The dwarven cleric moves purposefully into the room and wastes no time. He raises his axe and smashes it against the remaining Redbrand. The thug raises his swords to reflect the blow, but the force of Stig's blow to the man's chest sends him staggering into the bars behind him. He looks badly wounded, but remains on his feet.
Swift vengeance comes as Virran comes from behind, the half-orc piercing the human and sending him to the floor.
The fight now over, you are surprised by the sudden racking sobs that echo across the cell room. “Please... please, let us out. Let me get to my boy...” The plea comes from the older female in the cell, her arms stretched out through the bars towards the boy opposite her. She brings her hands to the bars and shakes them violently before reaching out to him again. He, in turn, runs to the bars from the corner and calls out to his mother, hands also out-stretched.
It doesn’t take any perception to realise the cells are locked. A quick look over the body reveals the keys are held elsewhere and not, as you'd expect, on the men guarding the room. With more pressing matters dealt with, you take survey the room more carefully.
Besides the three areas, filthy straw covers lines the floor of the cells. The doors confirmed locked, are hinged and secured by chains and padlocks. The two women appear as disheveled as the boy and overcome with emotion. All are dressed in plain gray tunics and have iron collars fitted around their necks. A heap of discarded clothing is piled careless against the far wall.
“It’s going to be alright now. It’s Mirna, isn’t it?” Naivara says as she approaches the cell that Mirna is in, after once again offering a small smile to the boy on the opposite side. Naivara digs through her pack and finds some of the cured meats and fruits she found earlier. She offers it to Mirna through the bars. She also offers clean water in a vessel she conveniently finds nearby. “I’m Naivara and this is Stig and Virran. We have a few others in the next room. We are cleaning this place out, once and for all. I’m sorry to have rushed in here so suddenly, I thought your lives may have been in danger and couldn’t have you go through any more... I had hoped to find the three of you alive.”
She turns briefly to Virran. “Do you want to try using your toolkit to open the cells here, Virran. Maybe start with Mirna’s?”
“Mirna, perhaps while Virran is at work you can tell us what you know of this place?
How did you come to be here?
What are they up to in this place?
Have you met Glasstaff?”
Hopefully Mirna does not need too much convincing to open up, after all, we are clearly the good guys saving she and her children. But Naivara does her best to foster a friendship and have Mirna share all that she can. Persuasion 12
Session 1 Recap: Captives and a Glasstaff half full
The slave pens is where our session began: the two Redbrand guards dead and the slaves looking on with hope. Naivara and Night Hawke began the conversation with the three slaves as Virran deftly picked the locks on the chained cage doors. Naivara put two-and-two together, recognising the older female slave as Mirna Dendrar, wife to the deceased Thel (whose body was found in the Nothic’s crevasse). Mirna and her two children Nars and Nilsa were deeply thankful for the rescue and shared what little information they could:
Large ‘furry-eared’ creatures came to the slave pens at times, but Glasstaff himself had never been seen;
Glasstaff is a wizard;
Their family had been taken by the gang of Redbrands to be sold as slaves – the thugs had simply been awaiting the next opportunity.
Naivara returns the simple wooden necklace – taken from Thel’s body – and provides some closure to the family. The party (you need to think of a team name… The Avengers?) discuss options to see the family safely back to town. The group agree that Asmodean should escort them the rest of the way, but all of them would support in getting to the exit.
As the leave, Mirna turns and says to the party:
Although we are simple craftsmen and can not offer a reward, I can share the location of a treasure long abandoned. When I was a girl, my family and I fled the town of Thundertree after undead overran the place. My family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden. I shall never return there, so it is all but lost to me. Should you ever visit Thundertree, take the necklace with my blessing.
The family gone, along with Asmodean, our adventurers return to the storeroom with the secret doors. They quietly open the crates to reveal the treasures. Stig is particularly taken with the beaver pelts… In the side room, Virran attempts to unlock the door to what they learn is the armoury. The Redbrands were anticipating a significant growth in their numbers judging by the number and assortment of weapons. Virran restocks and everyone moves on.
Back in the storeroom, the party deliberate over the appropriate path to follow: secret door or ‘unknown corridor’. The decision made, the party check out the corridor to find yet further steps leading down into an area newer than the original cellar. The group re-trace their steps, deeming the secret passage more likely to lead to something the Redbrands want to keep hidden, possibly even Glasstaff.
Going full stealth, the party move down to stairs to find a third secret door in that area. Listening as the door opens a fraction, the group hears the scribbling of pen on parchment – it must be Glasstaff. Naivara stealthily moves into the room, yet Glasstaff notices movement and casts a spell on himself (Mage Armour).
All hell is about to break loose when Glasstaff encourages the party (Virran and Naivara only at this stage, the rest hidden in the secret stairwell) to chat. Virran appears willing to listen, while Naivara is furious with the man and bent on his demise. Still, the conversation progresses in a gentile manner and you learn that Glasstaff is doing his best to follow the Lords’ Alliance wish to establish law and safety.
His words don’t sit well with the party, and so careful insight is put into what he is saying. Although Stig cannot see Glasstaff, he is able to discern the truth of the mage’s words. The man is… deceptively truthful at best, but shaping rumours and stories to his favour, even accusing the party of aggressively attacking his men, as Thel Drendar had done.
Having heard enough, Swift is keen to find out more. Stig confidently enters the room and utters a single word: Truth. As the spell takes hold, Glasstaff is unable to stop the truth tumbling from his lips.
Glasstaff, better known as Iarno Albrek, was indeed send here by the Lords’ Alliance. However, Iarno set himself up as the person to travel to Phandalin so he may better support the enigmatic Black Spider,a drow. The Black Spider wishes to access the Forge of Spelland to do this requires Phandalin’s population kept in check. Several bugbears (unknown number) are present in the Tresendar Manor at the behest of the Black Spider. While these creatures follow Iarno’s orders, they are ultimately under the command of the drow.
The bugbears know the way to Wave Echo Cave as well as Cragmaw Castle, but this information is kept from Iarno. All communication is through the intermediary bugbears.
Iarno informs them that he reached out to the Black Spider as a means of gaining further power. The Spider knew of the party’s journey from Neverwinter thanks to the capture of Gundren Rockseeker. The group was to be captured if possible, killed if not. The other Rockseeker brothers (presumed camped outside of town) have apparently been killed.
Enough said, Iarno manages to break free of the spell and a fight ensues. Swift leads the battle in a strong way, as do the other members. In a quick route, Iarno, battered and bruised, surrenders. His is bound and his staff removed. Stig and Virran alternate between gagging him with an apple and an old sock.
The party quickly searches the room, discovering several pieces of evidence which they promptly take. A further search of Iarno’s strongbox reveals the treasures he kept for himself (see end of recount).
Content to avoid further conflict and risk Iarno’s escape, the party move to the Manor’s cellar stairs and safely back into town.
*** We ended our session with the party entering town. They enter Town Hall, intending to hand Iarno Albrek over to Sildar Hallwinter – the one charged with finding out his whereabouts. ***
Treasure:
180 sp, 130 gp, 5 carnelians (10 gp each), 2 peridots (15 gp each), one pearl (100gp). The party also take a scroll of Charm and a scroll of Fireball. They also collected Iarno’s glass staff. Virran takes the ‘princely mantle of ermine’.
Experience Points:
400xp (for capturing Iarno rather than killing him) and 300xp for safely seeing Mirna and family back to town. Each party member earns 140xp for tonight’s session, putting each person around the 890 xp mark.
It is a short trip back into town. As you make your way along the winding dirt road, you attract more than a few glances from the Phandalin residents. The most telling glance of all, unsurprisingly, comes the moment you enter the makeshift Townhall and come face to face with Sildar Hallwinter. The silver-haired fighter’s face turns from an initial look of surprise into one of shock before finally settling into a cold anger as he processes all that must’ve occurred.
It takes several long moments for Sildar to regain his composure, but once he has it under control he turns to the group.
“I can tell we have much to discuss… But I will not do it around this traitor,” he uttered, anger quietly subsiding. “I can see that you have him well in hand. Let us put this ‘Glasstaff’ in the cells beneath the Townhall and then talk. And while there, you will have to make a decision regarding the young Redbrand. I have a few thoughts myself… As you already know, Mirna and her children have returned. Your bard companion saw them safely to their home and I shall see them myself shortly. Maybe there could be a solution in that?”
(OOC: The old fighter is clearly intelligent. From the moment you entered you have been acutely aware that he has placed a lot of the pieces together by himself. The fact that he had made no contact since your arrival and no one knew of his whereabouts or had seen him again since he arrived, is fairly incriminating in and of itself. As more pieces come together, the new mayor reflects on his and Gundren’s capture along the Triboar Trail and his own torture at the hands of the goblins - the betrayal by his friend, or former friend as it now stands, is more than he can take. You provide him with the evidence retrieved from the old Manor as Iarno is secured below. Glancing at Shawn, Sildar immediately unlocks the cell door and escorts the youth, along with you, to a small area in the main hall where refreshments are offered.
Naivara feels relieved to return to Town hall, satisfied that Sildar could see the traitor himself, without having to be convinced. However, she feels far from safe in this town, knowing that Iarno was working with many... humans and other creatures alike.
“Sildar, I’m sure this need not be said, but Glasstaff has a lot of ‘friends’ in this town. He will certainly need to be heavily guarded by those you trust. I see how he deceived you, as I mentioned this morning, I has a feeling Iarno was in on this and this has made me question the Lord’s Alliance. I do not believe that Phandalin is safe at this point, but I would like to discuss this further without the presence of young Shawn, here. What do we do with this young boy?”
"It is indeed wise to consider how far-reaching Iarno's deceit stretches - or this Black Spider, for what it's worth. However, I would vouch for those within this building... with the exception of our friend over there." Sildar discreetly motions to the former Mayor of Phandalin. "And in regards to the Lord's Alliance, I do not believe others would fall for the tricks offered by the Spider. In fact, I would stake my life upon it - if any wanted Iarno's plan to succeed, they would not have sent me here in the first place.
Upon reflection, Iarno was always too quick to seek opportunities to further his own power. It seems only fitting that he would initiate this contact. And here in lies our problem." He again stops and considers the party, but focuses his attention on Naivara as the conversationalist of the group. "Iarno is a powerful wizard in his own right and leaving Shawn down there with him would be a terrible mistake. Iarno's spell repertoire includes charming and holding creatures - two magical feats worthy of securing his escape. No, I will not leave this misguided youth down there.
Nor, as you say, will I allow others to approach without my presence. After we finish here, I shall arrange for Iarno to be escorted back to Neverwinter with all haste. He came too easily for my liking - he will likely be expecting support of some kind. But enough of Iarno for now, unless you have more to discuss..? For I have two matters: our young friend here (he indicates Shawn) and my original request - Phandalin's protection from the Redbrands.
While I believe we've removed the leader, do you feel the threat sufficiently dealt with? Should we expect further problems from this group?
As for Shawn... and with your blessing of course, I would have him begin to undo the stupidity he has gotten himself into. Mirna will have need of support, should she decide to stay, and if not, I will find another use for him that steers him into a better future.
I know this is a lot to take in. Collect your thoughts for a moment, while I see to arranging some extra security."
Sildar rises from his chair. He again looks at your for a moment, considering something, then nods again and moves off to speak with the guard on duty.
Virran turns to the group and states "I think we should still clear out the ruins of the bug bears. They can possibly cause issues with the town and we may be able to get more information from them. After that we will have to decide if we go looking for the spider immediately or deal with the orcs. Personally the orcs seem to pose a more immediate threat."
The impending storm grumbles again, more loudly than before and certainly much closer. It would appear that the weather, while fine, clear and brisk this morning, is now looming ominously. As Virran airs his thoughts, thunder reinforces his words.
(OOC - it might just be you, Virran! But onward, I'll escort you:) )
“Virran, I will come with you to vanquish these bug bears, should we see if we can get any extra provisions from town before we go back. What do you think?”
(OOC - you would roll an Arcana check to see if there's anything magical about this storm, or as a Druid a Survival check might also work, depending on which is higher. Survival would lend itself to more natural phenomenon).
Swift says “ I don’t think there's anything magical about this storm. However, I have a sense of foreboding. I feel something bad from this noise. I think we should take a look “
swift picks up her bow, shrugs a quiver of arrows on, picks an extra arrow from her stash, and heads to the door, nocking the arrow as she moves.
The dwarven cleric moves purposefully into the room and wastes no time. He raises his axe and smashes it against the remaining Redbrand. The thug raises his swords to reflect the blow, but the force of Stig's blow to the man's chest sends him staggering into the bars behind him. He looks badly wounded, but remains on his feet.
Virran, you are up.
Virran rushes in behind stig and stabs trice at the remaining redbrand
Attack: 11 Damage: Unable to parse dice roll.
4
Attack: 21 Damage: 4
If stig is still within 5 feet also get sneak attack bonus damage
1
Added 1d4 roll due to it missing it
Swift vengeance comes as Virran comes from behind, the half-orc piercing the human and sending him to the floor.
The fight now over, you are surprised by the sudden racking sobs that echo across the cell room. “Please... please, let us out. Let me get to my boy...” The plea comes from the older female in the cell, her arms stretched out through the bars towards the boy opposite her. She brings her hands to the bars and shakes them violently before reaching out to him again. He, in turn, runs to the bars from the corner and calls out to his mother, hands also out-stretched.
It doesn’t take any perception to realise the cells are locked. A quick look over the body reveals the keys are held elsewhere and not, as you'd expect, on the men guarding the room. With more pressing matters dealt with, you take survey the room more carefully.
Besides the three areas, filthy straw covers lines the floor of the cells. The doors confirmed locked, are hinged and secured by chains and padlocks. The two women appear as disheveled as the boy and overcome with emotion. All are dressed in plain gray tunics and have iron collars fitted around their necks. A heap of discarded clothing is piled careless against the far wall.
“It’s going to be alright now. It’s Mirna, isn’t it?” Naivara says as she approaches the cell that Mirna is in, after once again offering a small smile to the boy on the opposite side. Naivara digs through her pack and finds some of the cured meats and fruits she found earlier. She offers it to Mirna through the bars. She also offers clean water in a vessel she conveniently finds nearby. “I’m Naivara and this is Stig and Virran. We have a few others in the next room. We are cleaning this place out, once and for all. I’m sorry to have rushed in here so suddenly, I thought your lives may have been in danger and couldn’t have you go through any more... I had hoped to find the three of you alive.”
She turns briefly to Virran. “Do you want to try using your toolkit to open the cells here, Virran. Maybe start with Mirna’s?”
“Mirna, perhaps while Virran is at work you can tell us what you know of this place?
How did you come to be here?
What are they up to in this place?
Have you met Glasstaff?”
Hopefully Mirna does not need too much convincing to open up, after all, we are clearly the good guys saving she and her children. But Naivara does her best to foster a friendship and have Mirna share all that she can. Persuasion 12
NightHawke comes to help Naivara to question the prisoners, hoping her skills of persuasion will help them give the information they need.
“How did you get to be here, and what are they doing here. Are they searching for treasure? We will get you out of here.”
ooc, should I roll?
Virran takes head of naivara and starts to try and pick the lock.
Slight of hand 10
While doing this he also listens to what marina says for any deceptions of half truths
Insite 4
Session 1 Recap: Captives and a Glasstaff half full
The slave pens is where our session began: the two Redbrand guards dead and the slaves looking on with hope. Naivara and Night Hawke began the conversation with the three slaves as Virran deftly picked the locks on the chained cage doors. Naivara put two-and-two together, recognising the older female slave as Mirna Dendrar, wife to the deceased Thel (whose body was found in the Nothic’s crevasse). Mirna and her two children Nars and Nilsa were deeply thankful for the rescue and shared what little information they could:
Naivara returns the simple wooden necklace – taken from Thel’s body – and provides some closure to the family. The party (you need to think of a team name… The Avengers?) discuss options to see the family safely back to town. The group agree that Asmodean should escort them the rest of the way, but all of them would support in getting to the exit.
As the leave, Mirna turns and says to the party:
Although we are simple craftsmen and can not offer a reward, I can share the location of a treasure long abandoned. When I was a girl, my family and I fled the town of Thundertree after undead overran the place. My family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden. I shall never return there, so it is all but lost to me. Should you ever visit Thundertree, take the necklace with my blessing.
The family gone, along with Asmodean, our adventurers return to the storeroom with the secret doors. They quietly open the crates to reveal the treasures. Stig is particularly taken with the beaver pelts… In the side room, Virran attempts to unlock the door to what they learn is the armoury. The Redbrands were anticipating a significant growth in their numbers judging by the number and assortment of weapons. Virran restocks and everyone moves on.
Back in the storeroom, the party deliberate over the appropriate path to follow: secret door or ‘unknown corridor’. The decision made, the party check out the corridor to find yet further steps leading down into an area newer than the original cellar. The group re-trace their steps, deeming the secret passage more likely to lead to something the Redbrands want to keep hidden, possibly even Glasstaff.
Going full stealth, the party move down to stairs to find a third secret door in that area. Listening as the door opens a fraction, the group hears the scribbling of pen on parchment – it must be Glasstaff. Naivara stealthily moves into the room, yet Glasstaff notices movement and casts a spell on himself (Mage Armour).
All hell is about to break loose when Glasstaff encourages the party (Virran and Naivara only at this stage, the rest hidden in the secret stairwell) to chat. Virran appears willing to listen, while Naivara is furious with the man and bent on his demise. Still, the conversation progresses in a gentile manner and you learn that Glasstaff is doing his best to follow the Lords’ Alliance wish to establish law and safety.
His words don’t sit well with the party, and so careful insight is put into what he is saying. Although Stig cannot see Glasstaff, he is able to discern the truth of the mage’s words. The man is… deceptively truthful at best, but shaping rumours and stories to his favour, even accusing the party of aggressively attacking his men, as Thel Drendar had done.
Having heard enough, Swift is keen to find out more. Stig confidently enters the room and utters a single word: Truth. As the spell takes hold, Glasstaff is unable to stop the truth tumbling from his lips.
Glasstaff, better known as Iarno Albrek, was indeed send here by the Lords’ Alliance. However, Iarno set himself up as the person to travel to Phandalin so he may better support the enigmatic Black Spider, a drow. The Black Spider wishes to access the Forge of Spell and to do this requires Phandalin’s population kept in check. Several bugbears (unknown number) are present in the Tresendar Manor at the behest of the Black Spider. While these creatures follow Iarno’s orders, they are ultimately under the command of the drow.
The bugbears know the way to Wave Echo Cave as well as Cragmaw Castle, but this information is kept from Iarno. All communication is through the intermediary bugbears.
Iarno informs them that he reached out to the Black Spider as a means of gaining further power. The Spider knew of the party’s journey from Neverwinter thanks to the capture of Gundren Rockseeker. The group was to be captured if possible, killed if not. The other Rockseeker brothers (presumed camped outside of town) have apparently been killed.
Enough said, Iarno manages to break free of the spell and a fight ensues. Swift leads the battle in a strong way, as do the other members. In a quick route, Iarno, battered and bruised, surrenders. His is bound and his staff removed. Stig and Virran alternate between gagging him with an apple and an old sock.
The party quickly searches the room, discovering several pieces of evidence which they promptly take. A further search of Iarno’s strongbox reveals the treasures he kept for himself (see end of recount).
Content to avoid further conflict and risk Iarno’s escape, the party move to the Manor’s cellar stairs and safely back into town.
*** We ended our session with the party entering town. They enter Town Hall, intending to hand Iarno Albrek over to Sildar Hallwinter – the one charged with finding out his whereabouts. ***
Treasure:
180 sp, 130 gp, 5 carnelians (10 gp each), 2 peridots (15 gp each), one pearl (100gp). The party also take a scroll of Charm and a scroll of Fireball. They also collected Iarno’s glass staff. Virran takes the ‘princely mantle of ermine’.
Experience Points:
400xp (for capturing Iarno rather than killing him) and 300xp for safely seeing Mirna and family back to town. Each party member earns 140xp for tonight’s session, putting each person around the 890 xp mark.
It is a short trip back into town. As you make your way along the winding dirt road, you attract more than a few glances from the Phandalin residents. The most telling glance of all, unsurprisingly, comes the moment you enter the makeshift Townhall and come face to face with Sildar Hallwinter. The silver-haired fighter’s face turns from an initial look of surprise into one of shock before finally settling into a cold anger as he processes all that must’ve occurred.
It takes several long moments for Sildar to regain his composure, but once he has it under control he turns to the group.
“I can tell we have much to discuss… But I will not do it around this traitor,” he uttered, anger quietly subsiding. “I can see that you have him well in hand. Let us put this ‘Glasstaff’ in the cells beneath the Townhall and then talk. And while there, you will have to make a decision regarding the young Redbrand. I have a few thoughts myself… As you already know, Mirna and her children have returned. Your bard companion saw them safely to their home and I shall see them myself shortly. Maybe there could be a solution in that?”
(OOC: The old fighter is clearly intelligent. From the moment you entered you have been acutely aware that he has placed a lot of the pieces together by himself. The fact that he had made no contact since your arrival and no one knew of his whereabouts or had seen him again since he arrived, is fairly incriminating in and of itself. As more pieces come together, the new mayor reflects on his and Gundren’s capture along the Triboar Trail and his own torture at the hands of the goblins - the betrayal by his friend, or former friend as it now stands, is more than he can take. You provide him with the evidence retrieved from the old Manor as Iarno is secured below. Glancing at Shawn, Sildar immediately unlocks the cell door and escorts the youth, along with you, to a small area in the main hall where refreshments are offered.
”So, where shall we begin?”
Naivara feels relieved to return to Town hall, satisfied that Sildar could see the traitor himself, without having to be convinced. However, she feels far from safe in this town, knowing that Iarno was working with many... humans and other creatures alike.
“Sildar, I’m sure this need not be said, but Glasstaff has a lot of ‘friends’ in this town. He will certainly need to be heavily guarded by those you trust. I see how he deceived you, as I mentioned this morning, I has a feeling Iarno was in on this and this has made me question the Lord’s Alliance. I do not believe that Phandalin is safe at this point, but I would like to discuss this further without the presence of young Shawn, here. What do we do with this young boy?”
Sildar considers Naivara for a minute, then nods.
"It is indeed wise to consider how far-reaching Iarno's deceit stretches - or this Black Spider, for what it's worth. However, I would vouch for those within this building... with the exception of our friend over there." Sildar discreetly motions to the former Mayor of Phandalin. "And in regards to the Lord's Alliance, I do not believe others would fall for the tricks offered by the Spider. In fact, I would stake my life upon it - if any wanted Iarno's plan to succeed, they would not have sent me here in the first place.
Upon reflection, Iarno was always too quick to seek opportunities to further his own power. It seems only fitting that he would initiate this contact. And here in lies our problem." He again stops and considers the party, but focuses his attention on Naivara as the conversationalist of the group. "Iarno is a powerful wizard in his own right and leaving Shawn down there with him would be a terrible mistake. Iarno's spell repertoire includes charming and holding creatures - two magical feats worthy of securing his escape. No, I will not leave this misguided youth down there.
Nor, as you say, will I allow others to approach without my presence. After we finish here, I shall arrange for Iarno to be escorted back to Neverwinter with all haste. He came too easily for my liking - he will likely be expecting support of some kind. But enough of Iarno for now, unless you have more to discuss..? For I have two matters: our young friend here (he indicates Shawn) and my original request - Phandalin's protection from the Redbrands.
While I believe we've removed the leader, do you feel the threat sufficiently dealt with? Should we expect further problems from this group?
As for Shawn... and with your blessing of course, I would have him begin to undo the stupidity he has gotten himself into. Mirna will have need of support, should she decide to stay, and if not, I will find another use for him that steers him into a better future.
I know this is a lot to take in. Collect your thoughts for a moment, while I see to arranging some extra security."
Sildar rises from his chair. He again looks at your for a moment, considering something, then nods again and moves off to speak with the guard on duty.
(OOC... The awkward moment extends as you all wait for someone to begin the conversation...
A rumbling of thunder can be heard and you think a storm is brewing...
Virran turns to the group and states "I think we should still clear out the ruins of the bug bears. They can possibly cause issues with the town and we may be able to get more information from them. After that we will have to decide if we go looking for the spider immediately or deal with the orcs. Personally the orcs seem to pose a more immediate threat."
The impending storm grumbles again, more loudly than before and certainly much closer. It would appear that the weather, while fine, clear and brisk this morning, is now looming ominously. As Virran airs his thoughts, thunder reinforces his words.
(OOC - it might just be you, Virran! But onward, I'll escort you:) )
Ooc: can we tell if the storm is magical at all?
“Virran, I will come with you to vanquish these bug bears, should we see if we can get any extra provisions from town before we go back. What do you think?”
(OOC - you would roll an Arcana check to see if there's anything magical about this storm, or as a Druid a Survival check might also work, depending on which is higher. Survival would lend itself to more natural phenomenon).
Survival check (I get +5 if the dice are lovely) 14
Arcana check: 6
Swift says “ I don’t think there's anything magical about this storm. However, I have a sense of foreboding. I feel something bad from this noise. I think we should take a look “
swift picks up her bow, shrugs a quiver of arrows on, picks an extra arrow from her stash, and heads to the door, nocking the arrow as she moves.
NightHawke follows Swift to see what is happening outside, her weapon at the ready.
perception check: 13
nature check: 16