Infernally Clay
 Some heroes are born, others are made. You are such heroes. Across the lands of Faerûn you have made names for yourselves, battling dragons and goblins, helping towns and cities far and wide... Yet, like many other legendary heroes, you began somewhere. A few years ago, in the City of Neverwinter, you came to the aid of one Lord Neverember to root out vile cultists seeking knowledge and power over life and death itself. Yet deep in Neverwinter's catacombs you saw something that changed you.

Deep in your bones, you have never been able to shake the feeling  he  is always watching.

~ ~ ~ ~ 
Lord Neverember is not a man to forget a debt he owes, but he prides himself most on knowing who he can rely on when things get... difficult. Recently, each of you received a summons from the lord protector of Neverwinter and now you find yourself outside a familiar place - his home. You haven't been here since he first hired you, several years ago, to patrol his city and keep the peace, yet as you are guided to Lord Neverember's study you can see he hasn't redecorated. This house doesn't look any different at all.

One of the guards escorting you knocks on a heavy oak door and you hear a voice you aren't likely to forget say "Come in! Please, do come in!" Just as it was a few years ago, Dagult Neverember is surrounded by advisors and guards. He once joked that the guards weren't there to protect him from assassins but from politicians. He has gotten slightly more grey since you last saw him but he is as energetic as ever.

"Greetings, my heroic friends! I'm so glad you came. It has been a long time indeed," Dagult says as he stands up and gives a polite bow, "I daresay, terrible events are afoot. I don't like to just dump these things on you but I need the best and time is imperative. Four prominent citizens have been kidnapped in the past several days. May I count on your help in rescuing them?"

With a wave of Dagult's hand, the guards show you four paintings with names under each. Elden Keyward. Indrina Lamsensettle. Sarcelle Malinosh. Umberto Noblin.

One of the advisors, a man you've never seen before, whispers into Lord Neverember's ears. He does so loudly enough that you can all hear that he's asking why Dagult is entrusting such an important job to strangers. Dagult's arms immediately spread out wide. "Why? Well why don't I allow our allies here to introduce themselves first? Then you'll see why."
MrAbdiel
The click of little heels rings out first. The smallest figure of those assembled snaps to attention, and announces himself in a voice not deep in itself, but certainly deeper than a three foot figure would be expected to produce on first blush.

 "Huebalt Finefoot, y'r eminence. Canine cavalier of the Goodly Horde 'n veteran of Barval's Orchard. Here t'... do y'r will." 

The name isn't famous, though the now disbanded regiment of rover-riding hin irregulars has a dashing streak of history before its recent collapse. His uniform looks clean, even professionally creased for the royal meeting. The thinning crop of silvery hair is groomed into a coherant frame with the mutton chops and moustache. If onlookers could get past the natural prejudice to find halflings, gnomes and other shortfolk inherently odd, the cavalier almost comes off as a professional soldier even if he's less than perfectly comprehensible. Something about the rural Lurien accent causes the common tongue to go to war with the letter 'o'.

On the other hand, anyone with a modicum of sense for a royal meeting like this knows that 'your eminence' isn't even close to the appropriate title, and the halfling's ignorance to that fact knocks a lot of the shine off his presentation.
Archemist
Rhodri is glad someone else went first. He's the tallest of the bunch but with his quiet demeanor he still manages to fade into the background of any group.  "I am Rhodri Gruffudd. Me and the shimmerlings are good at finding lost things, and if these four folks are dead, we'll put them to rest."  He pronounces "Gruffudd" a bit like "Griffith."

He gestures with his hand as if to make some salute but decides against it halfway. The movement disturbs some shimmerlings, though, and they swarm in a burst of color before landing again in the folds of Rhodri's scale armor. The shimmerlings are tiny fey creatures just a centimeter or two tall, but they light the area like fireflies of all different colors when they fly around.

Rhodri looks like probably the last person you might expect to be surrounded by colorful fey. The half-orc has dark green skin and dark clothing under his reptilian-looking scale armor. If you didn't know him, it would definitely seem intimidating, but you've come to know him as a big softie. Rhodri speaks with conviction and can be trusted with secrets.

The main other thing you notice about him is that he seems to have brought everything he owns with him in a large backpack and satchel. He's perhaps just come from traveling. For while he doesn't smell bad, he looks disheveled and more used to camping under the stars than most folks Lord Neverember usually entertains.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 17 HP: 120/120 
 PP: 13 PIv: 12 PIs: 15  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d8)  
 Slots:-1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 

Juliette requires no introduction, and hasn't had to make one for years. Far more common was people introducing her, proclaiming her arrival to either polite applause or raucous cheers depending on her venue. Was she  the  most famous resident of Neverwinter? Not quite, not yet, but she believed she made the top five. Top ten was a certainty. Nevertheless, she is nothing if not a showperson, eager to please the audience. With a flourish and a minor burst of spellcraft, she takes a long bow, her half-cloak swishing gently with the motion that sends the burst of floral scent throughout the chamber.  "Juliette Chambers, Purple Rose of Neverwinter, star of the stage, and stealer of hearts, at your service. Whomever is behind this kidnapping, I-"  She stops and corrects herself, elegantly enough that the pause looks entirely intentional.  " We  shall bring them to justice." 

She came dressed for battle, her trusted blade at the hip, honed and polished to a mirror sheen, though she expects it to be blunted soon enough.

 
 
  
Infernally Clay
Dagult beams at each of you in turn, assured he had indeed picked the right people. His advisor, however, is less convinced, so Dagult stands up from his chair and reaches for a thick journal in the bookshelf behind him. You may or may not remember this particular journal as the personal daily record of crimes and accidents that occured in Neverwinter City during a year each of you would probably rather forget.

"I am confident these are the people we need. They have done excellent work for me before," Dagult continues, leafing through the journal until he reaches a certain page and rests his fingers upon it. "Here we are," he says, "The night Delvin Fearnehart was murdered."

"You want me to believe these three solved that murder, your grace?" the advisor says with surprise.

"Why don't we let them tell you?"

 ~ ~ ~ 
 Several years ago... 

The city of Neverwinter stands proudly on the Sword Coast, west and north of Dessarin Valley. Fifty years ago, the city was nearly destroyed by the eruption of Mount Hotenow. Today, the city stands mostly rebuilt. It bustles with skilled tradespeople, intrepid adventurers, and hardy townsfolk.

Leadership in Neverwinter falls to Dagult Neverember, lord protector of the city—and your employer. The city lacks a formal militia, so Lord Neverember often hires mercenaries and adventurers such as yourselves to keep the city secure.

Though you have been in his employ for several days now, working alongside each other as you patrol the city, nothing really worth mentioning has happened. Sure you've stopped the odd thief and helped secure homes that were broken into, but even you would have to admit you thought the city would be more... exciting. On the fourth night of your job, however, everything changed...

As you are patrolling an area of the city you have seen several times already, an anguished scream erupts from a nearby alley. The sound comes from a slender human woman clad in the light leather armor of a scout or investigator. Clutched in her arms is the dead body of a human man clad in a tattered gray robe.

The man and woman bear a striking resemblance to each other and as you approach you realise you know them both well. Their names are Delvin and Kevori Fearnehart and you worked with them only two days ago to recover stolen goods in a warehouse nearby. Like you, they are employed by Lord Neverember to keep the city safe.

With a dull thump, a desiccated eyeball rolls out of Delvin's palm.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

Juliette breaks into a short run, crossing the distance first between their group and the pair. She drops to a knee beside Kevori, sword in hand at the ready.  "What happened? Are you injured?"  Delvin appeared beyond saving, at least by her magics, but she could at least do what she could for Kevori. Her eyes scanned the investigator for any sign of injury or harm, and then away, looking up and down the alleys for the source of what might have caused the killing in the first place.
 
 
  
Infernally Clay
"They killed him... those bastards killed him..." is all Kevori can bring herself to say, clutching her brother's body so tightly you almost expect Delvin to react somehow, but he doesn't. The affable young man with a big heart and bigger dreams was dead.

After a few moments, Kevori regains some composure and looks up to you all. "Lord Neverember asked us t-to look into a new cult that had allegedly set up shop in the city. Del said he had wiggled his way in... You know how he can be. A cheeky wink and he could sell a coffin to an undertaker," she laughs, but tears still stream down her face as she trails off and rests her chin on Delvin's head, "My dear sweet brother..."

"We were meant to go in tonight, together, to bring the cultists in for questioning," she points to the eyeball that Delvin had been holding onto, "I don't know how but Del said that eye was the key to finding them."

Kevori gently lifts her brother's lifeless body and begins to walk away, towards the city centre. "Lord Neverember will want to know about this and my brother needs to go home. Please find out who did this to him, who took him from me, and... make them pay."
MrAbdiel
Huey's little legs bring him to the scene shortly after his taller companions - and probably just as well. Juliette was certainly a better agent of comfort than the salty old halfling. He was a touch edgy when he didn't have all his dogs and his cart with him, but that would hardly do for patrol - and so four of them had to be kenneled at the same in as watched his cart, while just the one - a haunchy tan mastiff named pepper - waited obediently a few paces away from the action.

He kneels down, tugging a handkerchief from his pocket, and scoops up the weird, desiccated eyeball that had rolled from the slain man's hand; superstitiously avoiding looking at it square on.

 "Godsd'm... Cultic loonies. The boys n't much older than a child, for all's sake..." 

He grumbles, watching the sister carry her slain brother. Huey had liked Delvin. The young man had seemed like one of those adaptable kinds that could absorb the rough edges of the halfling's old and out-of-town humor without being put off. They'd spoken at what felt like length two days ago. Now, four days into this job entire, the young man was dead.

He looked glumly to Rhodri and Juliette.  "Suppose we're looking for a recently opened shop that sells..." , he glances at the eyeball,  "...Somethin'." 
 
 Spoiler: Oh boy, Gang! A Mystery! 
Well, searching for the cult and trying to use the eyeball to infiltrate tonight's meeting is definitely on the agenda. I don't suppose heading into the alley for a cursory examination of the crime scene will yield much more?
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

Before Kevori goes, Juliette lays a soft hand on her shoulder.  "We'll find them, and we'll make them pay."  An audacious promise. And one she intends to follow through with to its end.

 "'Set up shop' is an idiom,"  she explains once the woman and her dead brother are gone.  "They might not actually be selling anything."  The ghosts of the alley wouldn't spill their secrets though, so she crouches down, trying to deduce...anything. Dancing, singing, talking, and stabbing were her areas of expertise. 'Careful investigation' didn't fall under any of those.
 
 
  
 
 Spoiler: OOC 

 (1d20)[ 19 ]  to try to find any clues/trails?
+2 for Perception/Survival, +1 for Investigation.
 
Archemist
Rhodri finally weighs in on the eye.  "There's orcs who worship Gruumsh, a one-eyed god. Might be them."  He doesn't seem thrilled at the prospect of fellow orcs or half-orcs being behind this.

 "I feel like it should be pretty easy to figure out who this eye came from, though,"  Rhodri adds, double-checking that his fellow guards and Delvin all still have all theirs.

Like Juliette, Rhodri doesn't seem like he'd have Delvin's skill at wiggling into a cult. But he thinks back on whether he's seen any weird graffiti or posters for cult meetings around town lately.
MrAbdiel
Huebalt looks briefly offended at being called an idiot.

Then his expression softens as he realises he wasn't.

Then hardens again as he realises his pause has confirmed he is an idiot.

He scowls a little and looks at the wrapped eyeball.  "Mmf. Must've been a rush'f this was impor'nt enough to kill a boy over, but they left it behind. Maybe a rush that left trail..."
 
 
 Spoiler: OOC: Tracking! 
I'm just spontaneously offering a roll with no presumption of it being used, but Huey's gonna try to track from where Devlin's body was found.   Survival  - (1d20+3)[ 21 ] . If it's more investigation than survival, it's that roll but without the +3.
 
Infernally Clay
Even though the sun has set over the buildings of Neverwinter City, Huey does not find it particularly difficult to retrace Devlin's steps. There is a lot of blood, after all, erratically spread across the cobblestone path. It's a miracle he could even make it as far as he did. It looks as though Devlin fell into or collapsed near an alleyway but, upon approaching the entrance to the alley, however, you notice a hastily and poorly hidden satchel covered in blood. It must belong to Devlin.

Before you can reach for it, however, each of you notice movement out of the corner of your eye. A solitary man approaches, clad in a purple robe emblazoned with a single eye. Even though he is alone, he does not seem intimidated by the size of your group.

"You seem to have stumbled upon something that belongs to me," he says, his voice deep and commanding, " Return it. "

 
 Spoiler 
The mysterious man just cast a spell on Huebalt. I would like a wisdom saving throw from him, please!
 
MrAbdiel
Huey frowns. “No, I r’ckon-”

But then truncated his response when he noticed his feet are shuffling forward and his hand is reaching to his pocket for the eyeball to return it. He shudders and twists bodily away from the cultist, wretching dryly at the violation. The huge mastiff nearby detects her masters distress and begins barking in great, accusing ‘ HARFF! ’ sounds.

Huey scrambles into the saddle, and immediately finds his mind steadier for the familiar feeling.

“Y’cult rat! Y’get one chance to lay down and beg to save y’r neck from the rope it deserves!”
Archemist
Rhodri steps up to Sir Finefoot's defense as well, drawing his bow. He says, without magic, but commandingly,  "You're coming with us, more like. If the eye is yours, you're under arrest for murder.  Cast more spells and I'll shoot. " 
Infernally Clay
"It would appear that, like poor Devlin, you are not very cooperative. If only you had the strength to open your eyes and see the truth," the man sighs, "Such a shame but we can't allow you to leave with our property... Hail the Undying!"

Upon uttering those final words two more men in purple robes appear from the shadows, each brandishing a rather sharp looking curved sword. They do not seem quite as talkative.

 
 Spoiler: Initiative! 
Huey:  (1d20+4)[ 11 ] 
Juliette:  (1d20+5)[ 10 ] 
Rhodri:  (1d20+4)[ 24 ] 

Cultist #1:  (1d20+2)[ 11 ] 
Cultist #2:  (1d20+1)[ 9 ] 
Cultist #3:  (1d20+1)[ 19 ] 
 

 
 Spoiler: Order of Combat 
Rhodri
Cultist #3
Huey
Cultist #1
Juliette
Cultist #2
 


Rhodri is up first!
Archemist
      
  Rhodri Gruffudd 
  Half-orc Swarmkeeper Ranger 3 
 AC:  16  | HP:  36/36  | Initiative:  +4  | Speed:  30'
 Saves: STR:  +1  | DEX:  +6  | CON:  +2  | INT:  +1  | WIS:  +3  | CHA:  +1
 Spell Slots:   1st:  2/3 [B]|  Spell DC:  13
 Active Effects: 
 Concentrating:  Hunter's Mark on caster
 Immunities: 
 Conditions:    
 
  

Rhodri casts a  Hunter's Mark  on the caster and lets his arrow loose.  "Ortano, fordigemon!"   he intones, in the Neverwinter style.

As the arrow flies, strange shimmering lights accompany it, which Rhodri isn't expecting, and maybe the enemy isn't either. He takes a step back.

 
 Spoiler: OOC - attack and move 
Rhodri's goal is to get to about 40' from the swordsmen, to make them dash to get to him.

Bow attack vs. the first baddie:  (1d20+8)[ 16 ]  for  (1d8+4)[ 8 ]  plus  (2d6)[ 4 ]  piercing damage. (extra d6s from Hunter's Mark and swarmkeeper ranger).
 
Infernally Clay
The arrow strikes the cultist with a heavy thud and he reels from the blow. One of the other cultists moves toward Juliette and brings his scimitar down upon her. Juliette, however, nimbly dodges out of the way.

 
 Spoiler 
Cultist #3 moves adjacent to Juliette and attacks!
To hit:  (1d20+3)[ 6 ] , to damage:  (1d6+1)[ 4 ]  slashing damage.
 


Huey is up!
MrAbdiel
 "Heeeeyaaaaaah! On, Pepper! On! Raaaaahahah, y've torn it now ye basterds!" 

Huey digs his heels in to the mastiff's sides and she bounds into a loping dash that starts out bobbly and comical and soon becomes remarkably even. Dog and rider tear across the open ground with the halfling whooping and hollering as they go. It seems for a moment he's abandoning the bard to the assault of the cultist that had rushed them, but after reaching the cultist still reeling from Rhodri's arrow, the old rider yanks hard of the reins and the dog skids about, affording him just enough tome to swipe with the bladed tip of the spear... Only to level it again for a full charge into the cultist he'd shot past in the first place!

 
 Spoiler: OOC: 
Mount Action: Dash (2 * 40ft movement)

Move 40 toward the first and furthest cultist. Use 10ft reach on the lance to make an attack!

  VsCultist1  - (1d20+5)[ 22 ]  for  (1d12+5)[ 11 ]  damage. If he's hit, he is  Marked  by Huey until the end of Huey's next turn.

Move 40 back to the main group and end within 5ft of Cultist3. Action surge!

  VsCultist3  - (1d20+5)[ 14 ]  for  (1d12+5)[ 16 ]  damage. If he's hit, he is  Marked  by Huey until the end of Huey's next turn.


 Huey's Mark  means both:
a) Marked enemies within 5ft of Huey take disadvantage to attack anyone who isn't Huey
b) Marked enemies anywhere who deal damage to someone who isn't Huey, Huey is entitled to a special bonus-action attack against them next turn.

In case either of those attack rolls is a 1, here's a pre-emptive Lucky roll:  (1d20)[ 1 ] .
 
Infernally Clay
The apparent leader of this group falters from the thrust of the spear and he isn't looking too good, yet he does not give up easily. He chants strange words, words Huey and Rhodri do not understand yet somehow you... do?

The other cultist struck by Huey immediately falls down dead.

 
 Spoiler 
The cultist casts Hold Person on both Huey and Rhodri and retreats 30ft back.

I will need wisdom saving throws from both, please!
 
MrAbdiel
Pepper trots to a stop as her rider freezes up in the saddle - just as well the enemy nearby is fallen, but that’s no defence against the last cultist…
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

Juiette darts into action, seeking to close the distance. With a flourish, she flicks a dagger up from its position at her side, catches it by the blade from midair, and flings it at the spellcaster.
 
 
  
 
 Spoiler: OOC 

 Move : 40ft closer to the leader (thanks to Blade Flourish)
 Action:  Throw Dagger.  (1d20+6)[ 11 ]  Range Disadv?  (1d20+6)[ 26 ] 
 Damage:   (1d4+6)[ 10 ] 
 
Infernally Clay
The other rather large looking cultist with a pointy sword takes advantage of the distraction and moves for the satchel.

 
 Spoiler 
The cultist moves 30ft to the satchel. He will reach it on his next turn.
 


Rhodri is up once more!
Infernally Clay
Rhodri and Huey both shake off the spell from the cultist, who is now running as fast as his legs can take him away from the group, darting into a corner or an alleyway. You can't be certain.

 
 Spoiler 
Dash 60ft away, so he is now 90ft from you and you can no longer see him.
 
Amnestic
[      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

Juiette isn't willing to let them go. She dashes after the fleeing cultist, scooping up her dagger on the way.
 
 
  
 
 Spoiler: OOC 

 Move + Action :  Dash 60ft. Unfortunately I fear they're going to be able to keep pace...
 
Infernally Clay
The remaining cultist, seeing either his boss or at least someone that clearly outranks him flee, begins to pick up speed. You can almost make out him uttering "screw this" under his breath. He sprints to the satchel, picks it up and keeps running. He's going in a different direction to Juliette. Who do you chase after?

Combat is suspended until you catch up to someone but we'll stick to current initiative rolls if combat resumes.
Archemist
Rhodri quickly casts a speed-enhancing spell on himself and heads after the cultist with the satchel.
MrAbdiel
Once movement is back in his limbs, Huey curses loudly in frustration. As the cultists split up, he spurs Pepper after the fleeing caster.

“Rodie!” He calls, showcasing the impenetrability for names that is natural for old folks, “I’m g’n fer the other one, regroup back ‘ere later!”

He drops his long spear into its saddle lugs and wriggles his shield out of his grip so he can take up a javelin.

The hunt is on!
Infernally Clay
Rhodri doesn't take long to catch up to the cultist thanks to his magic and is able to corner him in a dead end alleyway. The cultist turns around and says "Jus' let me go. I'll tell you whatever you want, jus' let me- no..."

He stops himself, staring past Rhodri to something moving behind him. A shadow, ethereal and hazy. It is silent, but just seeing it sends a chill down your spine. Whatever it is, it isn't  natural .

"He sen' you fer me, did he?" the cultist says, stiffening up as his grip on his weapon tightens. He's terrified, "I ain't dyin' here."

The shadow does not respond, it only walks forward and ignores Rhodri completely. The cultist sees this and shouts "Help me kill this bloody thing or you'll have to wring yer answers from my corpse!"

 
 Spoiler 
Rhodri gets an attack of opportunity, if he wishes to take it. Since the shadow seems to not notice Rhodri, will he defend the cultist or allow the shadow to kill him?

Initiative order:

Rhodri
Shadow
Cultist
 

 ~ ~ ~ 
Elsewhere, Juliette and Huey are trying to catch the high priest cultist. It isn't easy, chasing someone down the dark alleys and ruins of western Neverwinter, but they do a good enough job and Huey gets within range quite quickly with Juliette not far behind. Even with javelin in hand, it's difficult for Huey to line up a shot, but then the opportunity arrives.

Does Huey throw the javelin? If so, I'd like an attack roll.
MrAbdiel
The old hin snarls and heaves the javelin, but it pulls right and zips over and past the spellcaster’s shoulder! He curses again, and fumbles at his belt for something to throw next - perhaps a hand-axe.
Archemist
      
  Rhodri Gruffudd 
  Half-orc Swarmkeeper Ranger 3 
 AC:  16  | HP:  36/36  | Initiative:  +4  | Speed:  40'
 Saves: STR:  +1  | DEX:  +6  | CON:  +2  | INT:  +1  | WIS:  +3  | CHA:  +1
 Spell Slots:   1st:  1/3 [B]|  Spell DC:  13
 Active Effects: 
 Concentrating:  Longstrider on self
 Immunities: 
 Conditions:    
 
  
Rhodri quickly decides that the eerie shadow is far more worthy a target than the sniveling cultist. He swings his sword at the shadow, hoping against hope that it will actually do something to hurt it. The shimmerlings seem to help show where it is.

 
 Spoiler: OOC - scimitar 
Attack of opportunity:  (1d20+6)[ 9 ]  for  (1d6+4)[ 5 ]  slashing (non-magical). Shimmerlings for flavor and not actual Faerie Fire just yet.
 
Archemist
      
  Rhodri Gruffudd 
  Half-orc Swarmkeeper Ranger 3 
 AC:  16  | HP:  36/36  | Initiative:  +4  | Speed:  40'
 Saves: STR:  +1  | DEX:  +6  | CON:  +2  | INT:  +1  | WIS:  +3  | CHA:  +1
 Spell Slots:   1st:  1/3 [B]|  Spell DC:  13
 Active Effects: 
 Concentrating:  Longstrider on self
 Immunities: 
 Conditions:    
 
  
Rhodri catches nothing but air on his instinctual sword-swing at the shadow, which might be expected. But he tries again to catch it before it attacks the cultist.  "The eye is evidence! Work together on stopping this thing and I'll let you go!"  he adds to the cultist, hoping the coward will do  something  useful.

Rhodri's aim is a bit better on the second swing, though the shimmerlings seem to help out again. Rhodri is not quite sure where they came from but is glad for their help versus a literal shadow.

 
 Spoiler: OOC - scimitar 
Attack:  (1d20+6)[ 22 ]  for  (1d6+4)[ 9 ]  slashing (non-magical) and  (1d6)[ 3 ]  slashing from the shimmerlings.
 
Infernally Clay
The first swing Rhodri makes seems to go through the shadow, but the second finds purchase - however slight - in the darkness that appears to make up its form. It does not, however, relent as it closes in on the cultist with its hand outstretched.

The cultist momentarily forgets the danger in front of him, however, when Rhodri calls the eye "evidence". The cultist sounds almost annoyed, trying to fight off this shadow and not die to it, "The eyes aren't evidence! They're just the  invitation ! I don't want to know where he got so many eyes from but you can't get in without- AAAAGGGGGGH!"

The shadow sears the man with terrible pain and he seems to barely hold onto consciousness as he swings wildly at the shadow. Even though it seems to land, the cultist is clearly too weak to continue fighting for long.

 
 Spoiler 
The shadow takes 7 damage from Rhodri's attack. It then moves adjacent to the cultist and attacks.

Shadow's attack vs cultist. To hit:  (1d20+4)[ 18 ] , to damage:  (2d6+2)[ 8 ]  necrotic damage, plus  (1d4)[ 3 ]  strength damage.

If the cultist survives the attack, he will attack the shadow. To hit:  (1d20+3)[ 18 ] , to damage:  (1d6+1)[ 2 ] .
 


~ ~ ~

Juliette and Huey watch as the high ranking cultist pulls out a small object in the palm of his hand, whispers a few words and disappears into the sewers below these ruins, through an entranceway you could not see before. Within a few seconds it disappears once again.
Archemist
      
  Rhodri Gruffudd 
  Half-orc Swarmkeeper Ranger 3 
 AC:  16  | HP:  36/36  | Initiative:  +4  | Speed:  40'
 Saves: STR:  +1  | DEX:  +6  | CON:  +2  | INT:  +1  | WIS:  +3  | CHA:  +1
 Spell Slots:   1st:  1/3 [B]|  Spell DC:  13
 Active Effects: 
 Concentrating:  Longstrider on self
 Immunities: 
 Conditions:    
 
  
Rhodri takes a deep breath and steadies his nerve for another strike at the shadow. The alley seems full of shadows but thankfully there's only one that seems to be able to draw blood. The shimmerlings each seem to draw their own tiny swords to help out.


 
 Spoiler: OOC - scimitar 
Attack:  (1d20+6)[ 21 ]  for  (1d6+4)[ 6 ]  slashing (non-magical) and  (1d6)[ 3 ]  slashing from the shimmerlings.
 
Infernally Clay
Rhodri's next attack causes the shadow to stagger, knocking it off balance as it begins to struggle to maintain its form. It reaches out desperately for the cultist, who struggles to say to Rhodri "You... have to stop... Zalryr... Remember the eye... is... the invitation... the entrance isn't... far from here..."

The shadow and the cultist trade blows, yet both miss each other due to their severely weakened states.

 
 Spoiler 
The shadow attacks the cultist once more. To hit:  (1d20+4)[ 8 ] , to damage:  (2d6+2)[ 12 ]  necrotic damage, plus  (1d4)[ 1 ]  strength damage.

If the cultist survives, he will attack the shadow again. To hit:  (1d20+3)[ 7 ] , to damage:  (1d6+1)[ 5 ]  slashing damage.
 
Amnestic
[      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

Juliette doesn't let up. With danger no longer in sight, she immediately begins examination of the wall, searching for some way through, or a particularly loose brick that she might be able to pry away to open a path.
 
 
  
 
 Spoiler: OOC 

 (1d20)[ 10 ] , +2 Perception, +1 Investigation, searching for the entranceway and any clear mechanism to open it, or structural weakness for her to kick.
 
Infernally Clay
While Juliette can find no obvious way to physically open the path, as something of a dabbler in the arcane herself, she can sense that a magical lock bars the way forward and they will need a key of some kind.
Archemist
      
  Rhodri Gruffudd 
  Half-orc Swarmkeeper Ranger 3 
 AC:  16  | HP:  36/36  | Initiative:  +4  | Speed:  40'
 Saves: STR:  +1  | DEX:  +6  | CON:  +2  | INT:  +1  | WIS:  +3  | CHA:  +1
 Spell Slots:   1st:  1/3 [B]|  Spell DC:  13
 Active Effects: 
 Concentrating:  Longstrider on self
 Immunities: 
 Conditions:    
 
  
Rhodri seizes the opportunity to get in another swing at the shadow, since it seems weakened.

 
 Spoiler: OOC - scimitar 
Attack:  (1d20+6)[ 8 ]  for  (1d6+4)[ 5 ]  slashing (non-magical) and  (1d6)[ 1 ]  slashing from the shimmerlings.
 
Amnestic
[      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 
 "We'll need a key of some kind, and I don't have one."  She mutters, mildly annoyed she didn't pay more attention when a friend had offered to teach her how to pick locks. She'd rectify that another day.  "Maybe Rhodri's having more luck - we should go back for him." 
 
 
  
MrAbdiel
      
  Huebalt Finefoot 
  Halfling Cavalier Fighter 3 
 AC:  16  | HP:  39/39  | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 
  
   "Dernit!"
   
After a few failed efforts and levering up the stones, the hin throws his hat sharply on the ground and stands with his hands on his hips, clearly in a huff. He looks to his javelin sticking out of an abandoned crate nearby.

 If I had been stronger... 

But Juliette's words cut through his self deprecating delirium and he concedes, snatching up his hat and dusting it off. The huge mastiff, Pepper, watches all this in benign puzzlement, her heavy grow gathering in what looks like an expression of confusion or wonder. He gives the beast's jowls an approving scruffle, lest she consider herself some way at fault.

 "Right y'are. 'N' if he's got no clever way, we come back with mattocks and a crew o' ten men!" 
 
 Spoiler: OOC: 
Huey's ready to concede the chase and head back toward Rhodri, but we'll probably collide halfway!
 
Infernally Clay
Rhodri swings wide once again as the shadow and the cultist try really hard to kill each other. In an inspiring display the cultist deftly dodges the shadow and buries his sword in its eye. Instantly the shadow disappears and the cultist drops to his knees in exhaustion, barely able to speak as he tries to catch his breath. "More will... come... You have to stop... him... or they won't... stop coming..."

Before either of you get a chance to relax, however, two guards appear. "Kevori Fearneheart warned us of criminal activity in the area. We came as quickly as we could. What is the situation?"

One of the guards puts manacles on the cultist and begins leading him away.

 
 Spoiler 
The shadow attacks the cultist once more. To hit:  (1d20+4)[ 9 ] , to damage:  (2d6+2)[ 7 ]  necrotic damage, plus  (1d4)[ 3 ]  strength damage.

If the cultist survives, he will attack the shadow again. To hit:  (1d20+3)[ 18 ] , to damage:  (1d6+1)[ 5 ]  slashing damage.
 
Archemist
Rhodri asks the new guards to go easy on the cultist if he cooperates and hands the eye over. Then he asks them to send more reinforcements to the area since there is still a dangerous cultist at large.

Rhodri doesn’t waste time, though - once he has the eye he takes off back the way he came (still magically quick). He calls to Huey or Juliette to try to see where they went.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 
 "If we can requisition the guard, we should requisition some of them with hammers."  Juliette suggests, not quite willing to exert herself on such crude labour.  "The opening the cultist went through had a magical lock, but in my experience they'll reinforce the lock while leaving the door free to be knocked off its hinges. Figuratively, in this case."  It wasn't like they had much else in the way of leads. She didn't really expect the captive to talk.
 
 
  
Infernally Clay
The cultist looks panicked and afraid as the guards lead him away, repeating again that the shadows won't stop coming for him unless you take out Zalryr. He wrestles free of the guard's grasp for a moment but he doesn't run  away  - he runs  to  the satchel Zalryr had tried to keep from you.

"Everything you need to get inside is in here," he says, thrusting the satchel into Rhodri's arms, "Just promise me you'll kill him before he kills me."

The guards grab him roughly and begin dragging him away. The most senior of the guards begrudgingly salutes you. You've seen him around the city, a chip on his shoulder. "Have no fear, I will have a perimeter established. We can't spare the manpower to help you root out these cultists, that's why Lord Neverember hired you  mercenaries  in the first place, but if any escape we'll catch them right quick."

He turns to leave, but before he does, he says "Happy hunting."
MrAbdiel
Reunited, the trio is left to regard the satchel and its contents. The pint-sized veteran thumbs at his moustache, restlessly. His cheeks are still red - the escape of the enemy seems to not have settled in him. But he does pipe up, backtracking on his early gung-ho attitude near the hidden entrance.

 "Maybe we d'rnt need a crew of ten men.  Figure they're invitin' stragglers and strays, not squads of town guard. If we bust in th' hard way, they might just scatter before we're on 'em. If we figure our way in, brain-like... M'be they won't know we're on 'm till we're on 'm." 

Once the guard have made a little distance from them, he fusses at Rhodri to open the satchel and make an inventory of its mysterious contents.
Infernally Clay
Inside the satchel are weeks, maybe months, of intel. Delvin seems to have recorded conversations, movements, names, everything. It's no wonder Zalryr wanted this so badly. This doesn't just expose him but a lot of other people working in secret in Neverwinter.  Powerful  people.

Eventually, as you rifle through the papers, you come across what you were looking for. Delvin had recorded his initiation. How he made first contact, how he convinced them to let him join and, most importantly, how to gain access to the entrance through the door Juliette and Huey saw Zalryr disappear into. "Hold the eye aloft and say the phrase 'Hail the Undying'". The three of you return to where Zalryr disappeared, utter the command phrase and the desiccated eye springs to life and begins to move around in your hand until it locks its gaze upon the grate. The grate glows and then opens.

As you enter the catacombs beneath Neverwinter City, you each notice two paths forward. Brackish water floods half the chamber, so you could either assemble a skiff from debris in the area and sail deeper into the catacombs or you can explore a rather cramped looking tunnel surrounded by rubble.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

Juliette's nose wrinkles a little at the scents below the city. It's hardly her idea of a fine stage for her to perform.  "The waters below the city are home to all sorts of nasties."  She mutters.  "I'd rather keep my feet dry and on solid ground, until we can't anymore. Anyone have a light?"  She doesn't  need  one, strictly speaking, but she wouldn't mind.
 
 
  
Archemist
      
  Rhodri Gruffudd 
  Half-orc Swarmkeeper Ranger 3 
 AC:  16  | HP:  36/36  | Initiative:  +4  | Speed:  40'
 Saves: STR:  +1  | DEX:  +6  | CON:  +2  | INT:  +1  | WIS:  +3  | CHA:  +1
 Spell Slots:   1st:  1/3 [B]|  Spell DC:  13
 Active Effects: 
 Concentrating:  Longstrider on self
 Immunities: 
 Conditions:    
 
  

Rhodri lights up his bullseye lantern and takes point. He also can see just fine in the dark but doesn't see a reason to travel in it.  "Stay sharp,"  he cautions.
Infernally Clay
Rhodri begins crawling through the cramped tunnel, which he's a little too big for, but his sharp reflexes prevent him from getting hit by loosened debris that he disturbed. The rest of you follow closely behind and you each find yourselves in a small forked tunnel carved into the stone around you. To the west is a door and, to the south, you can smell something acrid and foul coming from further in the caves.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

They had escaped wet feet only to arrive at a foul stench - one which Juliette fears is one they cannot avoid or ignore.  "Cultists smell,"  she murmurs to the others.  "We should probably confirm the stench first." 
 
 
  
MrAbdiel
      
  Huebalt Finefoot 
  Halfling Cavalier Fighter 3 
 AC:  16  | HP:  39/39  | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 
  

The cramped tunnels are no trouble for Huey, of course; though he slides from the saddle and clings to Pepper's side when the ceilings get low in places.

 "Right,"  He concurs about the stench, flapping a hand in front of his nose.  "Wh'tever it is, we don't want it behind." 
Infernally Clay
As you enter the chamber the smell only seems to get worse. The liquid seems to be sewage from the ruins above ground, or at least before it became ruins when Hotenow erupted. Within the waste you can see several oozes wandering around and they smell worse than the sewage, they smell like  acid  and indeed the sewage bubbles around them as they go.  On the far end of the room, past the oozes, is another corridor.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d6)  
 Slots:-1st: 4/4 2nd: 2/2 

To Juliette, it seemed a slim likelihood that the cultist had come this way  through  the oozes. And yet, perhaps evil had a token that allowed them to pass unchallenged, and they used the oozes as guard dogs. And even if that  wasn't  the case...killing the oozes would still be a public service, wouldn't it? She motions to the others, gesturing with her blade towards them, a suggestion that they engage and stab the gelatinous creatures into submission.
 
 
  
MrAbdiel
      
  Huebalt Finefoot 
  Halfling Cavalier Fighter 3 
 AC:  16  | HP:  39/39  | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 
  

Huey nods, hangs his lance in its lugs, and produces his short bow. He lines up a shot, but waits for Rhodri to initiate the attack...
Infernally Clay
As you rally together and prepare to fight the oozes, you notice they haven't noticed  you  yet.

 
 Spoiler: Initiative! 
Huey:  (1d20+4)[ 11 ] 
Rhodri: [ 12 ]
Juliette: [ 19 ]

Ooze #1:  (1d20-2)[ 6 ] 
Ooze #2:  (1d20-2)[ 0 ] 
Ooze #3:  (1d20-2)[ -1 ] 
Ooze #4:  (1d20-2)[ 15 ] 
 

 
 Spoiler: Surprise Round 
You get one full round of actions each before the initiative order begins.
 

 
 Spoiler: Order of Combat 
Juliette
Ooze #4
Rhodri
Huey
Ooze #1
Ooze #2
Ooze #3
 

 
 Spoiler: Map 
 
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 Temp HP: 3 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating: Heroism  
 Bardic Inspiration: 2/3 (d6)  
 Slots:-1st: 3/4 2nd: 2/2 

Juliette utters a quiet spell and then leaps into battle, stabbing at the nearest ooze, before swinging her blade in a blinding flourish.
 
 
  
 
 Spoiler: Actions 

Surprise Round: Cast  Heroism  on self.
Round 1:-
 Move:  1 SE
 Action:  Attack.  (1d20+6)[ 23 ]   Damage:   (1d8+6)[ 10 ]  piercing.
If this hits, activate Defensive Flourish: Adds  (1d6)[ 6 ]  damage and gain as much AC until start of next turn.
 
Infernally Clay
Juliette's rapier digs deep into the ooze but when she pulls it back out again she notices the acid has corroded the blade a little. The ooze retaliates with an attack of its own.

 
 Spoiler 
Ooze slam vs Juliette. To hit:  (1d20+3)[ 15 ] , to damage:  (1d6+1)[ 4 ]  bludgeoning damage, plus  (2d6)[ 10 ]  acid damage.
 

 
 Spoiler: Effect on Juliette's weapon 
Each successful melee weapon attack against the oozes applies a permanent and cumulative -1 penalty to damage rolls with that weapon.
 
MrAbdiel
Huey lets fly with an arrow from his short bow, before slinging the bow away and taking up his longspear again. Pepper huffs and bounces anxiously under the saddle, and then they sally forth just after Juliette to make war on these abominable oozes! He strikes!

 
 Spoiler: OOC: 
Huey's Surprise Round: 16 to hit, 7 Piercing damage, rolled in the discord. Then change to the lance. Technically Rhodri goes before Huey but they're in the same block so I figured I'd get my post up before I hit the hay!

EDIT: Also Huey's Round 1. 15 to hit with the lance, for 12 piercing damage. It's a mostly wooden weapon with a metal head, if that matters for corrosion. This new slime - let's say slime #1 - is also hit with Unwavering Mark, so if it comes within 5ft of Huey (it's 10ft away now because of the lance), it takes disadvantage to attack anyone other than him, and if it hurts someone else I can bonus action attack it next turn.

Pepper moves, and takes the Dodge action just to make her a little harder to kill.
 
Archemist
Rhodri moves in quickly and tosses a flask of fire at the middle ooze, hoping to set it alight.  "This stuff certainly  smells  flammable,"  Rhodri says.

He draws his sword and moves in past the ooze Huey and Juliette have finished off. He swings at the one that's not on fire, hoping to chop it down to a more manageable size.

 
 Spoiler: OOC - alchemist's fire and scimitar 
ranged attack for alchemist fire flask onto O1:  (1d20+8)[ 19 ]  for  (1d4)[ 1 ]  fire damage plus  (1d6)[ 3 ]  shimmerling fire damage and catching it on fire (action and DC10 Dex save to put out, or continuing d4 at the start of each of its turns).

second round: Rhodri moves to stand between O4 and O2 and attack O2:  (1d20+6)[ 15 ]  scimitar for  (1d6+4)[ 7 ]  slashing damage and  (1d6)[ 6 ]  shimmerling slashing damage.
 
Infernally Clay
The oozes survive the assault and move in for the attack. The one Rhodri hit retaliates and focuses on him, but Huey soon finds himself cornered by two oozes. Rhodri and Huey both notice their weapons have corroded slightly, just as Juliette's has.

 
 Spoiler: Summary 
Ooze #1 has taken 16 damage.
Ooze #2 has taken 13 damage.
Ooze #3 is undamaged.
Ooze #4 is dead.

Juliette's rapier has a permanent -1 penalty to damage rolls.
Rhodri's scimitar has a permanent -1 penalty to damage rolls.
Huey's spear has a permanent -1 penalty to damage rolls.
 

 
 Spoiler: Combat Actions 
Ooze #1 moves north and attacks Huey, taking  (1d4)[ 1 ]  fire damage at the start of its turn.
To hit:  (1d20+3)[ 16 ] , to damage:  (1d6+1)[ 3 ]  bludgeoning damage, plus  (2d6)[ 9 ]  acid damage.

Ooze #2 uses its reaction to hit Rhodri, then stays put and attacks him on its turn.
To hit:  (1d20+3)[ 18 ] , to damage:  (1d6+1)[ 2 ]  bludgeoning damage, plus  (2d6)[ 6 ]  acid damage.
To hit:  (1d20+3)[ 9 ] , to damage:  (1d6+1)[ 4 ]  bludgeoning damage, plus  (2d6)[ 5 ]  acid damage.

Ooze #3 moves adjacent to Ooze #1 and also attacks Huey.
To hit:  (1d20+3)[ 21 ] , to damage:  (1d6+1)[ 4 ]  bludgeoning damage, plus  (2d6)[ 12 ]  acid damage.
 

 
 Spoiler: Map 
 
 
MrAbdiel
      
  Huebalt Finefoot 
  Halfling Cavalier Fighter 3 
 AC:  16  | HP:   17/39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 
  

Huey lets out a cry of pain as one ooze slithers up the shaft of the spear he struck it with, searing his arm; and another strikes his neck and shoudler with an acidic pseudopod. Desperate not to be hemmed in and killed in such a terrible place, Huey steels himself and drives his dissolving spear into one of the slimes!

 
 Spoiler: OOC: 
That's 14 to hit Ooze1 and another 16 damage if it hits. The spear would be at -2 at this point. Also used Second Wind to recover 6 probably very important HP. Back up to 17/39.
 
Archemist
Rhodri takes it in stride that the ooze thing seems to be eating his sword.  "Fine, have more, foul thing!"  he says, swinging again.

The swarm of colorful shimmerlings had retreated to be near the lantern Rhodri has in his off-hand but they emerge also and try to help.

 
 Spoiler: OOC - scimitar 
 (1d20+6)[ 21 ]  for  (1d6+3)[ 5 ]  slashing (penalty included) and  (1d6)[ 1 ]  additional shimmerling slashing damage.
 
Infernally Clay
Rhodri's slash hews a chunk of the ooze off, yet it keeps coming all the same and retaliates in kind.

 
 Spoiler: Reaction 
Ooze slam vs Rhodri. To hit:  (1d20+3)[ 11 ] , to damage:  (1d6+1)[ 6 ]  bludgeoning damage, plus  (2d6)[ 10 ]  acid damage.
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 Temp HP: 3 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating: Heroism  
 Bardic Inspiration: 2/3 (d6)  
 Slots:-1st: 3/4 2nd: 2/2 

Not wanting to ruin her blade, Juliette swaps to her dagger, stabbing it into the closest ooze.
 
 
  
 
 Spoiler: Actions 

 Move:  None.
 Action:  Attack O1.  (1d20+6)[ 23 ]   Damage:   (1d4+6)[ 10 ] 
 
Infernally Clay
Juliette and Huey, side by side, attack the oozes that had crawled towards them. Juliette slays one of them with her dagger, and Huey attacks the newest addition to the party. It retaliates with two attacks of its own, but both go wide thanks in no small part to Pepper's reflexes and agility. Meanwhile, Rhodri is locked in battle with an ooze of his own and is struck by its attack.

 
 Spoiler 
No new map is necessary since nobody moved.

Ooze #1 is now dead.
Ooze #3 uses its reaction to slam Huey. To hit:  (1d20+3)[ 6 ] , to damage:  (1d6+1)[ 3 ]  bludgeoning damage, plus  (2d6)[ 5 ] acid damage.
Ooze #3 then uses its action to attack Huey again. To hit:  (1d20+3)[ 6 ] , to damage:  (1d6+1)[ 6 ]  bludgeoning damage, plus  (2d6)[ 8 ] acid damage.
Ooze #2 attacks Rhodri. To hit:  (1d20+3)[ 16 ] , to damage:  (1d6+1)[ 5 ]  bludgeoning damage, plus  (2d6)[ 7 ] acid damage.
 


Everyone is up again!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 Temp HP: 3 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating: Heroism  
 Bardic Inspiration: 2/3 (d6)  
 Slots:-1st: 3/4 2nd: 2/2 

With two down, Juliette moves to the next most injured ooze, stabbing out with her dagger again.
 
 
  
 
 Spoiler: Actions 

 Move:  To O2.
 Action:  Attack O2.  (1d20+6)[ 9 ]   Damage:   (1d4+5)[ 7 ] 
 
Archemist
Rhodri takes a slash at the ooze, grateful for Juliette joining in. He moves around to its backside, hoping to confuse it, but without a lot of success since it doesn't even have eyes. Still, fighting from the corner lets him not be surrounded.

 
 Spoiler: OOC - scimitar 
-2 penalty now but might as well use it up.  (1d20+6)[ 18 ]  for  (1d6+2)[ 5 ]  slashing and  (1d6)[ 6 ]  from the shimmerlings.
 
MrAbdiel
Pepper shuffles sideways defensively, responding to all the learned micro-signals from the halfling's heels. Huey caddies the melting spear in exchange for a vicious whip, cracking it at one of the offending oozes!

 
 Spoiler: OOC: 
If I have my ooze estimates right, Rhodri's ooze is still up but badly damaged. I'll switch to the whip which, I think, won't corrode on these particular slimes.

Looks like we're soft-shifting to rolling in our IC posts, so where we go!   Whipcrack  - (1d20+6)[ 19 ]  for  (1d4+6)[ 10 ]  damage.
 
Infernally Clay
Juliette and Rhodri land decisive blows, each ending the remaining two oozes, and eventually even the water around you becomes quiet and still as it is just the three of you in an otherwise empty room. It's hard to tell if this was a trap to deal with any unwanted visitors or just what happens when sewage is left to fester in cold and dark corners. Either way, the path ahead is clear and the corridor leading out of the room is just ahead.

What do you do next?
MrAbdiel
With the last of the slimes downed, and with their party looking battered but unbroken, Huey wheels Pepper back up to dry ground and dismounts so he can drop his weapon and cradle his seared arm. He doubles over for a silent few moments, blowing a pained breath through his pursed lips, before speaking up.

 "That weren't as clean as we'd like... We ought'a haul aside for a spell and wrap these wounds. If we bust inna room full of cultists like this, were'n no condition to win." 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 Temp HP: 3 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating: Heroism  
 Bardic Inspiration: 2/3 (d6)  
 Slots:-1st: 3/4 2nd: 2/2 

Juliette hadn't taken any hits, but they were a team, so she can't help but agree. It was unfortunate needing to stop so soon, but the oozes had proven quite deadly.
 
 
  
Archemist
Rhodri takes stock of the room and their situation.  "Whew, yeah, Sir Finefoot, that is quite the arm. Let's get that bandaged up at least."  He looks down and notices his own arms are similarly acid-burned.  "Oh, stars, mine too. Let's get out of this muck." 

Rhodri heads over to the semicircular stairs at the end of the room and sits on the steps. He looks down at the scimitar with its now-pitted blade and debates chucking it aside, but doesn't. He makes sure the bullseye lantern is pointing back the way they came, and not alerting anyone up ahead. Then he helps Huey with his injuries and vice-versa.
MrAbdiel
Huey grumbles indecipherable through the whole rest process. But he does find time to look over his poor, melty spear; and the other pitted weapons in the group.

 "Rotten luck. Shouldn't need t' carry spares... Hrnn..."  He eyes Julie's slightly corroded rapier, and the dagger she drew to preserve it. Slim blades like a rapier might not survive the refurbishing process - time would tell. But he takes his own rapier from his saddlebag and offers it, scabbarded and hilt first, to Juliette. It's full length for the halfling and then some; perhaps a smallsword for the half-elf; but all the same skills apply. And in this rotten hole in the ground, hunting cultists to avenge a brave young colleague, they needed every edge they could get. Pepper, festooned with Huey's whip, handaxes, bow, and various weapons, looks on with clueless positive regard for the exchange.
Infernally Clay
With your wounds licked (quite literally if you take your eyes off Pepper for even a moment) and equipment distributed, you continue down the path before you. The corridor is twisty and old, almost as if the diggers were going around something, and before long you come to a large and ornate double door with the relief of a skull. Its smile is twisted and disturbing, but the most prominent feature of the relief is the lack of one of its eyes. Further down the corridor you can see the entrance to another room and you can just barely hear the sound of slow, random movement.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 2/3 (d6)  
 Slots:-1st: 3/4 2nd: 2/2 

Genius designers these cultists were probably not. They had an eye, and an eyeless door. It seemed quite obvious to Juliette the next step to open said door. She silently gestures to the others, indicating she thinks it should be their next move.
 
 
  
Archemist
Rhodri motions for the others to take a step back, scanning the door for any traps or locks. Then, positioning himself a little to the left of the opening, he holds the eye up, as before, saying softly, “Hail the Undying.”
MrAbdiel
 
 Huebalt Finefoot 
  Halfling Cavalier Fighter 3 
 AC:  16  | HP:   17/39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5  

Huebalt, shield equipped this time, has opted to keep his somewhat melted lance in hand for the moment - even diminished, it's a dangerous weapon, and he may need to drive it through some beastly heart post-haste when they figure out how to open this door...

Pepper paws anxiously at the ground, just back and aside from where Rhodri works.
Infernally Clay
The desiccated eyeball in Rhodri's hand slowly floats into the air and then enters the empty socket. Both eyeballs then glow a sickly green as they rotate upwards, the irises and pupils disappearing from view. The door seems to whisper in reply, "He calls, we answer..." before opening inwards. Ahead of you are stairs leading to a large chamber, a sanctuary with a vaulted ceiling. Stone pews are arranged in orderly rows and black candles, burning with green flames, occupy niches along the walls. Atop a pulpit at the far end of the hall stands a jagged sculpture of an emaciated hand with one eyeball in its palm. There are two exits from this room, one to your left and one to your right.
MrAbdiel
Huey's grumbles are reduced to inarticulate, indistinct things as he rides Pepper into the profane temple. His first instinct is to check out the pulpit, and the strange statue...

 
 Spoiler: OOC: 
Left hand or right hand on the sculpture? I am SUSPISH.
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 2/3 (d6)  
 Slots:-1st: 3/4 2nd: 1/2 

Sensing imminent danger, Juliette incants a short reinforcement spell on the three of them, and then sets herself to watching the doors warily, blade in hand.
 
 
  
 
 Spoiler: OOC 

Cast Aid on the three of us - +5 to current+max HP.
 
Infernally Clay
Thoroughly examining the room, Juliette comes to the conclusion that the statue is a symbol of the Archlich Vecna, the God of Secrets, known and feared not just on this plane but many others too. The statue does not, however, reveal anything more. You can tell this particular area is well travelled, however, so it might be wise to move quietly or act swiftly.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 2/3 (d6)  
 Slots:-1st: 3/4 2nd: 1/2 

Juliette considers for a moment, and then places a foot on the statue, and pushes it, tipping the profane sculpture over and sending it crashing to the ground.  "Right door first."  She says simply, without comment on her act of petty vandalism. She'd burn the whole place down, if it didn't risk the people above.   "Seems to be the way away from the shamblers." 
 
 
  
Archemist
Rhodri nods in approval at Juliette's "act of petty vandalism" and even helps if the statue is big enough to be hard to shift.

 "Let's see which bugs Vecna more, pushing over his statue or killing a couple more of his cultists." 

He inspects the door on the right and heads through, keeping eyes open for anything dangerous.
Infernally Clay
The gods must have a funny sense of humour because, before Rhodri can even reach it, the door is thrown open and a large group of cultists appear right in front of him, drawn to the loud crashing noise Juliette made. From the door on the opposite side of the room, yet more cultists emerge, likewise investigating what the large crashing sound was. One of them is dressed in finer robes than the rest, but evidently he has allowed the other cultists to go ahead. Rhodri counts seven coming from his side, and from the other side of the room are three more, one of which is also clearly a higher rank than the rest.

 
 Spoiler: Initiative! 
Rhodri:  (1d20+4)[ 8 ] 
Juliette:  (1d20+4)[ 6 ] 
Huey:  (1d20+4)[ 15 ] 

Cultist #1:  (1d20+1)[ 8 ] 
Cultist #2:  (1d20+1)[ 8 ] 
Cultist #3:  (1d20+1)[ 5 ] 
Cultist #4:  (1d20+1)[ 19 ] 
Cultist #5:  (1d20+1)[ 2 ] 
Cultist #6:  (1d20+1)[ 18 ] 
Cultist #7:  (1d20+1)[ 14 ] 
Cultist #8:  (1d20+1)[ 20 ] 
Cult Fanatic:  (1d20+3)[ 23 ] 
Cult Fanatic:  (1d20+3)[ 14 ] 
 

 
 Spoiler: Order of Combat 
Cult Fanatic #1
Cultist #8
Cultist #4
Cultist #6
 Huey 
Cult Fanatic #2
Cultist #7
 Rhodri 
Cultist #1
Cultist #2
 Juliette 
Cultist #3
Cultist #5
 
Infernally Clay
Due to the cramped hallways and the surprise at which they find themselves being invaded, the cultists aren't very good at organising themselves and a couple just stand there like idiots waiting for their chance. One cultist, however, is able to reach Juliette and take a swing at her while one of the higher ranked cultists attempts to command Rhodri to halt.

 
 Spoiler: Map 
 
 

 
 Spoiler: Actions 
Cultist #8 moves adjacent to Juliette and attacks. To hit:  (1d20+3)[ 18 ] , to damage:  (1d6+1)[ 3 ]  slashing damage.
Cultist #4 and Cultist #6 take the dodge action.
Cult Fanatic #1 casts Command (wisdom save, DC 11) on Rhodri, ordering him to halt. If successful he cannot move or take an action on his next turn.

Rhodri wisdom saving throw:  (1d20+3)[ 18 ] 
 


Huey is up!
MrAbdiel
 
 Huebalt Finefoot 
  Halfling Cavalier Fighter 3 
 AC:  18  | HP:    44 /39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5  

Huey looks with grim satisfaction as the statue smashes, but then with sudden horror as the decision is immediately revealed to be a mistake.  "Hells, hells, hells!"  He half-roars, half whines; stirring Pepper to whirl about and race to the unblocked corridor. The cultist charging in isn't foolish enough to thread himself onto the lance, but at least he's unable to get into the room!

 
 Spoiler: OOC: 
Actions!

Object Interaction: Draw Lance
Pepper Action: Dodge
Pepper Move: Move to block west entrance.
Huey Attack: Miss (in discord roller)

With shield out, he's got 18 AC right now. If they target pepper, she's at disadvantage.
 
Infernally Clay
The higher ranking cultist pulls on the threads of the magical weave, summoning forth a strange and decaying axe that hovers next to Huey. The axe attacks just as Huey is engulfed in a profane green flame, similar to that lighting the candles in the room.

Huey notes nobody is attacking Pepper. The cultists might be evil but they're not  monsters .

 
 Spoiler 
Cult Fanatic #2 casts Spiritual Weapon. It appears in a square adjacent to Huey and attacks him. To hit:  (1d20+3)[ 19 ] , to damage:  (1d8+1)[ 2 ]  force damage.
Cult Fanatic #2 also casts Sacred Flame, targeting Huey as well.  (1d8)[ 2 ]  radiant damage, DC 11 dex save for half.

Huey dex save:  (1d20+4)[ 17 ] 

Cultist #7 attacks Huey. To hit:  (1d20+3)[ 4 ] , to damage:  (1d6+1)[ 5 ]  slashing damage.
 


Rhodri is up!
Archemist
Rhodri quickly dumps some caltrops from the bag at his waist into the hallway. Then he closes the door, leans against it, and casts  Hunter's Mark  on the cultist by Juliette.   "Doomed."   A small cloud of shimmerlings materialize next to the cultist, ready to do their thing.
Infernally Clay
The cultist nearest to the door Rhodri is braced against tries to push the door open.

 
 Spoiler: Contested strength checks 


Rhodri:  (1d20-1)[ 5 ] 
Cultist:  (1d20)[ 6 ] 
 


After a brief struggle the cultist succeeds and Rhodri is pushed a few feet back, enough for two cultists to get out of the hallway. The second cultist takes this opportunity to swing at Rhodri.

 
 Spoiler: Actions 
To hit: [ 16 ], to damage: [ 2 ] slashing damage. (rolled in Discord)
 

 
 Spoiler: Map 
 
 


Juliette is up!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +2/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:-1st: 3/4 2nd: 1/2 

Juliette darts back from the strike, and then steps into the cultist's guard, swinging her blade in a wide arc, aiming for the face. She carries the momentum, flipping up, and over the stair's bannister railing, to regroup with the others.
 
 
  
 
 Spoiler: Actions 

 Action:  Attack C8  (1d20+6)[ 17 ] 
 Damage:   (1d8+6)[ 13 ] 
If it hits, use Defensive Flourish for  (1d6)[ 1 ]  more damage, and the same amount to her AC.
 Move:  One north, one east, to below H.
 
Infernally Clay
With a single swing, Juliette masterfully cuts down the cultist and moves next to Huey. On the other side of the room, the cultists begin to move down the corridor. Only one of them is able to move past all the bodies and attack Rhodri, however. One of the higher ranking cultists tries to bind Huey's movements with magic but his willpower is too strong and the magic fails to find purchase.

 
 Spoiler: Actions 
Cultist #3 moves adjacent to Cultist #2 and attacks Rhodri. To hit:  (1d20+3)[ 17 ] , to damage:  (1d6+1)[ 3 ]  slashing damage.
Cultist #5 moves to the square west of the caltrops and dodges.
Cultist #4 and Cultist #6 move to behind Cultist #5 and also dodge.
Cult Fanatic #1 moves forward and casts Hold Person on Huey. DC 11 wisdom save or paralysed.

Huey wisdom save:  (1d20+1)[ 16 ] 
 


Huey is up!
MrAbdiel
Huey takes the worst of the flames and spiritual axe blows on his shield, but the brim of his hat sizzles and a superficial cut bleeds down his unbandaged arm.

  "Y' c'd've been arrested, y' scoundrels; now y'll all die here!"    

With a violent snarl, he rams the acid-dulled point of his longspear through the chest of the cultist infront of him and stirs Pepper on, bounding over the corpse so he can deliver another hateful thrust at the cultist caster!

 
 Spoiler: OOC: 
Rolls in the Disc. 19 to hit C7, 15 damage. Reasonably sure that's a kill, so action surge to move up and hit CF2 (a 17 after a little halfling luck) for  14 damage  and a Mark (disadvantage to attack anyone other than Huey when within 5ft (which he is not), and bonus attack from Huey if he does hit someone else.

Pepper Dodges, as usual.
 
Infernally Clay
The cultist Huey just stabbed with his spear laughs. "Die?" he scoffs, "Don't you know where you are? Don't you know who we serve? Death is not the end... it is merely a  transition ."

With that he tries to hold Huey in place with magic and strikes him with the spectral axe.

 
 Spoiler 
Cult Fanatic #2 casts Hold Person on Huey. DC 11 wisdom save or paralysed.

Huey wisdom save:  (1d20+1)[ 16 ] 

Spiritual Weapon moves adjacent to Huey and attacks. To hit:  (1d20+3)[ 17 ]  or  (1d20+3)[ 4 ]  (advantage if Hold Person worked), to damage:  (1d8+1)[ 9 ]  force damage.
 


Rhodri is up!
Archemist
Rhodri moves his focus onto the one threatening to slip by him, and lashes out with his rather-rusty scimitar.

 
 Spoiler: OOC - attack C3 
BA reassign Hunter's Mark onto C3 and action: attack. Scimitar has a -2 penalty which I've taken into account:
 (1d20+6)[ 13 ]  for  (1d6+2)[ 4 ]  slashing plus  (2d6)[ 9 ]  more from the spell and the shimmerlings' damage.
 
Infernally Clay
The cultists aren't exactly oblivious to the fact their numbers are being cut down rapidly, yet they seem to fear something even more than you and continue their assault.

 
 Spoiler: Actions 
Cultist #1 attacks Rhodri. To hit:  (1d20+3)[ 7 ] , to damage:  (1d6+1)[ 6 ]  slashing damage.
Cultist #2 also attacks Rhodri. To hit:  (1d20+3)[ 13 ] , to damage:  (1d6+1)[ 3 ]  slashing damage.
 

 
 Spoiler: Map 
 
 


Juliette is up!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +2/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:-1st: 3/4 2nd: 1/2 

With the right side of the room cut down, Juliette's swift steps dance over to the left, pulling her rapier back for a sprinting stab, putting her force behind it.

 
 
  
 
 Spoiler: Actions 

 Move:  To one south of C1.
 Action:   (1d20+6)[ 21 ] 
 Damage:   (1d8+6)[ 12 ] 
If C1 dies, move into his space
 
Infernally Clay
Juliette easily cuts down her foe and stands above their corpse, barring entry. One of the cultists tiptoes into the caltrops and attacks Juliette and the cult leader behind him attempts to command Juliette to move away so that the other cultists can enter the room. The cultists are evidently becoming increasingly annoyed at their inability to get closer.

 
 Spoiler 
Cultist #5 attacks Juliette. To hit:  (1d20+3)[ 12 ] , to damage:  (1d6+1)[ 5 ]  slashing damage.

Cult Fanatic #1 casts Command, ordering Juliette to flee. Juliette failed the wisdom save (rolled in Discord), so she must spend her action next turn to Dash as far away as possible.

Cultist #4 and #6 move one square east and take the dodge action.
 


Huey is up!
MrAbdiel
 
 Huebalt Finefoot 
   Halfling Cavalier Fighter 3 
 AC:  18  | HP:    41 /39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 "A transition? I'll transition y' into mincemeat! Yer lord shall summon y' t' life from the arses of my dogs!" 

Apoplectic with malice for these cultists, Huey stabs and thrashes with his longspear, warped blade be damned!

 
 Spoiler: OOC: 
That's a 15 to hit and 11 Damage in the Roll Thread. Mark reapplied. Pepper dodges!
 
Infernally Clay
The cultist Huey has just assailed just scoffs at his wound, then utters heretical words of an ancient language. He then makes a break for it, running back into the room he came from.

 
 Spoiler 
Cult Fanatic casts Hold Person on Huey. DC 11 wisdom save or paralysed. Attempt save again at the end of Huey's next turn.

Huey's wisdom saving throw:  (1d20+1)[ 4 ] 
 


Rhodri is up!
Archemist
Rhodri keeps on slashing away at the seemingly never-ending stream of cultists coming out of the hallway. He smiles as Juliette comes to join him, grateful for the help.

 
 Spoiler: Scimitar 
 (1d20+6)[ 11 ]  for  (1d6+2)[ 7 ]  slashing at C2. The shimmerlings add another  (1d6)[ 6 ]  slashing.
 
Infernally Clay
Rhodri's attack slayed the other cultist that had gotten in the hall.

 
 Spoiler: Map 
 
 


Juliette is up!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +2/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:-1st: 3/4 2nd: 1/2 

Regardless of whether the spellcaster is alive or not, Juliette still feels the Command, and dashes away.
 
 
  
 
 Spoiler: Actions 

 Move:  +Dash as far away as she can (60ft).
 
Infernally Clay
Isolated from the rest of his group, Rhodri quickly finds himself surrounded by the three remaining cultists and one of their leaders. Each begins to attack him in turn, with steel and profane sorcery. Huey either breaks the spell's hold over him or feels the effect of Hold Person disappear as the cult leader that paralysed him disappears entirely, while Rhodri attempts to resist the Hold Person cast upon him.

 
 Spoiler: Actions 
Cultist #4, #5 and #6 move adjacent to Rhodri. Cult Fanatic #1 moves closer.
Cultist #5 attacks. To hit:  (1d20+3)[ 22 ] , to damage:  (1d6+1)[ 2 ]  slashing damage.
Cult Fanatic casts Hold Person. Rhodri failed the saving throw (rolled a [ 10 ] in Discord).
Cultist #4 attacks. To hit:  (1d20+3)[ 21 ]  or  (1d20+3)[ 23 ]  (advantage), to damage:  (1d6+1)[ 7 ]  slashing damage.
Cultist #6 attacks. To hit:  (1d20+3)[ 17 ]  or  (1d20+3)[ 13 ]  (advantage), to damage:  (1d6+1)[ 2 ]  slashing damage.

Huey wisdom save to end Hold Person:  (1d20+1)[ 2 ]  (but the spell ends after Cult Fanatic #2's turn so he'll get to act again next turn regardless)
Rhodri wisdom save to end Hold Person:  (1d20+3)[ 17 ] 
 

 
 Spoiler: Map 
 
 


Juliette is up!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +2/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:-1st: 2/4 2nd: 1/2 

Juliette sprints back to the battlefield, drawing her dagger and tossing it at one cultist while flanking another. She adds a short melodic tune to the movement, one of restoration for Rhodri.
 
 
  
 
 Spoiler: Actions 

 Move:  West. By throwing her dagger, she gets 10ft more movement, so she'll end up north of 5.
 Action:  Throw dagger at 4.  (1d20+6)[ 14 ]   Damage:   (1d4+5)[ 6 ] 
 Bonus Action:  Healing Word Rhodri  (1d4+3)[ 6 ] 
 
Infernally Clay
Juliette's dagger strikes true and almost brings the cultist to his knees, but still he's able to bring himself to his feet and continue his attack with his allies. The leader of the group casts a spell of protection on himself and throws a dagger at Rhodri as well.

 
 Spoiler: Actions 
Cultist #5 attacks Rhodri. To hit:  (1d20+3)[ 20 ] , to damage:  (1d6+1)[ 6 ]  slashing damage.
Cult Fanatic casts Shield of Faith on himself then throws a dagger at Rhodri. To hit:  (1d20+4)[ 23 ] , to damage:  (1d4+2)[ 6 ]  piercing damage.
Cultist #4 attacks Rhodri. To hit:  (1d20+3)[ 11 ] , to damage:  (1d6+1)[ 6 ]  slashing damage.
Cultist #6 attacks Rhodri. To hit:  (1d20+3)[ 21 ] , to damage:  (1d6+1)[ 2 ]  slashing damage.
 


Huey is up!
MrAbdiel
 "...mmmnnnNRRRrraaagh!" 

Hissing and spitting with distemper as the hold spell wears through, Huey is about to spur Pepper after the fleeing cultist - but the sound of battle behind, and a glance over his shoulder at the heroically embattled Rhodri, arrests that plan. He wheels the dog about and curls south in the room, crashing into the melee with a glancing blow at the cultist between the ranger and the cultist caster!

 
 Spoiler: OOC: 
Rolls in the Disc. 16 to hit Cultist 6, but a pitiful 5 damage. I don't think that'll do it, but in case it does, Huey will move into that space. If not, he'll end diagonally below Rhodri, adjacent to C4 and C6.

C6 is marked, so disadvantage+reprisal if he attacks someone other than Huey.
 
Archemist
Rhodri, like Huey, shakes off the spell's paralysis after what feels like an eternity of getting poked by cultists. Death by papercuts, indeed.

Eager to let fresher combatants take up the front line, Rhodri withdraws to the northern end of the room and unslings his bow. A little flanking fire (and being out of sight of the cultist leader's spells) seems like the order of the day.

 
 Spoiler: OOC - Disengage 
Moving 1 square east and 4 north, to the base of the stairs. Switching out the rusty scimitar for the longbow finally.
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +2/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:- 1st: 2/4 2nd: 1/2 

Juliette continues her assault, slicing around to somehow stab at two people simultaneously despite them not being in a straight line for her rapier.
 
 
  
 
 Spoiler: Actions 

 Move:  Round to above C6.
 Action:  Attack C5.  (1d20+6)[ 10 ]   Damage:   (1d8+6)[ 7 ] 
If it hits, Slashing Flourish to deal an additional  (1d6)[ 3 ]  damage to C5 and C6.
 Bonus Action:  None.
 
Infernally Clay
The cultist leader, seeing the battle is lost, dashes away deeper into the tomb and you lose sight of him. The remaining three cultists, however, do not relent. Two retaliate against Juliette's wide swing and the other focuses on Huey. The cultist Huey struck is barely able to stand and you feel one good hit would be enough to finish him off.

 
 Spoiler: Actions 
Cultist #5 attacks Juliette. To hit:  (1d20+3)[ 18 ] , to damage:  (1d6+1)[ 2 ]  slashing damage.
Cult Fanatic dashes away and is gone.
Cultist #4 attacks Huey. To hit:  (1d20+3)[ 23 ] , to damage:  (1d6+1)[ 3 ]  slashing damage.
Cultist #6 attacks Juliette. To hit:  (1d20+3)[ 13 ] , to damage:  (1d6+1)[ 3 ]  slashing damage.
 

 
 Spoiler: Map 
 
 
MrAbdiel
Furious and frustrated, the halfling rough rider sputters as one cultist scores a blood drawing hit on his thigh. In response, he wheels Pepper out of the combat and charges back in, spearing the attacker in the chest - and then, in a quick motion smoother by years of practice, withdraws the spear before it can be lodged or struck, and strikes out at his former target who has the temerity to ignore his earlier blow and lash out at Juliette instead of him!

 
 Spoiler 
Rolls in the discord. 11 damage to C4, 10 to C6!
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +0/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:- 1st: 2/4 2nd: 1/2 

The hit she took damages only the heath she earned from her earlier spell. She aims her rapier for another stab on the cultist.
 
 
  
 
 Spoiler: Actions 

 Action:  Attack C5.  (1d20+6)[ 20 ]   Damage:   (1d8+6)[ 8 ] 
 Move:  None.
 
Infernally Clay
As the final cultist falls, as does silence. For a while the only sounds you can hear are the heavy breathing of your companions and your own beating heart, but once the adrenaline wears off you can make out faint noises coming from the south. You can't tell if they're chanting or screaming, but either way you'd best find the source of the noise quickly. Sadly, as each cultist leader ran off a different way, there's no real way of telling which way you should go. You'll have to pick.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +0/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:- 1st: 0/4 2nd: 0/2 

Juliette's ministrations help fix some of the damage done to Rhodri in the wake of the battle, but also tap out her healing reserves.  "We should give chase to the one that left latest, he'll be closer,"  she suggests in the fading light of her healing words.
 
 
  
 
 Spoiler: Actions 

OOC: Healing Word (1st x2, 2nd x1) on Rhodri, picks him up  21 HP, as rolled in discord.
 
MrAbdiel
 
 Huebalt Finefoot 
   Halfling Cavalier Fighter 3 
 AC:  18  | HP:    35 /39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +1  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   

Huey looks at his slashed leg, and puffs with settling outrage - it's a flesh wound, and it'll keep.  He looks at Rhodri who has taken the worst of it, but is glad to see Juliette's magical aid replenishing him. He nods.

 "Right 'n true. And the bulk of 'm came that direction; they must've been massing that side f'r somethin'!" 
Infernally Clay
You decide to go left, to chase after the most recently fleeing cultist, and as you pass through the corridor you come to a large chamber. Makeshift beds are strewn about two adjoining caverns separated by an open doorway and on the other end of the second cavern is a path forwards. You deduce by the mess that the noise you made woke the cultists and they rushed to fend you off. Although you have reason to believe you already killed most of them, the number of beds might indicate more can be found deeper in this cavern. Do you want to search this area, continue into the passage beyond or go back to the main hall to check the other room?
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +0/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:- 1st: 0/4 2nd: 0/2 
 "I doubt they'd have left anything of value here that can't wait, we should push on, before they can ready themselves."  Juliette says, eyes scoping the room for anything immediately concerning.
 
 
  
Infernally Clay
As you rush through the adjoined chambers you can feel profane magic emanating from deeper within. It makes you sweat, makes the hairs on the back of your neck stand up. These are ancient and dark magicks and this is more than just a few cultists playing with something they don't understand. Finally you find yourself in an expansive cavern and an imposing human cultist in a sweeping robe stands against the wall, chanting. His oily hair is slicked back, and his skin is gaunt and gray. You recognise him as Zalryr, the cultist who got away from you above ground.

Carved into the floor before him is a runic circle that pulses with sickly green light, strong enough to illuminate the entire cavern without the need of flame, and that's when you notice the bodies. Dozens of cultists are on the ground and none of them are moving. Their now lifeless bodies must have been fuel for whatever spell Zalryr was working.

"I wondered when you would show up," Zalryr says to your group, seemingly unconcerned with your arrival, "I hope you didn't find your welcome party too disappointing, but you were taking so long I thought I would invite some others to join us."

The green light pulses even brighter than before and the bodies begin to be dragged towards two points, the corpses twisting and compressing into hideous, monstrous forms as the green light comes and goes. Eventually the lights go out and the cave is swallowed by darkness, but you can hear  them . Their heavy, hungry breathing. Then you can see something, two baleful eyes peering out from the darkness, their gleam hinting at an unnerving malevolence. If you can see in the darkness, you'll see Zalryr himself readying for battle.

 
 Spoiler: Initiative 
Huey:  (1d20+4)[ 11 ] 
Juliette:  (1d20+5)[ 23 ] 
Rhodri:  (1d20+4)[ 22 ] 

Nothic #1:  (1d20+3)[ 14 ] 
Nothic #2:  (1d20+3)[ 22 ] 
Zalryr, Servant of Vecna:  (1d20+3)[ 4 ] 
 

 
 Spoiler: Order of Combat 
Juliette
Rhodri
Nothic #2
Nothic #1
Huey
Zalryr, Servant of Vecna
 

 
 Spoiler: Map 
 Note:  It is pitch black. If you do not have darkvision you cannot see, but the eyes of the Nothics glow so you know where they are even without a source of light.

 
 


Juliette and Rhodri are up!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 30/30 (Aid: +0/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:- 1st: 0/4 2nd: 0/2 
 "Alas your taunts are as empty as your theatrics,
Our blades and bodies shall not fall to thy tricks,
For you are naught but another small time cultist,
You would do well not to resist." 

Juliette bursts into rhyme, darting straight for the head of the head enemy.
 
 
  
 
 Spoiler: Actions 

 Move:  Cure to between Zalyr and Nothic 1, no OAs should be provoked.
 Action:  Attack Zalyr.  (1d20+6)[ 10 ]   Damage:   (1d8+6)[ 12 ] 
If hits, Defense Flourish, deals an additional  (1d6)[ 3 ]  damage and gain as much AC.
 
Archemist
Rhodri follows Juliette's lead and takes aim for Zalryr directly, darkness or no. He moves over to behind Huey and makes reassuring noises.  "If those undead things get close, you can't miss. Just try not to point that lance towards the sound of my voice. Hold it out and they'll come to you; you got this." 
 
 Spoiler: OOC - Longbow 
attack:  (1d20+8)[ 14 ]  for  (1d8+4)[ 9 ]  and  (1d6)[ 5 ]  piercing (including shimmerlings).
 
Infernally Clay
Juliette's swing goes wide against their elusive foe, but in dodging her sword Zalryr leaves himself vulnerable to Rhodri's arrow. The Nothics spring into action to defend their master, focusing their attention on Juliette.

 
 Spoiler: Combat 
Zalryr takes 14 damage.

Nothic #2 moves adjacent to Juliette and attacks Juliette.
 Attack #1. To hit:  (1d20+4)[ 5 ] , to damage:  (1d6+3)[ 4 ]  slashing.
Attack #2. To hit:  (1d20+4)[ 17 ] , to damage:  (1d6+3)[ 5 ]  slashing. Nothic #1 also attacks Juliette.
 Attack #1. To hit:  (1d20+4)[ 17 ] , to damage:  (1d6+3)[ 8 ]  slashing.
Attack #2. To hit:  (1d20+4)[ 17 ] , to damage:  (1d6+3)[ 7 ]  slashing. 
 

 
 Spoiler: Map 
 
 


Huey is up!
MrAbdiel
 
 Huebalt Finefoot 
   Halfling Cavalier Fighter 3 
 AC:  18  | HP:    35 /39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +3  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 Condition:   In Darkness 

Huey would consider himself brave, even among halflings; and he is not so far above vanity that he wouldn't enjoy people knowing it. But he wasn't a tremendous fan of charging into darkness where glowing eyes  flashed and growled, and where a cultist of a mad god had very much hoped to lure them. And to do so with his spear in such a condition... But these cultists had killed a friend - or, if not a friend, a lad who reminded him very much of the kinds of friends he once had. When Rhodri seems to have a plan he nods and accepts it. But then the sound of Juliette's brave offensive turning into a fight for her life, and Rhodri's hastened adjustment from hang back to  charge , dispels any hesitation the old halfling has.

  "Wahey-ho!"   He woops, and spurs Pepper. The hound lunges into action with a sympathetic  awoowoowoo  howl of her own. Rider and steed commit to the action, darkness be damned, and he thrusts the warped head of his longspear at the glowing eye before wheeling back to present his shield to counter attacks from one or both monsters.

 
 Spoiler: Wahey-ho! Combat! 
Rolls in the discord. Pepper and Huey move in. I want him to get over near Jules, but given the darkness, his only sensible movement is right toward the two eyes that glow, so he'll go just above Nothic 1 , so that he's orthogonally adjacent to 1 and diagonally diagonal from 2. Pepper's order for the turn is  Dodge .

Lowest of 16 or 15 to hit Nothic 1, for 15 piercing damage. If it hits, the enemy is marked, has disadvantage to attack others if Huey is adjacent, and Huey is eligible for a bonus action attack if he defies the mark.
 
Infernally Clay
Huey's spear finds its mark despite his difficulty seeing in the darkness and the Nothic reels back in a momentary pain. Zalryr turns his attention to Rhodri, pulling the arrow out of his shoulder in defiance before chanting words that surround Rhodri with a profane light and a rather grotesque looking spear covered in sinew and bone that bobs slightly in the air before striking.

 
 Spoiler: Combat 
Zalryr, Servant of Vecna casts Spiritual Weapon adjacent to Rhodri, then casts  Sacred  Profane Flame.
Spiritual Weapon attack vs Rhodri. To hit:  (1d20+4)[ 15 ] , to damage:  (1d8+2)[ 3 ]  force damage.
Cast Sacred Flame vs Rhodri. DC 12 dex save or take  (2d8)[ 10 ]  necrotic damage.

Rhodri dex save:  (1d20+6)[ 18 ] 
 

 
 Spoiler: Map 
 
 


Rhodri and Juliette are up!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 10/30 (Aid: +0/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 1/3 (d6)  
 Slots:- 1st: 0/4 2nd: 0/2 

Squinting through the pain, Juliette attacks again.
 
 
  
 
 Spoiler: Actions 

 Action:  Attack Zalyr.  (1d20+6)[ 22 ]   Damage:   (1d8+6)[ 13 ] 
If hits, Defense Flourish, deals an additional  (1d6)[ 1 ]  damage and gain as much AC.
 
Archemist
Rhodri sidesteps the translucent spear, grateful to have seen it coming, and manages to avoid the worst of the "sacred" flame as well. He moves to his right to get a better line of sight and fires again at Zalryr. A few shimmerlings hitch a ride on the arrow and add their attacks.

 
 Spoiler: OOC - longbow 
 (1d20+8)[ 22 ]  for  (1d8+4)[ 11 ]  and  (1d6)[ 2 ]  piercing. He moves two squares south.
 
Infernally Clay
Yet more blows strike true against Zalryr and it seems this dark priest may be on his last legs. The Nothics lash out furiously in response, targeting those that would harm Zalryr, one slashing away at Juliette while the others eyes unleash a festering energy upon Rhodri. These monsters appear to care little for their own safety.

 
 Spoiler: Combat 
Zalryr takes another 27 damage, bringing the total damage to 41. He won't last much longer at this rate.

Nothic #2 attacks Juliette with its claws.
 Attack #1. To hit:  (1d20+4)[ 20 ] , to damage:  (1d6+3)[ 6 ]  slashing.
Attack #2. To hit:  (1d20+4)[ 13 ] , to damage:  (1d6+3)[ 5 ]  slashing. Nothic #1 uses Rotting Gaze on Rhodri. DC 12 con save or take  (3d6)[ 16 ]  necrotic damage.

Rhodri's con save:  (1d20+2)[ 10 ] 
 

 
 Spoiler: Map 
 
 


Huey is up!
MrAbdiel
 
 Huebalt Finefoot 
   Halfling Cavalier Fighter 3 
 AC:  18  | HP:    35 /39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +3  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 Condition:   In Darkness 

Huey stabs out wildly at the eyes, bobbing and weaving as they are in the dark. As one dips away from a strike to focus on Rhodri, it's all the halfling can do to scowl and jab out spitefully at the other, which seems to be overlooking him entirely.

 "Ignore me, will y'?!"
 
 
 Spoiler: OOC: 
CRIT on Nothic 2 for... a total of 8 damage, lol. And a Mark.

Whiff on Nothic 1, with the bonus attack. Whiff!

Huey is down to 1/3 Bonus Unwavering Mark attacks left, for this Long Rest.
 
Infernally Clay
Zalryr, realising he is cornered, begins uttering words you recognise. He had cast this powerful spell once before, above ground. He sends the floating spear to assail Juliette but it misses.

 
 Spoiler 
Zalryr casts Hold Person, upcast to third level, on Rhodri and Juliette. DC 12 wisdom save or paralysed. Can repeat the save at the end of every turn.

Rhodri wisdom save:  (1d20+3)[ 20 ] 
Juliette wisdom save:  (1d20+2)[ 21 ] 

Spiritual Weapon moves adjacent to Juliette and attacks, but it rolled a [ 6 ] in the Discord and misses.
 


Rhodri and Juliette are up!
Archemist
Rhodri staggers under the necrotic miasma. It saps his strength but he yells  "Aaaghhhh!"  and stands straight once more. He almost doesn't notice the stiffening paralysis attempted by Zalryr.

He draws an arrow and hopes it flies as true as the one before.  "This ends here!"  At the last moment, when it is still in flight, a shimmerling pokes Zalryr in the eye, and he has no awareness of the arrow until the moment it strikes his chest.

 
 Spoiler: Longbow once more 
 (1d20+8)[ 17 ]  for  (1d8+4)[ 8 ]  and  (1d6)[ 6 ]  piercing.
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 10/30 (Aid: +0/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 0/3 (d6)  
 Slots:- 1st: 0/4 2nd: 0/2 

Shirking the spell, Juliette keeps stabbing. She really had no other choice.
 
 
  
 
 Spoiler: Actions 

 Action:  Attack Zalyr.  (1d20+6)[ 15 ]   Damage:   (1d8+6)[ 9 ] 
 
Infernally Clay
Though Zalryr falls, the two Nothics continue to attack. They mutter something between themselves, but none of you can understand any of it. In the darkness, however, you can tell they aren't angry or upset Zalryr is dead. Are they... disappointed?

 
 Spoiler 
Nothic #2 attacks Huey with its claws.
Attack #1. To hit:  (1d20+4)[ 6 ] , to damage:  (1d6+3)[ 8 ]  slashing.
Attack #2. To hit:  (1d20+4)[ 20 ] , to damage:  (1d6+3)[ 4 ]  slashing.

Nothic #1 attacks Juliette with its claws.
Attack #1. To hit:  (1d20+4)[ 9 ] , to damage:  (1d6+3)[ 9 ]  slashing.
Attack #2. To hit:  (1d20+4)[ 23 ] , to damage:  (1d6+3)[ 9 ]  slashing.
 


Huey is up!
MrAbdiel
 
 Huebalt Finefoot 
   Halfling Cavalier Fighter 3 
 AC:  18  | HP:    31 /39   | Initiative:  +4  | Speed:  25'/40'
 Saves: STR:  +7  | DEX:  +4  | CON:  +7  | INT:  +0  | WIS:  +3  | CHA:  -1
 Conditions: 
 Mount:  "Pepper" (Mastiff)
 AC:  13  HP:5/5   
 Condition:   In Darkness 
 "Did y'get him?!"  Huey calls out over the din, prancing about on his canine companion and lunging another reprisal poke at the Nothics...

 
 Spoiler: OOC: 
Hit on Nothic 1 for 6 Damage, as rolled in Disc. Mark is in effect on Nothic 1 again. Mark on Nothic 2 fades.
 
Archemist
Rhodri fires at the closer nothic, grateful to see the spiritual weapon wink out when Zalryr went down, too.

 
 Spoiler: OOC - arrow at nothic number one 
 (1d20+8)[ 16 ]  for  (1d8+4)[ 12 ]  piercing and  (1d6)[ 5 ]  from the shimmerlings.
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 16 HP: 1/30 (Aid: +0/5) 
 PP: 12 PIv: 11 PIs: 12  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 0/3 (d6)  
 Slots:- 1st: 0/4 2nd: 0/2 

Juliette is barely standing, her bravado only kept sharp by the edge of her blade, which she stabs with again.
 
 
  
 
 Spoiler: Actions 

 Action:  Attack Zalyr.  (1d20+6)[ 23 ]  Damage:   (1d8+6)[ 13 ] 
 
Infernally Clay
With only one Nothic standing in your way, the three of you quickly surround it and dispatch it without difficulties. You think your task is done, but the death of the Nothic seems to trigger further magic in the chamber. The runic circle suddenly hisses and flashes with lurid light. As if being extinguished, the glow of the runes dims as shadowy smoke rises from the carvings. The smoke gathers in the center of the chamber, where it coalesces into an apparition of an emaciated skull with one glowing green eye.

The apparition speaks in a hissing baritone. "Good news, Zalryr. Though your efforts have been disappointing, you have brought me new... points of interest." The apparition swivels to look at each of you in turn. "Yes, there is great potential here. May we meet again—but until then, I have my  eye  on you." The apparition then explodes into streaks of shadow, passing through each of you with a whispered scream before vanishing. You each feel as though the figure has, in some way, left his mark.

 
 Spoiler 
You each gain a charm, either the Charm of the Creeping Hand or the Charm of the Eldritch Eye, depending on the rolls below. A 1 gets you the former, a 2 the latter. Add them to your level 10 sheets.

Huey:  (1d2)[ 2 ] 
Juliette:  (1d2)[ 1 ] 
Rhodri:  (1d2)[ 2 ] 
 Charm of the Creeping Hand:  Once per turn, when you hit a creature with an attack roll using a weapon or an unarmed strike, you can infuse your strike with life-stealing energy. Your attack then deals an extra 1d10 necrotic damage, and you gain 5 temporary hit points. Once used five times, the charm vanishes.

 Charm of the Eldritch Eye:  You can cast Clairvoyance as an action, without using a spell slot and requiring no material components. Once used three times, the charm vanishes.
 

 ~ ~ ~ 
With your story now told, Lord Neverember gives a nod of approval to your group. "See? This is exactly why we need these people. Who better to explore Hallix?" he says to his adviser. You know enough about Hallix to know it too is a mausoleum, just like the one you discussed exploring.

The advisor turns to you with suspicion, "You said you were touched by the Undying One? What have you been up to these last few years? If he said he would keep an eye on you, has he? Have you sensed his presence?"
Archemist
 
 Originally Posted by Infernally Clay 
 The apparition speaks in a hissing baritone. "Good news, Zalryr. Though your efforts have been disappointing, you have brought me new... points of interest." The apparition swivels to look at each of you in turn. "Yes, there is great potential here. May we meet again—but until then, I have my  eye  on you." The apparition then explodes into streaks of shadow, passing through each of you with a whispered scream before vanishing. You each feel as though the figure has, in some way, left his mark.

 Charm of the Eldritch Eye:  You can cast Clairvoyance as an action, without using a spell slot and requiring no material components. Once used three times, the charm vanishes.

 ~ ~ ~ 
With your story now told, Lord Neverember gives a nod of approval to your group. "See? This is exactly why we need these people. Who better to explore Hallix?" he says to his adviser. You know enough about Hallix to know it too is a mausoleum, just like the one you discussed exploring.

The advisor turns to you with suspicion, "You said you were touched by the Undying One? What have you been up to these last few years? If he said he would keep an eye on you, has he? Have you sensed his presence?" 
 

As the eye turns towards Rhodri, he cowers from its gaze. You notice that Rhodri's right eye has become a strange, inhuman green. He turns and flees from the catacombs, pursued by a small cloud of shimmerlings.

The next you hear of him, he was seen near the Mere of Dead Men, south of the city, nearly a year later. He'd been marked as a missing person by his siblings, Gareth and Nia, and you may have gotten an inquiry from a Neverwinter Guardsman named Rachel about him as well. Later, Rachel let you know she'd heard he'd stopped in at Fort Locke and so she was going to travel down there to try to find him. The next you heard was a year later, when Rhodri had apparently been injured and had to recuperate for a while at the Fort.

Turns out that after being led around in the swamp by the shimmerlings, putting down skeletons and zombies and such, Rhodri was about ready to rejoin society, but not necessarily back in Neverwinter. He joined a group of adventurers that attacked the Warlock's Crypt, which was even further away near Baldur's Gate. Thanks to the presence of Elminster Aumar with them, Rhodri and the others survived, but only played a small part in the assault on the lich Larloch.

When the summons/sending from Lord Neverember arrived, it found Rhodri in Daggerford, still living an itinerant life. He has specialized somewhat in trying to put haunted places to rest... but wound up just as haunted himself, still. He does not have the divine power of a cleric, and the artifacts he's taken from tombs seem to be more suited for harming the living than the undead. The shimmerlings try to keep him out of trouble but lead him along into it just as often.

Here in Neverember's chambers, Rhodri's response when he hears of exploring Hallix is an unsurprised resignation. Rhodri knows of the place, certainly. His response when questioned by the advisor, though, is cold strength.  "Of course. Keeping an eye on us was no idle threat. Why do you think I stay far from home? We are here now  because  this is our burden."  
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 17 HP: 120/120 
 PP: 13 PIv: 12 PIs: 15  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d8)  
 Slots:-1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 
 " Everyone's  eyes are on me,"  Juliette says with a flourish. She had not shied from the stage. If anything, she had embraced it only all the more, a defiant statement against any who would look - that she was there, and their critical gaze washed over her like water from a duck's back.  "I had no need to hide myself, nor any fear from whatever he may see. All he would observe is my brilliance, uncaring as to whatever judgement he might pass." 
 
 
  
MrAbdiel
It's a victory that feels at best like a draw. He shudders as attention of the horrific presense rolls over him. Pepper, beneath him, startles and dumps the halfling from the saddle, haring off up the opposite entrance that Rhodri fled through.

He would find Pepper again, a few days later; sniffing around in garbage in the city's back streets. It's all Huey can do at the time to get close enough to free her from the bridal and saddlebags that she has been struggling against in her isolation. Mortal minds are not steeled to witness such things unchanged - and the mind of a poor faithful beast suffers more badly still. She's not mad; not dangerous if she has a good keeper. But she's scarred from the venture, and the site of Huey, whom she had carried into battle against hobgoblins and ogres and foes of many kind, makes her yelp, and corner, and wet herself. She's afraid of him. Wretched with sorrow to think that the poor dog might associate  him  with such an awful thing, Huey does the only thing he can think to do - he leaves her alone, alerts one of his few remaining friends in the town watch with the ranger skill to adopt and care for her, and leaves the city.

But before that, back in the dark, he tries to ward the badly wounded Juliette as they make their way to the surface. He's too short to provide a shoulder to lean on, so the girl has to carry her own wounds; an impotence that compounds the old hin's sense of helplessness that saw the youngest and brightest member of their little trio nearly killed. When they get Juliette to a healer, he insists she hang on to the borrowed rapier until he gets hers fixed. He fully intends to, at first; but he doesn't. Between Rhodri's vanishing, Pepper's madness, and the strange dreams, he lapses into drink and foolishness, and retreats from the city within the week. Anyone interested can find stories of an itinerant hin cavalier travelling around the region, solving problems, then becoming a problem, then moving on.

 * * * * *
 The reunion is awkward, and he is a little visibly shamed; but that can all wait until they're out of the presence of Lord Neverember.

When asked if he has noticed the Undying one's eye on him, he rubs his bald pate and mumbles, less than helpfully.

 "M'well... Truth is, er... I try not t' think much about 't. Keep busy otherwise, doin'... deeds 'n such." 

Deeds he must have done, certainly. The uniform he wears is the same one from the adventure years ago, though battered and rumplier and repaired over and over.
Infernally Clay
Lord Neverember turns to each of you and offers his earnest apologies. "I am sorry you have been through so much," he says, "I cannot help but feel as though I am partially responsible, since you were only helping the city on my behalf." He stands up from his desk and bows, much to the shock of the guards standing nearby.

"...and I am sorry that I must ask for your help once more," Dagult continues, standing upright once more, "When these four individuals went missing, I spared no time to seek the help of the House of Knowledge, hoping their diviners could tell me where they had been taken. However all they were able to learn is that the trail went cold near the Hallix Mausoleum. Something or someone is blocking their sight any further. I need you to take the more... direct approach."

The advisor then produces a detailed map of the mausoleum itself. It's an older map but it checks out. "This is the last known layout," he says shortly, still evidently not convinced of your suitability to this task, "Guards will be stationed close by. Your mission will be to infiltrate the mausoleum, find the kidnap victims and extract them. We will handle the scum ourselves once you are safely out."

"I won't make the same mistake I made before and send you in alone," Dagult says as he points to the other door into this room, motioning for the guard to open it. The guard does so and calls for the people outside to enter the room. A small fairy and a human walk into the room. "This time I have hired two excellent adventurers of renown to aid you in this task," he says, turning to Lia and Umenorin, "Please, introduce yourselves."
Sallera
 "Hi hi~"  The diminutive fey greets the room with a wave, her cheerful manner only one of many reasons she might draw the eye. Her appearance is another; nut-brown skin and scarlet hair are far from common in this part of the continent, and the latter seems to not  quite  be behaving right, the ends fluttering just above her shoulders in a way that would be unremarkable were you not indoors. Then there's the fact that she's hardly dressed for a meeting with nobility; a loose halter top of light fabric, short leggings in dark green, and simple sandals are all she wears at the moment aside from a few belt pouches, explained if not excused by the songbird-like wings on her back, brown-feathered with bright red tips.

Altogether it is a rather strange picture, and an experienced eye might also note that she looks improbably young to be a seasoned adventurer. Her face lacks the sharply defined features of adulthood by either human or elven standards, an image only enhanced by her slightly-too-wide green eyes, and her outfit exposes much of a slender and delicate body seemingly unsuited to the rigours of the career. (But then, she is here, after all, and it is unwise to trust too much in what one sees when dealing with fairies.)

 "Name's Lia; I think I've seen one or two of you around here and there? Anyway, rescuing people's what I do, I've been making a habit of it for..."  She trails off, tilts her head a bit, then shrugs.  "Well, a long time, before I came to this part of the world even. This time sounds like a tricky one; looking forward to working with you." 
Archemist
Rhodri makes a surprisingly elegant bow to the fairy. The green-skin odd-eyed rough fellow seems surprisingly well-mannered.

Then you notice the cloud of miniscule fey surrounding him, apparently having given him some tips on respecting fey. The tiny shimmerlings also greet Lia in a chorus of indistinguishable tiny sylvan voices, which Rhodri doesn't seem to really understand either. They must have their own reasons for helping out this half-orc. One can sense he is caught in the middle between the touch of death (or undeath?) that follows him and the fairies' colorful vibrance.
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 17 HP: 120/120 
 PP: 13 PIv: 12 PIs: 15  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 3/3 (d8)  
 Slots:-1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 

Juliette offers a flourishing bow to the fairy, one steeped in grace and practiced motion.  "Likewise."  More help would never go amiss. Likewise, more eyes on her would never be turned down.

 
 
  
Postmodernist
 "I am Umenorin, Peacebringer of Corellon. I am honored to meet you all."  The elven priest steps forward after the faerie's introduction. He lowers himself in a stiff, formal bow, and pulls the cowl of his hood back as he rises, revealing pleasant, classically elven features. His robes are a brilliant white, limned with the blue and silver of his god, and embellished with gold trim. He carries a simple staff of exquisite craftsmanship, delicate carved to depict a forest scene. A simple silver chain hung from his neck, ending in a silver crescent moon on a field of blue.

He carries a diplomatic air about him, and if he recognizes Juliette or is surprised by the shimmering half-orc, his face does not betray it. Indeed, he does not seem particularly impressed to be in the company of Lord Neverember, either. It wavers somewhere between the haughty aloofness his kind are famous for and an intense serenity, a vision of things beyond mere title and appearances. You also get the impression that Umenorin cares more about this mission than any mere hired adventurer might. Beneath his benign countenance, there is something set in his jaw that speaks to an iron determination.
Infernally Clay
With introductions made and small talk exchanged between you, your group heads off to Hallix Mausoleum with a dozen or so guards a short distance behind. Day turns to night as you pass through the Neverdeath Graveyard and that's when you realise why the guards are maintaining their distance - the undead walk the graveyard during these hours and they aren't paid enough to clear the path, so you must.

You make light work of the few zombies or skeletons in your way as you pass through what the locals call the Pauper's Graveyard. Maybe you even know some people buried here, but most of the headstones are unmarked. Soon you reach the thick stone wall and the gate that separates the Pauper's Graveyard from the main one, where the richest and most influential people in Neverwinter are buried, and from there you approach the entrance to Hallix Mausoleum. It easily dwarfs all other buildings in the graveyard, made beautiful by the flowers planted around it.

If it were daytime you might even appreciate it, but during the night you can't help but shake the feeling you shouldn't go inside. There's something very wrong with this place. The guards nearby seem to agree, since they show no sign of approaching themselves. As you head to the grand double doors of the mausoleum, you notice they bear a rusty broken chain and a padlock that hangs off the door. Swinging the door wide, you enter into a large room with six coffins that have each been thrown open and... emptied? There are no bodies inside any of them.

Numerous tracks lead to a descending staircase at the opposite end of the room.
Sallera
 "Oh boy,  someone's  got the grey side all riled up tonight."  Raising a palm-sized crystal featuring reliefs that vaguely suggest a dragon curled around an egg, Lia casts a couple quick spells with no visible effect before moving forward. Fluttering this way and that with short, wing-assisted hops, Lia rather resembles an overgrown sparrow as she pokes around the coffins. She doesn't expect to find much, but she also wants to make sure this desecration hasn't summoned any angry ghosts to the other side of the boundary.

 
 Spoiler 
Casting Mage Armor and See Invisibility.
Deck of Oracles roll for the day:  (1d20)[ 9 ] 

Since you'll be rolling initiative when that comes up, just noting that Lia has advantage on it.
 
Archemist
Rhodri seems more in his element here than he did in Lord Neverember's office. He spends a second lighting his little bullseye lantern and looking around. Then he closes his eyes and communes with the spirits of the place for a few more moments, lighting a candle and some incense near the doorway.

He steps stealthily down the stairs, when the group is ready, happy to take point and check for dangers at the front.
Postmodernist
Dispatching the restless dead was a solemn duty, and the Corellite took no pleasure in putting the stray souls to rest. As the group takes a moment to prepare themselves, Lia consulting her crystals and Rhodri adjusting his lanter, Umenorin holds the staff aloft, mutters a few words in Elven, and waves it over the group. The party feels the grace of Corellon descend upon them, and elf god's blessing beckons the shadows to hide their movements. The gravedirt beneath their feet seems to muffle their footsteps, rather than echo against the marble and stone walls of the mausoleums. There was likely no need to request further more of the Protector, for his followers were judicious.

The elf nodded, and made ready to approach quietly.

 
 Spoiler: OOC 
Umenorin will cast   pass without trace   from his staff of the woodlands for +10 stealth for everyone on the team. No charge cost, as it's at-will. If we're moving stealthily, he'll do so. To confirm - what's the rolling protocol? Do we prefer here or in Discord? I'm good either way, just want to make sure I'm sticking with the team's preferences.
 
Infernally Clay
As the stealthiest group to ever stealth, you descend into the next room. Stone stairs descend from Hallix Mausoleum to a large subterranean chamber with stone coffins sitting on sturdy shelves. Part of the west wall has collapsed, creating an opening into another chamber. Marching around the chamber are five pale, desiccated warriors wearing wicked-looking armor. They, somehow, haven't noticed you yet and you take them by surprise.

 
 Spoiler 
You get a surprise round, so each of you get to take a turn before the wights do. Please roll initiative as part of your turn.
 

 
 Spoiler: Map 
 
 
Sallera
At the sight of more undead, Lia immediately kicks off the wall and flutters over Umenorin's head, soaring over the corpses as well. As they look up, their belated response is only in time to catch a faceful of lightning, an arc of searing light jumping from one set of armour to the next; she doesn't bother with words against the dead.

 
 Spoiler 
Fly to the space just above the bottom-right wight, 5ft up, and Lightning Bolt the four who've conveniently lined themselves up for her, with an additional  5  lightning damage to the ones within 10ft
 (8d6)[ 6 ][ 1 ][ 3 ][ 4 ][ 1 ][ 1 ][ 5 ][ 6 ](27)  lightning damage (+3 for Elemental Adept (1=2) for a total of  30 ), pierces resistance, Dex 17 for half
Initiative:  (2d20)[ 4 ][ 8 ](12) +3= 11 
 
Archemist
Rhodri closes with the nearest wight, staying hidden in the shadows after Lia's flash of lightning. Quickly, he slices at the wight's neck with his scimitar.

The shimmerlings provide some small assist, boosting his swing at the last moment by pushing along the length of the sword. A dim wave of energy pulses out as the strike lands, catching the wight behind the first as well.

 
 Spoiler: OOC - sneak attack 
 (1d20+10)[ 26 ]  or  (1d20+10)[ 11 ]  (advantage from hiding) for  (1d6+6)[ 8 ]  magical slashing plus  (5d6)[ 16 ]  sneaky and shimmery. Additionally, from Wails of the Grave, the wight due south of the first takes  (2d6)[ 10 ]  necrotic damage (I know they're probably resistant but it's something, I suppose).
 
MrAbdiel
 
 Huebalt Finefoot 
   Halfling Cavalier Fighter 3 
 AC:  19  | HP:   130/130   | Initiative:  +5  | Speed:  25'/40'
 Saves: STR:  +11  | DEX:  +5  | CON:  +7  | INT:  +0  | WIS:  +3  | CHA:  -1
 Conditions: 
 Mount:  "Treasure" (Blink Dog)
 AC:  16  HP:22/22   
 Conditions: 
 Back in the Palace... 

Huey, an old, moustached, uniformed halfling soldier with the air of a fellow who is extremely aware he doesn't belong in the presence of royalty, watches as Lia and Unmenorin join their assembly. A distinctly unintentional comedic beat follows in which he realises he's the only one who hasn't bowed to the others, and he begins to bow, stops and stars quickly again with his left arm infront of his body and right behind, then reverses that decision and completes the awkward salutation

 "S'good team, I reckon. Aren't much in th' world or below it that settles down better for three than five. Hrn." 
 Below the World... 

Huey has a friend waiting for him outside when they prepare to make their way to the graveyard - a lean and springy blink dog, barded in light plates of metal obviously more cared for that the rider's own appearance. The creature has big intelligent eyes, tall pointed ears with slender tufts of fur on their ends, and a coat of golden fur. 'Treasure' is a better equipped than the warhounds like Pepper that Rhodri and Juliette might remember, and carries a deal more cunning in her body and gaze. Indeed, when Huey calls her over and she fizzle-snaps out of being at the hitching post and appears immediately infront of him, the fey-hound gives a sniff and a specially interested regard to Rhodri's shimmerlings, and Lia. But with that introduction made, they're underway to the Hallix Mausoleum.

Huey makes one preparation as they descend - from a ring on his hand, he shakes out a spell someone has obviously cast for him, and a warm bloom of white light radiates off a necklace he wears, shining out from the symbol of Urogalan there. Though he tucks it under his shirt when necessary for their stealth efforts, he's not keen to get caught fighting for his life in the dark again.

But when the undead are revealed, he's more than ready to get to work. Shield already on his arm, longspear out, he lets out a whoop -

  "Wahey-ho!"  

- which Treasure matches with her own  awoowoowoo  before the pair blitz out to the fore, spear flashing and slashing!

 
 Spoiler: OOC: 
Move five squares down, so he's at that neat little spot with 5 wights within 10 ft reach.

Gonna load up attacks on the one on closest to the door:

First Attack
  LanceToHit  - (1d20+11)[ 28 ] 
  AdvantageBecauseThey'reSurprised  - (1d20+11)[ 23 ] 
  Damage  - (1d12+7)[ 17 ] 

Second Attack
  LanceToHit  - (1d20+11)[ 21 ] 
  AdvantageBecauseThey'reSurprised  - (1d20+11)[ 17 ] 
  Damage  - (1d12+7)[ 13 ] 

Opportunity attack against the first of the ones within his reach to attempt to move, due to the Cavalier Hold The Line feature. If it hits, that creature will abort its movement and go to 0 Movement this turn.

  LanceToHit  - (1d20+11)[ 20 ] 
  Damage  - (1d12+7)[ 16 ] 

Any creature hit by Huey is marked by him as normal.
 
Postmodernist
Umenorin strides forward among the dead, extending his arms and throwing back his robes, whirling the staff about in a frenzy.  "lor nae Tel, aul Corellon Lahr!"  his voice echoing with a hollow resonance, the unearthly authority vested within him calling the dead to account. As the staff swung about, a field of silvery energy surrounded it. The Peacekeeper let it descend by his side, and dropped into a squat, ready to strike.

 
 Spoiler: OOC 
 Initiative   (1d20+2)[ 17 ] 
Bonus cast Shillelagh
Move to wherever makes sense so I can get the most undead
Standard turn undead DC 17 Wis saving throw or turned
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 17 HP: 120/120 
 PP: 13 PIv: 12 PIs: 15  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 2/3 (d8)  
 Slots:-1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 

Like a floating butterfly caught on the winds of change, Juliette crosses the room in a flash. Her blade is like lightning, striking in a heartbeat's breath. She cuts high, rolls, and cuts low from behind, swirling past their foes to plant herself in the 'exit', a razor shield against those that would try to flee.  "There can be no leaving this stage, not until the curtain is called!"  She declares aloud, flicking some of the wight's disgusting ichor from her blade with a swipe of the air.
 
 
  
 
 Spoiler: Actions 

 Initiative:   (1d20+10)[ 18 ] 
 Bonus Action:  Cunning Action: Dash
 Move:  Down to attack the one on the top-left, then around to block the 'exit' to the room. She doesn't want anyone running past her.
 Action:  Attack top-left (or bottom left if it's dead)
Attack 1:  (1d20+11)[ 20 ]  Adv from Surprise?  (1d20+11)[ 28 ]   Damage:   (1d8+9)[ 12 ]  magical piercing.
Attack 2:  (1d20+11)[ 12 ]  Adv from Surprise?  (1d20+11)[ 13 ]   Damage:   (1d8+9)[ 10 ]  magical piercing.

The first attack that hits should also deal  (2d6)[ 11 ]  sneak attack damage and  (1d8)[ 5 ]  from defensive flourish.
 
Infernally Clay
 
 Spoiler: Initiative and Order of Combat 
Wight #5 - [ 21 ]
Juliette - [ 18 ]
Wight #2 - [ 18 ]
Umenorin - [ 17 ]
Wight #4 - [ 17 ]
Lia - [ 11 ]
Wight #1 - [ 9 ]
Wight #3 - [ 9 ]
Huey - [ 7 ]
Rhodri - [ 5 ]
 


Few wights are able to escape the fury of Lia's blast of lightning you can tell it was extremely effective. Meanwhile to the northwest the combined efforts of Rhodri, Juliette and Huey bring down one of the wights before they even know what has descended upon them. Umenorin's words of censure only seem to affect the wights closest to Lia, perhaps to the... shock... of her assault. The wight closest to Lia reacts the quickest to your group, but it is too afraid of Umenorin to do anything.

 
 Spoiler: Actions 
Wight #5 is turned and therefore can only use dodge.
 

 
 Spoiler: Map 
 
 


Juliette is up!
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 17 HP: 120/120 
 PP: 13 PIv: 12 PIs: 15  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 2/3 (d8)  
 Slots:-1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 

Juliette drops into a low stance, then steps forward, pushing all her weight behind a potent pair of thrusts.
 
 
  
 
 Spoiler: Actions 

 Bonus Action:  Steady Aim.
 Action:  Attack bottom right.
Attack 1:  (1d20+11)[ 12 ]  SA Advantage: (1d20+11)[ 28 ]   Damage:   (1d8+9)[ 15 ] 
Attack 2:   (1d20+11)[ 21 ]   Damage:   (1d8+9)[ 17 ] 

The first attack that hits should also deal  (2d6)[ 6 ]  sneak attack damage.
 
Infernally Clay
Juliette effortlessly kills the wight nearest to her.

 
 Spoiler 
Wight #2  was  next on the initiative but they're dead now so... no map changes.
 


Umenorin is up!
Postmodernist
The Corellite hustles toward Lia, the staff spinning in unpredictable arcs, before coming down at the wight and discharging its magical energies at the wight. The flames leap from the staff, and bathe both wights in sacred fire.

 
 Spoiler: OOC 

Move: 2 diagonally SE toward Lia.
Action: green flame blade the dude near me for:
 (1d20+13)[ 25 ]  for  (1d8+10)[ 14 ] + (1d8)[ 2 ]  fire damage. If it hits, the one next to it takes  (1d8+10)[ 12 ]  fire damage. (Potent spellcasting rules!)
Bonus: We're looking ok, so nothing to use here.
 
Infernally Clay
Umenorin's blow is heavy indeed and the wights reel from the divine flame, yet they do not go down yet. The wight Umenorin struck hits back at him, white-hot embers lighting a spark in its lifeless eyes as its cold touch tries to drain Umenorin of his vitality.

 
 Spoiler 
Wight #4 uses multiattack against Umenorin.
Weapon Attack. To hit:  (1d20+6)[ 26 ] , to damage:  (1d10+3)[ 4 ]  slashing damage.
Life Drain. To hit:  (1d20+5)[ 17 ] , to damage:  (1d6+3)[ 8 ]  necrotic damage. If the attack is successful, Umenorin's maximum hit points are reduced by an amount equal to the damage taken unless he succeeds at a DC 13 con save.

Umenorin's con save:  (1d20+3)[ 20 ] 
 

 
 Spoiler: Map 
 
 


Lia is up!
Sallera
Seeing the undead begin to falter, Lia decides to conserve her power, flinging a bright spark over to further ignite the already-smoking flesh.

 
 Spoiler 
Fire Bolt at Wight  5  3,  (1d20+9)[ 24 ]  for  (2d10)[ 10 ]  fire damage
 
Infernally Clay
Lia's bolt of flame strikes true and before the wight can even move a few feet to begin its advance upon her, Huey swings wide and takes its legs out from under it and it doesn't get back up.

 
 Spoiler: Map 
 
 


Huey and Rhodri are up!
MrAbdiel
Huey whoops and whirls his longspear in a great circle, settling it under his arm again and preparing to charge anew. He's too close to charge the wights remaining, but he spurs Treasure on and encourages her with a click of tongue and teeth.

The dog takes two loping strides toward the foe, and then snaps out of being with a fizzing pop only to appear at the other end of the room, rider still saddled, the pair completing the charge with blithe spatial distortion accommodating the long run-up, striking at both foes in succession as his allies make openings for the spear!

 
 Spoiler: DblStb 

Movement description was just fluff. Actually just move one square to the right, to be in range of both goons.

Attacks in the Roller on Discord. A 13 to hit Wight4 Probably misses. But definitely a hit on Wight5 for 12 damage, probably halved to 6 damage.

And an all important mark.
 
Archemist
Rhodri joins the melee in the corner, in a manner as stealthy as Huey's was flashy. He stands next to Umenorim and makes a businesslike stab towards the wight's chest. The shimmerlings try to find a weak spot in the wight's armor but space is tight for maneuvering.

 
 Spoiler: OOC - Wight 5 attack 
Move to F4,  (1d20+10)[ 14 ]  to hit,  (2d6+6)[ 12 ]  magical slashing. Nothing fancy.
 
Infernally Clay
Huey and Rhodri close in on the remaining wights but only one of their attacks lands and the wight doesn't seem especially amused at Rhodri, whom it slashes at.

 
 Spoiler 
Wight #5 uses multiattack against Rhodri.
Weapon Attack. To hit:  (1d20+6)[ 21 ] , to damage:  (1d10+3)[ 6 ]  slashing damage.
Life Drain. To hit:  (1d20+5)[ 14 ] , to damage:  (1d6+3)[ 8 ]  necrotic damage. If the attack is successful, Umenorin's maximum hit points are reduced by an amount equal to the damage taken unless he succeeds at a DC 13 con save.

Rhodri's con save:  (1d20+2)[ 10 ] 
 

 
 Spoiler: Map 
 
 


Juliette and Umenorin are up!
Postmodernist
Dismayed that whatever desecrations that haunted this place had dampened The First's words against the undead, Umenorin struck again at the wights. Divine flames leapt from his staff as he whirled it about before bringing it crashing down at the abomination harrying his comrade.

 
 Spoiler: Firebonk 

No need to move.
No need to bonus.
Standard:  Green flame blade  with the one sharing a space with Lia as the primary target.
 (1d20+13)[ 17 ]  for  (1d8+10)[ 14 ]  +  (1d8)[ 4 ]   fire damage. If it connects, his homie takes  (1d8+10)[ 12 ]  fire damage, too.
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 17 HP: 120/120 
 PP: 13 PIv: 12 PIs: 15  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 2/3 (d8)  
 Slots:-1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 

Juliette's rapier speared her last foe, she presses in close and then spins, tossing her defeated foe behind her, discarded like so many words never to be spoken again. Lightning fast she darts across to the nearest wight, strikes twice, and then retreats before its claws can find her.
 
 
  
 
 Spoiler: Actions 

 Bonus Action:  Dash
 Move:  To the closest Wight, attack, and then free disengage back to her spot.
 Action:  Attack!
Attack 1:  (1d20+11)[ 23 ]   Damage:   (1d8+9)[ 17 ] 
Attack 2:   (1d20+11)[ 18 ]   Damage:   (1d8+9)[ 10 ] 

The first attack that hits should also deal  (2d6)[ 10 ]  sneak attack damage.
 
Infernally Clay
Umenorin and Juliette finish off the remaining two wights and silence falls upon the crypt. You notice there are seven more coffins in this room, each already opened and their previous occupant nowhere to be seen. To the west is the collapsed tunnel Juliette stood guard over a while ago that leads deeper into these catacombs.
MrAbdiel
 "Hot damn, what a ruckus, eh? Ugly fellers..." 

Huey hops off Treasure's saddle and sets his longspear into the saddle's lugs, followed by his shield. Then, with the practised efficiency of a life-long sailor shucking oyster, he stops at the stilled bodies of the wights and shucks them out of their armor. In short order, there's a small pile of reclaimed plate armor and the recovered weapons from the dead warriors.

 "We'll return'm or sell'm on as required, at the end,"  he assures his companions with a sidelong look that suggests he has only now considered that he might be in the company of some who considered this graverobbing instead of rightfully disarming the rambunctious dead.

It's not clear where the little halfling fellow, no more than three feet high, could expect to store all that gear. But he sits and rocks back on his buttocks, and fiddles with the heel of his left show until a secret compartment offers a little tongue of black cloth that he plucks out like a handkercheif, unfolds, unfolds, and unfolds again into a silky black disc that he drops on the floor... and then springs into the hole it becomes. A second later, a heavy ironbound chest clunks and clatters out of the hole, and Huey comes springing after it. The loot goes in the chest, the chest goes in the hole, the hole gets folded up and tucked back into his his shoe, and the heel closed up neat as you like.

 "Rightio. Onwards and downwards?" 
 
 Spoiler: OOC: 
Just a little light looting. I assume the armor and weapons are mundane and lightly crusty.
 
Amnestic
      
      Juliette Chambers     
 Half-Elf Songstress 
 AC: 17 HP: 120/120 
 PP: 13 PIv: 12 PIs: 15  
 Conditions:  
 Concentrating:  
 Bardic Inspiration: 2/3 (d8)  
 Slots:-1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 
 "The result was never in doubt,"  Juliette gloats over the corpses.  "Seven empty coffins but only five wights means we can expect more of them as we continue. Let's press on, while we have the advantage of surprise." 
 
 
  
Sallera
 "Plus the six above, and who knows what else they've found below. Busy bees for a bunch of kidnappers." 

Lia gives a slightly sheepish shrug, rubbing her fingertips together.  "And yeah, lightning's not really quiet. Speed might do us better than stealth, now, but we can try sneaking up on them once more, at least. Could be we got lucky and all the dirt down here muffled things. Actually, now that we're  in  here, maybe readings'll work again..."  Pulling a deck of cards from one of her pouches, Lia takes a few seconds to shuffle them before drawing a single card and turning it over with an almost ritual motion.  "Quick or quiet, let's see..." 
 
 Spoiler 
Lia will use her Deck of Oracles to cast Divination, asking whether the kidnappees' health will be better served by continuing to sneak onward or abandoning stealth for a swift assault. Probably still blocked, but worth a shot.
 
Archemist
Examining the spot where the wight had slashed at his arm, Rhodri seems relieved at its condition.  "No necrosis... just a scratch. Good."  While Huey is disarming some new-old corpses, Rhodri applies some pressure to the wound.

Rhodri marvels at Huey's magic storage solution. Thoughtfully, he says,  "It might be easier to get to the chest if you put the hole on the wall. If you put it on the ceiling the chest might fall on you, though." 

Once folks are ready to proceed, he again takes point, heading down the rocky passageway either quickly, or carefully, depending on what Lia's cards advise.
Postmodernist
Umenorin smiled at the halfling's ingenuity.  "I employ a similar solution,"  he said, gently scratching behind Treasure's ears as Huey fiddled with his bootheel.  "You must remind me to show it to you when we are in safer environs. Do any of you have wounds that need tending?"  The elf himself seemed to ignore the injury peeking out from beneath his robes.

Glancing over the wights, the priest checked them for any distinguishing markings, and examined the graves, seeking to make note of any intriguing religious phenomena.

 
 Spoiler: OOC 
Looking to make a  (1d20+4)[ 23 ]   Religion  check to see if the wights or the tombs have any meaningful religious indicators. Were these guys cursed, just randos who got raised, etc. Anything we can glean there.
 
Infernally Clay
 
 Originally Posted by Sallera 
  "Plus the six above, and who knows what else they've found below. Busy bees for a bunch of kidnappers." 

Lia gives a slightly sheepish shrug, rubbing her fingertips together.  "And yeah, lightning's not really quiet. Speed might do us better than stealth, now, but we can try sneaking up on them once more, at least. Could be we got lucky and all the dirt down here muffled things. Actually, now that we're  in  here, maybe readings'll work again..."  Pulling a deck of cards from one of her pouches, Lia takes a few seconds to shuffle them before drawing a single card and turning it over with an almost ritual motion.  "Quick or quiet, let's see..." 
 
 Spoiler 
Lia will use her Deck of Oracles to cast Divination, asking whether the kidnappees' health will be better served by continuing to sneak onward or abandoning stealth for a swift assault. Probably still blocked, but worth a shot.
 
 
 

At first there is only darkness, a silence that speaks of an absence rather than interference. It isn't that divination magic is blocked in here - it doesn't exist at all. Then a single, lidless eye appears in Lia's mind and it looks directly at her.

 
 Spoiler 
You can either end the connection or you can try to keep pushing. It'll be quite a high wisdom DC, though.
 


 
 Originally Posted by Postmodernist 
 Umenorin smiled at the halfling's ingenuity.  "I employ a similar solution,"  he said, gently scratching behind Treasure's ears as Huey fiddled with his bootheel.  "You must remind me to show it to you when we are in safer environs. Do any of you have wounds that need tending?"  The elf himself seemed to ignore the injury peeking out from beneath his robes.

Glancing over the wights, the priest checked them for any distinguishing markings, and examined the graves, seeking to make note of any intriguing religious phenomena.

 
 Spoiler: OOC 
Looking to make a [roll0]  Religion  check to see if the wights or the tombs have any meaningful religious indicators. Were these guys cursed, just randos who got raised, etc. Anything we can glean there.
 
 
 

The wights are not from the coffins around you. They're relatively freshly raised, bearing armour emblazoned with a lidless eye. Your understanding of necromancy suggests to you these were intentionally revived for a purpose rather than coerced into service.

As you search the coffins, you notice one has a bundle of cloth stuffed into the base. You find four wool cloaks and two wide hats, altogether worth 30gp, and a Potion of Invisibility.


 
 Originally Posted by Archemist 
 Examining the spot where the wight had slashed at his arm, Rhodri seems relieved at its condition.  "No necrosis... just a scratch. Good."  While Huey is disarming some new-old corpses, Rhodri applies some pressure to the wound.

Rhodri marvels at Huey's magic storage solution. Thoughtfully, he says,  "It might be easier to get to the chest if you put the hole on the wall. If you put it on the ceiling the chest might fall on you, though." 

Once folks are ready to proceed, he again takes point, heading down the rocky passageway either quickly, or carefully, depending on what Lia's cards advise. 
 

As you pass through the crumbling wall, you see a large room with roots protruding through cracks in the ceiling. A stone stairway in the southeast corner has collapsed, and the nearby walls have crumbled. Three doors in the north wall are shut, and the middle door bears a clearly new padlock. To the west, stairs lead to a small balcony that overlooks the room from five feet above, with just enough room for a door painted with an eye.
Postmodernist
 
 Originally Posted by Infernally Clay 
 The wights are not from the coffins around you. They're relatively freshly raised, bearing armour emblazoned with a lidless eye. Your understanding of necromancy suggests to you these were intentionally revived for a purpose rather than coerced into service.

As you search the coffins, you notice one has a bundle of cloth stuffed into the base. You find four wool cloaks and two wide hats, altogether worth 30gp, and a Potion of Invisibility. 
 

Umenorin relays his findings with a solemn air, his trepidation about the symbols clear.  "These poor wretches were raised recently, not ancient guardians of this place. Someone wants to discourage visitors."  The elf shows no interest in the gold or potion himself, but encourages someone to hang onto the useful items.

 
 Spoiler: OOC 
Not sure what the next step is, so waiting on the divination results before moving on with whatever the team wants to do.
 
Sallera
Lia blinks, her eyes slowly fluttering closed as she tries to parse the result.  "An eye? It's like a whirlpool..." 

Well, if someone was sucking all the divinatory potential out of the air, perhaps she could find out where it was going? Opening herself further to the vague feelings she uses to interpret a divination, sort of like reading the air currents in the middle of a storm, she tries to peer further into the eye's metaphorical environs.
Felurian
As Lia pushes harder, the eye merely... appraises her. Her present, her past, her future, it seems to see all. Then it just as quickly turns away, as if having lost interest, and Lia is thrown back as the deck of cards scatter on the floor and the spell ends.

 
 Spoiler 
Lia takes  (3d6)[ 11 ]  psychic damage and the spell seems to have failed. She does, however, know one of the kidnap victims is very close by. Whether the spell or the eye gave her this knowledge, she cannot say.
 