[[OOC: @AlisandeTechnically you share initiative with the Merrow so you can attack without disadvantage as they reveal themselves.]]
Once again, Garethstands firm as the harpoon is ripped away from him without taking him with it.
Meiratakes a careful aim thanks to the protection offered by Zephyrosand hits the merrow that attacked her. The arrow sinks deep into the creature's shoulder. At the same time, Raszielpokes his head out and fires two blasts of energy at the same monster. Both attacks hit, leaving the merrow looking pretty rough and questioning its life choices.
Alisande catches sight of the merrow hiding beneath the storm-tossed waves, and gathers flame in her hand, fashioning it into a small slender polearm that blazes with an arcane heat. With a flick of her wrist, she sends the conjured weapon hurtling through the air, a lance of fire aimed directly at the monster's head.
With the arrival of more merrow, she sees no reason to divert from the plan that has served her well up until this point. Ozymandias sweeps in, flying around the sea monster with a carefree delight. The Duke darts in close, tapping his paws on the nearest briny beast's shoulders as though teasing some sluggish housecat that cannot keep up with his antics.
His work done, the tressym spins away, wiggling his behind at the merrow with a taunting look over his shoulder. Seizing the distraction afforded by her familiar, a dagger forged of pure fire spins through the air to welcome the mutated merfolk to the battle upon the causeway.
Previous Round ACTION: Fire Bolt (with disadvantage). To hit: (15, 28). Damage: 8.
Current Round Ozymandias ACTION: Help. OTHER: Flyby feature means he can escape without incurring attacks of opportunity.
Alisande ACTION: Fire Bolt with advantage due to Ozymandias' Help action. To hit: (14, 11). Damage: 6.
The battle-hardened veteran's anger continues to build as additional monsters show themselves. After blocking the shot at Meira, the warrior again turns his attention north and throws his trident twice at the despicable monster. He then prepares for the counter attack, making sure he's ready again to protect Meirawhen the time comes.
Alisande'sfirebolt streaks out at the northern merrow just as it crests above the water, dealing massive fire damage as it burns away the left side of the monster's face. A few seconds later, Zephyros' trident impales the monster twice in a row! It looks really hurt.
That brings us to the top of round three! Gareth, fueled by anger at getting hurt, places an arrow shaft right between the eyes of the merrow that attacked him. It lets out a howl of pain. As it does, Gareth sends another arrow into the creatures open mouth, killing the monster. The ranger backs into the cave for some cover.
Alisandesends another bolt of fire at the northern merrow with the aid of her faithful feline. It proves too much for the monster to handle and dies as it sinks to the bottom of the sea.
The last remaining merrow, injured and alone, disappears beneath the crashing waves. Combat has ended.
As Meirasees the last of the merrow defeated, she gives a brief nod to Zephyros. "Thanks for watching out for me," she says quickly as she ducks towards the cave where Garethhad gone for cover. "Hey, are you alright? Looked like a couple of shots hit you."
Raszielwould merely give the ranger a concerned look, waiting patiently for the team to press on. "Those two quite disparate groups of enemies did seem to have coordinated their attack. Do you think there might be a greater mind behind both groups, perhaps hiding up in that lighthouse?" He asks, looking up at the ominous light again.
Zephyrosgives Meiraa brief nod before continuing down the causeway. His mind already moving to the lighthouse. "We need to get off this path. Follow me." He responds to Raszielas he begins moving, "You all killed those Harpy so fast, it's hard to say for sure. Might be the sea monsters are opportunistic knowing the Harpy nest above."
Gareth limps out of the cave, his leg bleeding from where two harpoons had pierced it. He retrieves a potion of healing from his pack and downs it in one gulp. The effects are immediate. He can feel his flesh knitting itself back together. It's an odd and somewhat unsettling feeling, but the pain quickly retreats. "I'll be all right," he assures Meira. "Those damn merrow kept trying to pull me out to sea though."
The ranger tries to recall what he knows about merrow and harpies, whether their attack was natural behavior or a sign of someone, or something, else guiding them to behave in such a coordinated way.
Nature - dirty 20
(Healing Potion - restore 8 HP.)
Rollback Post to RevisionRollBack
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
"I am in firm agreement with Rasziel - the troubling concord between the sky-hags and those wretches from the sea speaks is not the sort of compact one stumbles upon by accident. These creatures are, I believe, malicious and fractious by nature. As witnesses to such an alliance, we must consider several possibilities - a convergence of interests, subjugation by a greater power that directs them, a magical artifact that coordinates their violence?"
She turns to Zephyros, shielding her face against the spatter of the waves and the lash of the relentless wind. "I have made a point of not prying into your personal affairs - it is, as a rule, a vulgar habit - but the present circumstances rather insist upon an exception. If I may ask... do you have any enemies? Anyone at all? Did your dearly beloved? Is there anyone who might have resented your union?"
As she speaks, she gives Gareth a consoling pat on the back as he recuperates from his wounds. Turning her broom into the tempest, she begins moving in the direction of the ominous lighthouse, where she supposes many answers to her questions may be found if Zephyros is unable to provide them.
After taking a moment to collect yourselves and for Garethto quickly drink a potion, you continue on to the lighthouse island. Rough-hewn stairs climb the eastern face of the island's rocky outcropping. At this point, the wind is so fierce that you struggle to maintain your footing. [[OOC: Everyone, please give me a strength saving throw DC 13. Success means you make it to the landing; failure means you slip off the path and begin to fall to the water below. You will then make a Dex saving throw DC 16, to see if you catch yourself before falling into the water below.]]
Alisandeand Rasziel,
The wind is so strong and only gets stronger the closer you get to the lighthouse. You suspect flying past this point would be impossible in these conditions.
Gareth,
You remember quite a bit about Merrow and Harpies, but you've never known the two species to work together. It's hard to say whether the attack was coordinated or not as the Harpies didn't even attack before getting obliterated by several arrows and two fireballs.
Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed.
Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon’s layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born.
Coastal Bullies. Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.
Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory.
Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.
Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.
Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf’s cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.
When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf’s spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.
Harpy Song. To hear a harpy’s song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy’s wrath.
Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.
When they attack, harpies play with their food, delighting in the “music” their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.
Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy’s lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.
Alisande studies the woman carefully, quite certain that they have never had the pleasure of an introduction - the sense of gravitas this woman possesses would not easily slip the net of her memory. Lady Immerwood observes her movements with the keen eyes of a hawk, seeking any suggestion that betrays awareness of the mage's presence.
Only when the dark-haired proprietor of the Miner's Exchange departs does Alisande breathe more easily, continuing her investigation around the workstation. Yet when that inspection is complete, curiosity still pricks at her, goading her to investigate further - the curse of many a wizard, and one that she has not been spared. Alisande hangs beside the door, attempting to determine whether she can hear any movements in the room beyond, or whether it seemed as if the woman was leading her into a trap.
Insight: 21 Perception: 7
* * *
At the lighthouse...
Alisande gasps at the ferocity of the wind, whipping her auburn hair back and forth into a wild, ungovernable frenzy. For one dizzying moment, the gales almost threaten to send the broom-riding witch careening out to the churning sea beyond the causeway. She makes landfall upon the stairs that ascend the easterly face of the island, and yet they seem barely less treacherous than the skies. Nevertheless, she gathers her resolve and steadies herself against the violent storm, darting forward up the stony stairway.
((OOC: Oops. Misread the text and rolled a dexterity saving throw instead. The d20 roll was a 19 though. She has a +0 bonus to STR, so the strength saving throw is 19.))
Zephyrosanswers the noblewoman as they walk, talking just shy of shouting as they go, "I made many enemies during the war. Though I doubt that has much bearing here." He struggles to maintain his footing up the pathway, but musters enough grit to press forward. He tries to keep aware of his surroundings while inching closer to his fate.
Meirahad glanced between Alisandeand Zephyrosfor a moment as they spoke about the man's enemies. She looks like she might say something, but in the end remains quiet. Despite the rough steps and fierce wind, she manages to push through without much problem.
Raszielwould try to stabilize himself with his magical boots and his infernal telekinetic powers, but failing miserably, losing his grip and barely catching himself before being flung off the cliff stairs. "Some help?"He calls out to the others with all the calm he can muster, his loyal accountant doing what he can to remedy the situation.
You've seen plenty of women like this before. Poised, calculating, measured intelligence beyond what she allows others to perceive. Each one of the woman's movements is considered, each one with purpose. It seems she has noticed your presence, even though she maintains a bewildered exterior, she is on high alert. As the woman returns to the back room, you listen. You can hear the woman in the other room, but it is quieter than you would expect for someone busy working. It's hard to say what she's doing in there.
As tempting as it is to continue deeper into the Miner's Exchange, the likelihood that the mage will be met by a fusillade of crossbow bolts proves sufficient to temper even Alisande's insatiable sense of curiosity. With a reluctant sigh, she concedes that she has already taxed fortune's patience more than is advisable.
The bladesinger turns on her heel and withdraws through the front door. The moment she has crossed the threshold, she wrenches her broom free of her book-stuffed satchel and swings astride it, kicking off into the skies over Phandalin, still concealed through her magics. She zips through the log and stone buildings of the town, before cresting high into the air, chasing after Ozymandias and the loose-lipped men he was pursuing.
MOVEMENT: 120' per round while using the Dash action.
"Rasziel!" Alisande cries out as the merchant is tossed off the stone stairs. She lunges over the edge and for one terrible moment, is certain that the howling winds have sent him to his dooms on the rocks and thrashing waters below. The mage breathes an almighty sigh of relief when it becomes clear he has snatched a handhold, securing himself from disaster.
"Those boots may provide you with a talent for dramatic exits, but I confess, I did not anticipate a literal plunge into the abyss." She says with brittle levity, choking back a disbelieving laugh. She lies down flat on the steps and offers the scarred man a hand back up to the relative safety of the stone staircase.
As the party moves foward, Gareth relays what information he can recall about merrows and harpies. "They would not normally work together, no," he notes. "It could've just been a coincidence that they attacked us at the same time, but...it could've been something else too."
The ranger begins to ascend the stairs, the wind whipping furiously all around. Despite what he'd said earlier to the others, his leg still throbbed where the harpoon had pierced it. The potion had gone a long way toward healing it, but it wasn't completely closed yet. As a result, he nearly slipped when he put most of his weight on that leg to climb, but he just barely managed to maintain his footing. Rasziel wasn't quite so lucky. Gareth watches with alarm as he slips and nearly tumbles over the edge into the ocean, but he catches on to something at the last second. The ranger limps over and offers another hand to the merchant, helping Alisande pull him back to safety.
"I know the water looks pretty inviting, but now's not the best time to go swimming," says the ranger.
[[OOC: @Alisande Technically you share initiative with the Merrow so you can attack without disadvantage as they reveal themselves.]]
Once again, Gareth stands firm as the harpoon is ripped away from him without taking him with it.
Meira takes a careful aim thanks to the protection offered by Zephyros and hits the merrow that attacked her. The arrow sinks deep into the creature's shoulder. At the same time, Rasziel pokes his head out and fires two blasts of energy at the same monster. Both attacks hit, leaving the merrow looking pretty rough and questioning its life choices.
With the Harpy dead, Alisande and Zephyros are up!
Updated Initiative:
DM for Dragons of Icespire Peak Pbp.
Alisande catches sight of the merrow hiding beneath the storm-tossed waves, and gathers flame in her hand, fashioning it into a small slender polearm that blazes with an arcane heat. With a flick of her wrist, she sends the conjured weapon hurtling through the air, a lance of fire aimed directly at the monster's head.
With the arrival of more merrow, she sees no reason to divert from the plan that has served her well up until this point. Ozymandias sweeps in, flying around the sea monster with a carefree delight. The Duke darts in close, tapping his paws on the nearest briny beast's shoulders as though teasing some sluggish housecat that cannot keep up with his antics.
His work done, the tressym spins away, wiggling his behind at the merrow with a taunting look over his shoulder. Seizing the distraction afforded by her familiar, a dagger forged of pure fire spins through the air to welcome the mutated merfolk to the battle upon the causeway.
Previous Round
ACTION: Fire Bolt (with disadvantage). To hit: (15,
28). Damage: 8.Current Round
Ozymandias
ACTION: Help.
OTHER: Flyby feature means he can escape without incurring attacks of opportunity.
Alisande
ACTION: Fire Bolt with advantage due to Ozymandias' Help action. To hit: (14,
11). Damage: 6.The battle-hardened veteran's anger continues to build as additional monsters show themselves. After blocking the shot at Meira, the warrior again turns his attention north and throws his trident twice at the despicable monster. He then prepares for the counter attack, making sure he's ready again to protect Meira when the time comes.
Attack 1: 23, Damage: 13 Attack 2: 19, Damage 10
Alisande's firebolt streaks out at the northern merrow just as it crests above the water, dealing massive fire damage as it burns away the left side of the monster's face. A few seconds later, Zephyros' trident impales the monster twice in a row! It looks really hurt.
That brings us to the top of round three! Gareth, fueled by anger at getting hurt, places an arrow shaft right between the eyes of the merrow that attacked him. It lets out a howl of pain. As it does, Gareth sends another arrow into the creatures open mouth, killing the monster. The ranger backs into the cave for some cover.
Alisande sends another bolt of fire at the northern merrow with the aid of her faithful feline. It proves too much for the monster to handle and dies as it sinks to the bottom of the sea.
The last remaining merrow, injured and alone, disappears beneath the crashing waves. Combat has ended.
DM for Dragons of Icespire Peak Pbp.
As Meira sees the last of the merrow defeated, she gives a brief nod to Zephyros. "Thanks for watching out for me," she says quickly as she ducks towards the cave where Gareth had gone for cover. "Hey, are you alright? Looked like a couple of shots hit you."
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Rasziel would merely give the ranger a concerned look, waiting patiently for the team to press on. "Those two quite disparate groups of enemies did seem to have coordinated their attack. Do you think there might be a greater mind behind both groups, perhaps hiding up in that lighthouse?" He asks, looking up at the ominous light again.
Zephyros gives Meira a brief nod before continuing down the causeway. His mind already moving to the lighthouse. "We need to get off this path. Follow me." He responds to Rasziel as he begins moving, "You all killed those Harpy so fast, it's hard to say for sure. Might be the sea monsters are opportunistic knowing the Harpy nest above."
Gareth limps out of the cave, his leg bleeding from where two harpoons had pierced it. He retrieves a potion of healing from his pack and downs it in one gulp. The effects are immediate. He can feel his flesh knitting itself back together. It's an odd and somewhat unsettling feeling, but the pain quickly retreats. "I'll be all right," he assures Meira. "Those damn merrow kept trying to pull me out to sea though."
The ranger tries to recall what he knows about merrow and harpies, whether their attack was natural behavior or a sign of someone, or something, else guiding them to behave in such a coordinated way.
Nature - dirty 20
(Healing Potion - restore 8 HP.)
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(
With Gareth seeming to be alright, Meira acknowledges his comment and follows after Zephyros.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
"I am in firm agreement with Rasziel - the troubling concord between the sky-hags and those wretches from the sea speaks is not the sort of compact one stumbles upon by accident. These creatures are, I believe, malicious and fractious by nature. As witnesses to such an alliance, we must consider several possibilities - a convergence of interests, subjugation by a greater power that directs them, a magical artifact that coordinates their violence?"
She turns to Zephyros, shielding her face against the spatter of the waves and the lash of the relentless wind. "I have made a point of not prying into your personal affairs - it is, as a rule, a vulgar habit - but the present circumstances rather insist upon an exception. If I may ask... do you have any enemies? Anyone at all? Did your dearly beloved? Is there anyone who might have resented your union?"
As she speaks, she gives Gareth a consoling pat on the back as he recuperates from his wounds. Turning her broom into the tempest, she begins moving in the direction of the ominous lighthouse, where she supposes many answers to her questions may be found if Zephyros is unable to provide them.
After taking a moment to collect yourselves and for Gareth to quickly drink a potion, you continue on to the lighthouse island. Rough-hewn stairs climb the eastern face of the island's rocky outcropping. At this point, the wind is so fierce that you struggle to maintain your footing. [[OOC: Everyone, please give me a strength saving throw DC 13. Success means you make it to the landing; failure means you slip off the path and begin to fall to the water below. You will then make a Dex saving throw DC 16, to see if you catch yourself before falling into the water below.]]
Alisande and Rasziel,
The wind is so strong and only gets stronger the closer you get to the lighthouse. You suspect flying past this point would be impossible in these conditions.
Gareth,
You remember quite a bit about Merrow and Harpies, but you've never known the two species to work together. It's hard to say whether the attack was coordinated or not as the Harpies didn't even attack before getting obliterated by several arrows and two fireballs.
Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed.
Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon’s layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born.
Coastal Bullies. Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.
Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory.
Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.
Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.
Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf’s cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.
When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf’s spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.
Harpy Song. To hear a harpy’s song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy’s wrath.
Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.
When they attack, harpies play with their food, delighting in the “music” their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.
Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy’s lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.
DM for Dragons of Icespire Peak Pbp.
Back at the Miners' Exchange...
Alisande studies the woman carefully, quite certain that they have never had the pleasure of an introduction - the sense of gravitas this woman possesses would not easily slip the net of her memory. Lady Immerwood observes her movements with the keen eyes of a hawk, seeking any suggestion that betrays awareness of the mage's presence.
Only when the dark-haired proprietor of the Miner's Exchange departs does Alisande breathe more easily, continuing her investigation around the workstation. Yet when that inspection is complete, curiosity still pricks at her, goading her to investigate further - the curse of many a wizard, and one that she has not been spared. Alisande hangs beside the door, attempting to determine whether she can hear any movements in the room beyond, or whether it seemed as if the woman was leading her into a trap.
Insight: 21
Perception: 7
* * *
At the lighthouse...
Alisande gasps at the ferocity of the wind, whipping her auburn hair back and forth into a wild, ungovernable frenzy. For one dizzying moment, the gales almost threaten to send the broom-riding witch careening out to the churning sea beyond the causeway. She makes landfall upon the stairs that ascend the easterly face of the island, and yet they seem barely less treacherous than the skies. Nevertheless, she gathers her resolve and steadies herself against the violent storm, darting forward up the stony stairway.
((OOC: Oops. Misread the text and rolled a dexterity saving throw instead.
The d20 roll was a 19 though. She has a +0 bonus to STR, so the strength saving throw is 19.))
(Meira STR Save: 21)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Zephyros answers the noblewoman as they walk, talking just shy of shouting as they go, "I made many enemies during the war. Though I doubt that has much bearing here." He struggles to maintain his footing up the pathway, but musters enough grit to press forward. He tries to keep aware of his surroundings while inching closer to his fate.
(Strength save: 14)
Perception: 10
Meira had glanced between Alisande and Zephyros for a moment as they spoke about the man's enemies. She looks like she might say something, but in the end remains quiet. Despite the rough steps and fierce wind, she manages to push through without much problem.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Rasziel would try to stabilize himself with his magical boots and his infernal telekinetic powers, but failing miserably, losing his grip and barely catching himself before being flung off the cliff stairs. "Some help?" He calls out to the others with all the calm he can muster, his loyal accountant doing what he can to remedy the situation.
Strength save: 0 Dex save: 22
Alisande,
Back at the Miner's Exchange...
You've seen plenty of women like this before. Poised, calculating, measured intelligence beyond what she allows others to perceive. Each one of the woman's movements is considered, each one with purpose. It seems she has noticed your presence, even though she maintains a bewildered exterior, she is on high alert. As the woman returns to the back room, you listen. You can hear the woman in the other room, but it is quieter than you would expect for someone busy working. It's hard to say what she's doing in there.
DM for Dragons of Icespire Peak Pbp.
Back at the Miner's Exchange...
As tempting as it is to continue deeper into the Miner's Exchange, the likelihood that the mage will be met by a fusillade of crossbow bolts proves sufficient to temper even Alisande's insatiable sense of curiosity. With a reluctant sigh, she concedes that she has already taxed fortune's patience more than is advisable.
The bladesinger turns on her heel and withdraws through the front door. The moment she has crossed the threshold, she wrenches her broom free of her book-stuffed satchel and swings astride it, kicking off into the skies over Phandalin, still concealed through her magics. She zips through the log and stone buildings of the town, before cresting high into the air, chasing after Ozymandias and the loose-lipped men he was pursuing.
MOVEMENT: 120' per round while using the Dash action.
"Rasziel!" Alisande cries out as the merchant is tossed off the stone stairs. She lunges over the edge and for one terrible moment, is certain that the howling winds have sent him to his dooms on the rocks and thrashing waters below. The mage breathes an almighty sigh of relief when it becomes clear he has snatched a handhold, securing himself from disaster.
"Those boots may provide you with a talent for dramatic exits, but I confess, I did not anticipate a literal plunge into the abyss." She says with brittle levity, choking back a disbelieving laugh. She lies down flat on the steps and offers the scarred man a hand back up to the relative safety of the stone staircase.
As the party moves foward, Gareth relays what information he can recall about merrows and harpies. "They would not normally work together, no," he notes. "It could've just been a coincidence that they attacked us at the same time, but...it could've been something else too."
The ranger begins to ascend the stairs, the wind whipping furiously all around. Despite what he'd said earlier to the others, his leg still throbbed where the harpoon had pierced it. The potion had gone a long way toward healing it, but it wasn't completely closed yet. As a result, he nearly slipped when he put most of his weight on that leg to climb, but he just barely managed to maintain his footing. Rasziel wasn't quite so lucky. Gareth watches with alarm as he slips and nearly tumbles over the edge into the ocean, but he catches on to something at the last second. The ranger limps over and offers another hand to the merchant, helping Alisande pull him back to safety.
"I know the water looks pretty inviting, but now's not the best time to go swimming," says the ranger.
STR Save - 15
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(