part of his mind anchored in the present, the other adrift in memories of another life in a different plane of existence.
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"She'll be a Fang before long, I'm sure," Chaab grins. "Though it concerns me that she was so willing to give up information on her former employer. Perhaps that can be worked out of her. Thank you for the lead. I will trust your judgment and make myself known to her," he tells Hex.
You find the wind favorable when you sail away from Phlan's docks and into the sea, following the coastline. Braden stays behind, offering a salute as you embark. The night is cold and the dawn colder still, as the dense fog returns, but whether it be natural skill on the waves, or the gods smiling upon you, you are able to navigate safely through the dark night and the foggy morning at a remarkable speed thanks to the helpful wind. Although the damp air chills you to the bones, the journey allows everyone to catch their breath at the very least, and even allows some to get a full night's sleep. All told, the journey takes just over fourteen hours.
The fog swirls aside, revealing the effigy of a king carved into the stone of the cliff face, a full eighty feet tall from toe to crown, seated on a rocky ledge overlooking the sea. Trees sprout from the statue's lap, moss clings to its weathered surface, and its right hand grasps a goblet.
Tumbling waterfalls flank the statue, bathing its body in glistening spray. Structures of various degrees of permanency surround the statue, coils of smoke winding lazily through the misty air.
To the west, a loose circle of tents surrounds a large covered wagon. Wood smoke drifts from a low cave nearby. Beyond the camp, an overgrown trail cuts through steep woods to the cliff top.
A neat circle of tents makes up the eastern camp. More tunnels dot the rock face behind it, and a great sea cave yawns at the foot of the cliff. A longship bobs in the water near the cave, anchored to the statue's sunken hand.
Fog banks roll over the area from the sea, lightly obscuring all of the exterior of King's Pyre, and the cliff is honeycombed with caves. Gorse and sage scrub covers the cliff side, the course thickets providing some cover to and from the surrounding area. The scent of the wood smoke mixes with the salty, briny sea, and as your ship closes the distance, you begin to hear muffled shouting, idle chatter, and braying horses that mixes with the falling water and seabirds.
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Once back in Phlan, Hildigrim makes a beeline for the Laughing Goblin, his boots splashing through puddles from the earlier rain. The halfling wastes no time drafting a hasty note to Olisara Lightsong, detailing the troubling news: Krulek’s forces, Jeralla’s warped cult, and their impending meeting at King’s Pyre. He hesitates, quill poised above the paper, before deciding to omit any mention of Rathene. It’s a choice that tugs at the back of his mind, but there’s no time to dwell on it now. He does scribble one more note concerning the escaped pirate before, with a brisk motion, he folds the letter and entrusts it to Fat Mar, the rotund bartender. "Get this to Olisara — quickly," he instructs before hurrying to catch up with the others.
Boarding the sailboat, Hildigrim’s demeanor is a mix of apprehension and familiarity. His family owns a fishing company on the Moonsea, and he’s spent many a day hearing stories of voyages and trade. "I’ll admit," he says, running a hand along the railing, "I never had much interest in the family business. But I’ve picked up a thing or two over the years." Despite his modest claim, his inexperience shows in his cautious movements and the occasional furrow of his brow as he adjusts to the rocking of the boat.
The Watcher is happy to spend much of the trip manning the ship to allow others time to rest. As the crew sails toward King's Pyre, Hildigrim’s nerves settle. The weather remains mercifully calm, and he finds himself oddly comforted by the rhythm of the waves. That comfort evaporates when the coastline comes into view, jagged cliffs rising ominously in the distance. "We’re likely to be spotted if we sail too close," he warns, his voice low but firm. He scans the shoreline, his sharp eyes scan the shore, looking for a place to land. "We should land and make the rest of the journey on foot."
Hildigrim adjusts his glasses, his gaze sharpening as he turns back to the group. "If they’ve posted sentries — and they almost certainly have — we’ll need to stay alert. Once ashore, we move quietly and stick together. This is no time for heroics." His tone softens slightly as he adds, "We’re here to observe, first and foremost. Let’s get the lay of the land before we act."
Pausing, Hildigrim checks the equipment he’s brought along, ensuring everything is secured. He tightens his cloak against the chill of the sea breeze. "This will be the first test of whether we’re dealing with organized coordination or just the chaos of two rival gangs. Let’s hope it’s the latter."
Once they begin sailing, Auriel sits at the base of the mast, his back straight against the wooden beam, legs crossed. One hand rests lightly on his thigh, while the other lies protectively over the shaft of his halberd, which leans beside him within easy reach. His head tilts downward, eyes half-closed, the soft creak of the boat and the whisper of the waves lulling him into trance, perhaps even faster than the stillness of the shore could.
Hours later, feeling fully rested and noticing that Hildigrim seems to know his way around the sailboat, he approaches the halfling and asks how he can help. He hopes to learn a thing or two about handling a ship—an unfamiliar task for the eladrin, aside from their brief experience with the keelboat in the marsh.
When the towering effigy comes into view and Hildigrim shares his thoughts, the paladin nods in agreement. "Better to make it to land before anyone can see us, yes. The fog will only conceal us for so long. But how do we climb the cliffs?" he asks, scanning the landscape for any clear path—whether for walking or climbing—that might lead to one of the camps.
As soon as they reach the shore, Auriel mutters, "I suppose it’s better to try to blend in." He tucks his holy symbol beneath his clothes and rubs a mixture of seawater and earth into his hair, the damp strands darkening slightly. He does the same to his face, smearing the mixture over the red lines of his facial tattoos to try to make them look a little less conspicuous.
Peindre l'amour, peindre la vie, pleurer en couleur ♫ Auriel | Chase | Shenua | Arren | Lyra
Originally only planning to rest her eyes for a moment or two, Hex accidentally falls asleep as they party sets sail. She wasn't particularly tired but the gentle rocking movement of the boat was surprisingly calming and she couldn't help but knock out. When she awakens, she immediately offers to take over for whoever was sailing - feeling a little bit guilty having done nothing for 8 hours.
As they arrive to their destination, Hex looks towards the longship. "Maybe we don't need to climb? We could go through the same caves they probably travelled through?"
"Fine by me," Auriel replies. "Let's just keep the sailboat out of sight from the one standing at the cave's mouth and hope they don't notice us." He pauses, then adds, "The camp above looks more neatly ordered than I'd expect from common outlaws. I wonder if that's the one belonging to Krulek's men. It would suit a knight like him."
Peindre l'amour, peindre la vie, pleurer en couleur ♫ Auriel | Chase | Shenua | Arren | Lyra
During the voice, for an hour Carl rests and attends to his feet. The landing with the escape at the burning jail strained his ankles, he wraps them tight with a bandage and rubs some salve into them, making them feel better. After he’s had time to recover, he puts his back into the rowing, helping the others to speed their journey, looking from time to time to Auriel to make sure he rests and recovers. He’s glad to take extra shifts with rowing to allow everyone to recover.
As they draw near and pick their spot to land, Carl ritually casts his unseen servant, saying “Squirt, I may likely have need of you again. Come help us…”. When they pick their spot, he says “Guess the side with the longship is where Krulek will be. How do we derail this? Perhaps I can go invisible when the time comes and send ole Squirt in to pick up that book and walk it out. Set up some distrust. In the meantime, just in case, I think you’re right Auriel, we would want to blend in.” He pulls his cloak around himself, thinking. “I agree with going through the caves. I wonder if there is a way to access the other side. I’m just supposing that Krulek would want to camp above his longboat, to head out in case things go poorly. So the book and dragon cult crew would be on the other side…. Do you think there are paths through the caves to exit over there? If we row right in front of the thing, we’ll be spotted for sure. Let’s try the caves.”
Hex taps her chin a few times. "Hmm... Sending in Squirt to get the book sounds like a pretty good idea. It makes me think though... maybe we can trick Krulek into thinking we're on his side? Tell him we've been investigating the Cult of the Dragon and heard word about the two groups' conflict with each other so we wanted to work with him to defeat Jeralla and her followers. And if he asks how we knew they were here, we can say we found out from Rathene after breaking her out of prison and the dwarf they probably sent for her was killed by the prison wardens. We wouldn't even really be lying. If he believes us, we'll have him and his people's help to fight Jeralla rather then having to fight on two separate fronts." She looks to the rest of the party and tilts her head. "It's a bit risky but... what do you guys think?"
"But do you think we can turn him against her?" Hildigrim asks, his brow furrowed in thought as he adjusts his glasses. He pauses, visibly weighing the potential outcomes of Hex's suggestion. "No doubt he’s been conducting his own investigations before committing to an alliance with her. The question is, would our appearance — and our claims — be enough to plant doubts? Or might we risk tipping our hand before we have anything substantial to leverage against her?"
The halfling taps his chin thoughtfully, his eyes narrowing as he considers the idea. "They are probably uneasy allies at best. From what we've heard, Krulek doesn’t strike me as the type to trust someone like Jeralla, and vice versa. Exploiting that has potential." He waves a finger in Hex's direction. "Instead of just saying we've heard about a possible double-cross, perhaps we plant false evidence — something that looks like a betrayal by one side or the other. A letter from Jeralla that makes it seem like she’s planning to turn on Krulek, or some artifact or clue in Krulek’s camp that paints him as a spy for the merchants.”
Hildigrim looks at the other three. “You’ve got your magic, and Carl’s got his knack for mischief. Between us, we could stage this convincingly enough to sow doubt. Then, when the two sides turn on each other, we pick off the pieces — or better yet, slip into the chaos and nab that book.”
He hesitates, then adds, “It won’t be easy, of course. We’ll need to get into at least one of the camps unnoticed, and we’ll have to be careful not to get caught in the middle if things go south. But it might give us a chance to disrupt their plans without fighting them head-on."
He raises his eyebrows, waiting for a response from the others.
“I like the idea of turning the two against each other. I can go in invisible, with Squirt walking beside me. We just need to sort out what will be the best to turn them against each other, what will sow suspicion and kindle the fire…”. Carl adds as they discuss the plan. “That might trim their numbers down nicely and give us an advantage.”
Auriel frowns as the others present their ideas, clearly not fond of the idea of relying on lies or false evidences to cause mistrust. He shifts his weight slightly, arms crossed, before addressing Hex’s suggestion. "I wouldn’t like the idea of pretending to be Krulek’s allies, only to turn on him later and hand him over for a bounty. We still need to decide where we stand on that, though. If he was truly innocent of the assassination attempt and accepted freeing the Iron Route…" He trails off, shaking his head slightly, as he knows it too soon to assume this is a possibility.
When Hildigrim and Carl share their thoughts, Auriel says "I’m not fond of planting false evidence. I’d prefer to uncover the truth—if there’s a betrayal or deception at play, we should bring that to light. Or, if nothing else, we could make Krulek question himself whether he should trust someone like Jeralla. A sorcerer warping her allies into the strange creatures Rathene described? Would he want that fate for his men?"
The eladrin pauses, exhaling slowly, visibly weighing his next words. "That said… I admit this is a difficult situation. If we can’t find real evidence and deception is truly the only way to prevent their alliance, then… so be it. But let’s not abandon the search for alternatives just yet. If we uncover something genuine, it’ll serve us far better than lies ever could."
Auriel falls silent after this, his gaze softening as he glances around the group. "I’m sorry. I know my hesitations make things harder," he says quietly. After a moment, he motions towards the cave—a silent promise that, no matter his doubts, he will stand with them.
Peindre l'amour, peindre la vie, pleurer en couleur ♫ Auriel | Chase | Shenua | Arren | Lyra
"I'm making assumptions but I do agree with Auriel about Krulek not seemingly like the type of guy to side with Jeralla. Not to justify his actions, but he's only attacking merchants because he was sentenced to death for a crime he never committed."
Hex pauses and thinks for a moment, a small glance towards Auriel. "Like I said, maybe we don't have to lie. What if... we promise to expose the truth for him? About what the Lord Regent did. The bounty is great and all but I'm sure we can all agree that the Cult of the Dragon is the real issue here. In return, we can ask him to stop attacking merchants and help us defeat Jeralla. Or at least not side with her when we do fight her..."
She shrugs with a skeptic look on her. "But once again, I'm making some risky assumptions about his personality here. It's just these assumptions feel safer than trying to find real dirt or make up fake dirt to turn them on each other."