As the party take their leave of Grinda, she holds up her hand and says,
"One warning, my young friends, before you go. If you are seeking out this pretty little stone, this bone of contention, handle it carefully when you find it. I held it only briefly, but when I did, I felt that I had touched...a mind. A very cold, very distant, very foreign sort of mind. It might not be quite safe, if you know what I mean. Not quite canny."
Once back in the salty night air, Falshen asks Irma, "Will this encounter prove sufficient for your report to The Order or would you like to keep investigating the area for further signs of Xanathar thugs?"
Irma nods at Falshen's question, "I do wish to take a look at the area, but another time may be wise. The Xanthar may not view us painting the streets with their minions too kindly. I will update the order later."
Once outside Grinda's house, the party sees no sign whatsoever of the gruesome leftovers of their battle with the one-armed dwarf and his goons, except for a bucktoothed lad of ten or twelve, happily swabbing stains off the pavement with a dirty old mop. He grins and waves as they walk past.
Gregor will get some rest, with plans to purchase Rope, Tongs, Gloves, and Jar (with lid) on the morrow. Afterwards, he is up for heading to the mausoleum to secure the stone. He will also check in with Yagrah to make sure she hasn't destroyed the place/hasn't heard anything new before turning in.
The party arrives at the City of the Dead about noon. Going to the spot that Grinda pinpointed as the Garloth family mausoleum, they find a low stone crypt, topped by the scowling statue of an elderly gentleman who bears a strong resemblance to their host of yestereve. The door stands open.
Irma uses Divine Sense to check the area in front of the party.
"Divine Sense" as an action, Irma can detect good and evil. Until the end of his next turn, he can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.
The party does not detect anything amiss in the City of the Dead. The sun shines. The wind sighs softly among the graves. A hundred yards away, a funeral procession moves past, prayers and incense rising above the weeping of the bereaved. Elsewhere, a gardener clacks his shears. The open door of the crypt creaks ever so slightly as it swings loosely on its hinges.
Grinda clucks her tongue and waggles a bony finger at Irma.
"I deal in merchandise, young man, not gossip. Go take tea with your maiden aunt if you want to hear about other people's dirty laundry."
As the party take their leave of Grinda, she holds up her hand and says,
"One warning, my young friends, before you go. If you are seeking out this pretty little stone, this bone of contention, handle it carefully when you find it. I held it only briefly, but when I did, I felt that I had touched...a mind. A very cold, very distant, very foreign sort of mind. It might not be quite safe, if you know what I mean. Not quite canny."
Gregor makes a mental note to purchase tongs, a large glass jar, and heavy padded gloves.
Once back in the salty night air, Falshen asks Irma, "Will this encounter prove sufficient for your report to The Order or would you like to keep investigating the area for further signs of Xanathar thugs?"
Irma nods at Falshen's question, "I do wish to take a look at the area, but another time may be wise. The Xanthar may not view us painting the streets with their minions too kindly. I will update the order later."
Once outside Grinda's house, the party sees no sign whatsoever of the gruesome leftovers of their battle with the one-armed dwarf and his goons, except for a bucktoothed lad of ten or twelve, happily swabbing stains off the pavement with a dirty old mop. He grins and waves as they walk past.
Gregor will get some rest, with plans to purchase Rope, Tongs, Gloves, and Jar (with lid) on the morrow. Afterwards, he is up for heading to the mausoleum to secure the stone. He will also check in with Yagrah to make sure she hasn't destroyed the place/hasn't heard anything new before turning in.
Ian passes off 3 GP to Irma then proceeds to get some rest.
In the morning, Ian will plan to sell the loot to the local businesses.
1 bottle of liniment, 2 Scimitars, 5 Light crossbows, 2 daggers, 1 club, 2 short swords, and 1 whip.
Persuasion: 24
Ian will also swing by the temple of Waukeen and turn in the spoils earned.
Day 21 - Twenty-First of Eleint
Yagrah is gone. She left a note for Gregor.
Adding the cash from the bard’s sales, and deducting wizard's expenditures, the gang start the day with an additional 100 gp.
By the time these commercial transactions are concluded, it is approaching midday. How do you proceed?
Gregor is going to head to the Mausoleum with gloves, tongs, and jar secured in his coat.
Akai will brave the daylight to accompany Gregor.
Adjusting a final strap on his armor and buckling on his rapier, Falshen is ready to visit the dead in their (hopefully) eternal slumber.
The party arrives at the City of the Dead about noon. Going to the spot that Grinda pinpointed as the Garloth family mausoleum, they find a low stone crypt, topped by the scowling statue of an elderly gentleman who bears a strong resemblance to their host of yestereve. The door stands open.
Irma uses Divine Sense to check the area in front of the party.
"Divine Sense" as an action, Irma can detect good and evil. Until the end of his next turn, he can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.
Akai will glance around for any sign of potential interruptors.
Perception (w/Sunlight Sensitivity): 19
Ian will also look around.
Perception: 5
Falshen will, likewise, observe the immediate area for anything which might be worth noting.
Perception check: 14
The party does not detect anything amiss in the City of the Dead. The sun shines. The wind sighs softly among the graves. A hundred yards away, a funeral procession moves past, prayers and incense rising above the weeping of the bereaved. Elsewhere, a gardener clacks his shears. The open door of the crypt creaks ever so slightly as it swings loosely on its hinges.
Ian suggests to our arcane trickster,
”Perhaps you go first, my sneaky friend. I can be right behind you.”
Falshen is amenable to this idea and creeps in as stealthily as he can manage.
Stealth check: 25