rockdeworld
 
 Spoiler: Interlinking Threads 
Recruitment thread:  https://forums.giantitp.com/showthre...om-levels-1-20 

OOC thread:  https://forums.giantitp.com/showthre...de-OOC-Group-B 

Dice rolls thread:  https://forums.giantitp.com/showthre...-Rolls-Group-B 
 

   
Vanderboren Manor is located in the eastern section of the Merchant District. The seven-foot-high stone wall that surrounds the estate is impossible to miss, as is the towering, gothic, three-story house that dominates the grounds within. Leering gargoyles and capering nymphs festoon the eaves of the manor's roof, and several trees give the manor grounds a nice buffer from the bustle of the city.

 
 Spoiler: Merchant district map 
 
 


The front gates have been left open, you've knocked on the front doors, and been led into the atrium by a wizened halfling woman.

"Thank you all for coming." She says with an old but lively smile. "I am Kora Whistlegap, the caretaker of the Vanderboren manor. I will inform Lady Vanderboren of your arrival, and she shall see you shortly."

As soon as she steps through a door to what looks like an interior courtyard, four figures emerge and head toward you. They include a jaunty male half-elf dressed in leather armor and armed with a half-dozen daggers of different shapes, a dark-skinned dwarf with a sour expression dressed in green and brown robes and clutching a large curved spear, an attractive but haughty-looking woman dressed in dark purple robes and with a tattoo of a crescent moon on one cheek, and lastly a tall and handsome man dressed in polished breastplate carrying a bastard sword.

"Ho there!" Says the man. "I am Tolin Kientai, and this is Zan Oldavin-" he gestures to the half-elf, "Kaskus Kiel-" this time to the dwarf, "and Liamae Telikaria." This last gesture is to the haughty-looking woman. He glances at each of you, apparently sizing you up, then continues.

"You must be the help Lavinia's bringing in to do the chores. Best of luck to ya! I'd love to stop and chat, but we've got our own task and must be on our way."

So saying, and with a wave, his group walks past you and out the front door.

Then the door to the courtyard opens again, and Kora emerges. She leads you through the garden and ushers you through another door into a dining hall.

The dining hall is comfortable and cozy, soft lit by wall-mounted lanterns. A window overlooks the manor's central courtyard and the carpet is thick and soft. A large portrait hangs on the wall, a fine work depicting a handsome young man with a short beard. Standing before the portrait is an attractive human woman wearing a long, flowing blue dress. She smiles at you as you enter, but her eyes give you the impression that she, just as Talin did, is sizing you up.

 

"Welcome. I am Lavinia Vanderboren, and I am pleased to see you accepted my invitation."

The lady has a way of talking that is neither slow nor rushed, as though she has complete confidence that her words are worth hearing.

"As you may have heard, I recently inherited my parents' estate. Along with this fine house, unfortunately, came a fine amount of debt owed the Dawn Council, the harbormaster, and quite a few guildhalls. It seems my parents, for all their success as adventurers, were not as skilled at finance as one might expect. If I'm to get these taxes paid, I'll need to access my family's vault under Castle Teraknian.

"And that's the problem, you see. The vaults are magically locked - keyed to special signet rings. Both of my parents had these rings, at least, until recently. My mother lost hers a few months ago. She arranged for a replacement, but it won't be done for another month or so - too late for me. Which leaves my father's ring. He never wore it. He kept it hidden somewhere on his ship, the Blue Nixie.

"The problem is that the harbormaster's seized the ship until someone pays for the last four months of mooring. I've paid the fines to the man the harbormaster's put in charge of my ship, a brute named Soller Vark. Yet when I went to claim my ship, Vark's men wouldn't let me board, claiming that I hadn't yet paid the fines. I spoke to Vark again and he denied ever receiving my payment. My complains to the harbormaster have fallen on deaf ears - he's a doddering old fool who trusts his men and won't relent.

"I suspect Vark and his men are up to something on my ship. What I need is to find out exactly what it is. Unfortunately, Vark's not the type ot react well to diplomacy or logic. I need someone who speaks his language... which is where you come in. If you can find out what he's using my ship for, or even better, recover the money I paid him, I'll pay each of you 200 gold in return once I've access to my vault."
ShadowOfAStorm
Sreis is an average looking human, more or less. Pale, dark-haired, and scrawny. They proceed with an easy focus, despite their slighter stature, and are unaffected by the imposing architecture, or the group which quickly passes them by.

Sreis is accompanied by a rather large creature, seemingly a gigantified, cuter badger, wearing a backpack fitted for the occasional. They instruct the creature, a "Mr. Sedgewick", to stay outside as they venture deeper in.

Within the dining hall, they eye the other comers, and the host herself, neutrally. "They call me Sreis," they say, before getting straight to business.

"You have no receipt for your payment from Vark, I take it?"
samduke
 "Payment!" No of course not men like Vark and his ilk do no such things. Shady underhanded not much better than vermin if you were to ask me.

Lady Vanderboren, if you would but point us in the right direction, to the ship that is. I think that with some minor skullduggery ourselves we could find ourselves on the ship in a position to locate that ring and or perhapes even sieze the ship payment back. 
Greenflame133
Ember and Ashley are humanoids, taller than a dwarf but shorter than a human, with blue skin poking from underneath their armour. They walk holding hands, hand clad with a gauntlet. At lest, they left the Glaive at home.

When it comes to the details of the job,  "Not exactly that we expected." "but the money is good." "Any hints to where your father hid the ring?" "A ship is a rather large thing to search."  They alternate between one another as they speak
Postmodernist
Drummuunshtan stood at the back of the group, towering over the smaller members of the assembled crew, arms folded against his armor and his head cocked slightly to the side as he took in Lady Vanderboren's words. Though he lacked eyebrows, the ridge of his brow seemed quirked in attention. As the conversation began, the creak of his leathers could be heard. The dragonborn withdrew some scraps of paper from his pack, and began scribbling notes with a worn down nub of a stylus. He nodded to the room to proceed, half-heartedly apologizing for the disturbance.

  "Agreed. A likely location for the ring would be helpful, as well as perhaps a thorough description, to ensure we've found the right one. As well as whatever you can give us on this Vark fellow - what he looks like, what his habits are, which taverns he frequents - that sort of thing."   Notes of analytical intensity were discernible in his resonant baritone. The dragonborn was puzzling things out.

Drum had other unasked questions. 200 gold each seemed like a hefty sum for someone ostensibly in significant debt. How large were these harbormaster fees? Had they indeed been paid? What about the taxes? What else was in the vault? It was the details he was ignorant of that he most feared.
hustlertwo
A crazed hobgoblin enters the scene, dressed as a street magician and with a skeletal minion in tow.  He whistles at the opulence on display at the manor.

 Wouldja look at that, Bennett?  It's like you always say: it's a good idea to make friends with someone who can afford tapestries, whatever bit of reality you end up in. 

The skeleton says nothing, but the manic hob cackles nonetheless.   Truer words, my friend, were never spoken.  That's a good plan; we'll do whatever busywork needs done so we can buy some actual gear.  I'm itching to have some proper death-dealing implements again. 

Wilstaff looks over the other attendees, particularly the twins.  At a whispered command, Wil's skeletal minion raises a bony finger to point at the pair.  Wilstaff then blushes, rather embarrassed.   "Bennett, your mother taught you better manners than to point at weird-looking people.  In fact, I think you were looking at a mirror when she mentioned it.  Now put that away." 

The skeleton does so, remaining mute.

Wil finally directs his attention to their potential employer.   "Bad sailor man needs legs broke, you need funds retrieved and answers extracted.  Painfully, one hopes.  I think this motley crew should be up to the task.  We'll nick that Nixie or die in the trying."   He gives a sweeping, overly exaggerated bow, and at his command Bennett the skeleton does the same.
rockdeworld
 
 Originally Posted by ShadowOfAStorm 
 "You have no receipt for your payment from Vark, I take it?" 
 

Lavinia grimaces.

"Unfortunately such custom is less common in Sasserine than one might prefer. Vark, at least, did not provide one."

 
 Originally Posted by samduke 
  Lady Vanderboren, if you would but point us in the right direction, to the ship that is. I think that with some minor skullduggery ourselves we could find ourselves on the ship in a position to locate that ring and or perhapes even sieze the ship payment back.  
 

Lavinia nods.

"The Blue Nixie should be docked at pier five here in the Merchant District." Then she describes the route such that those familiar with the area have a clear picture of the location.

 
 Spoiler: The Blue Nixie's location 
 
 


 
 Originally Posted by Greenflame133 
  "Not exactly that we expected." "but the money is good." "Any hints to where your father hid the ring?" "A ship is a rather large thing to search."  
 


 
 Originally Posted by Postmodernist 
   "Agreed. A likely location for the ring would be helpful, as well as perhaps a thorough description, to ensure we've found the right one. As well as whatever you can give us on this Vark fellow - what he looks like, what his habits are, which taverns he frequents - that sort of thing."   
 

"My father was the captain of his vessel, so I would suggest starting with the captain's quarters. Soller Vark is a disagreeable man with cropped hair, dark skin, a beard on his chin, a jagged scar running down one arm, and a tattoo in the shape of a skull on the other. I couldn't tell you where he goes after leaving the pier - I rather hoped you would be resourceful enough to find that out yourselves."
ShadowOfAStorm
Sreis appraises each of the assembled adventurers as they speak. A shortfolk of some sort, boisterous and eager. Twins. They seemed fit, synchronized. A bipedal dragon. Intimidating, and from first glance dependable. A hobgoblin. Their grip tightens, there, as their preconceptions gear them for a fight. The blatant necromancy didn't bother Sreis, really, and they could look past any creature's ancestry, letting the actions of the creature determine Sreis' judgement. Though, it was, perhaps, slightly harder in this most recent case.

Something felt off about this job, but Sreis can't quite  put their finger on it. Nor can they take their usual, measured and composed, method toward solving that mystery: they were desperately low on funds yesterday, and the new day didn't see that situation improve any.

"I'm sure," they speak to the hostess, "we can accomplish this. I've coordinated such ventures and...eclectic teams to success before. If you'd be so kind as to provide the materials, I can draw us up a charter and we'll be on our way?" They ask both the hostess, and with meaningful glances, the other soon-to-be party members.
samduke
 Seems we have a man and a ship to locate , looking to the others.  Shall we go find the man or the ship first ? 
hustlertwo
Wilstaff looks puzzled.   Eclectic?  Me?  I barely even have a memory, much less a photographic one. 

He looks to the mute and motionless skeleton.

 Oh, that's eidetic?  You're quite the walking thesaurus, Ben 10.  Simultaneously one of your best and worst qualities. 

He then focuses, with difficulty, on their host.

 I am confident we can be more disagreeable than this thief and bring back your ring.  Maybe still attached to the finger of the scoundrel who currently has it, be it Vark or one of his soon-to-be-dead cronies.  Bennett and I are new to this genera, ah, sphere of existence, so we'll follow the lead of someone a bit more familiar with the area. 
Greenflame133
Ember and Ashley look shocked at Wilstaff. Not because of the Skelton, but because of his words   "He might be a nasty man." "But that's not a street thug." "We should avoid being seen." "Go at night." "Enter from the water." "Get what we need." "Leave before we are found out." "We would much prefer doing that way." 
Postmodernist
 "I'd suggest reconnoitering a little. Observe the docks, look for this Vark, study his habits. Plan from there,"  Drum says flatly.  "Who were those four we met at your door? They said something about 'their own task.' Might that be related to this? If so, perhaps we could share notes with this lot." 

Drum also makes a mental note to ask around about Lavinia Vanderboren. Recently deceased parents, an inheritance, and "skullduggery," as the woman put it, surrounding unpaid bills? Perhaps the young woman was indeed being forthright, and this Vark character was nothing more than a racketeering lout. Regardless, Drum's hackles, wherever they might be on a dragonborn, were now raised.

Of course, as he cast his glance across the group Ms. Vanderboren had assembled, Drum had to acknowledge that the job wasn't the only strange aspect of this situation. Two pallid... elven twins, a halfling, an odd looking human woman with some sort of magical aura, and a mad hobgoblin with an animated skeleton. Spectacular. What an inconspicuous bunch they'd be as they roamed the docks.

The dragonborn addressed the room.  "We should take some precaution, perhaps. We're a,"  he paused a moment, choosing his next phrase diplomatically,  " distinctive  group. Perhaps some subtlety might help. I'm hardly a forgettable face, and, erhm, Bennett, is it? Bennet here might draw some unwanted attention around town." 
hustlertwo
Wilstaff ponders this a moment.

 Where we came from, we had a magical hat to obscure Bennett's nature when he had to interact with what he prejoratively refers to as 'fleshies'.  But since we no longer have such an artifact or the funds to acquire one, perhaps our host could provide us an overlarge hooded cloak?  It's far from perfect, but as night falls it might at least obscure his nature from a distance.  If a mask were around, perhaps left over from some fancypants ball or another, so much the better. 

He nods to the skeleton.

 Bennett mentioned he would prefer a green cloak, since it really makes his eyes...pop?  Benny boy, your eyes did pop, ages ago.  You're literally the only one here who knows or cares what color they were. 

As to the muttering of the twins, the only response Wilstaff provides is to pucker his lips and make a kissing face at the peculiar pair.
samduke
 There is very little short of magic that can hide the nature of my mount. but we can certainly go and scout around to see who and what. Then re-join say at the tavern to discuss and plan. 
rockdeworld
 
 Originally Posted by ShadowOfAStorm 
 "If you'd be so kind as to provide the materials, I can draw us up a charter and we'll be on our way?" They ask both the hostess, and with meaningful glances, the other soon-to-be party members. 
 

Lavinia smiles from the corner of her mouth. "Are you looking to start your own home? I'm afraid a charter is rather more than I'm willing to pay for this particular venture. Also, I would prefer to maintain some distance from this affair in case it goes poorly. That, and the fact that my strength lies in diplomacy, are the main reasons I've asked for all of your help. That means no paper trail, for now. That said, if you can do this well, then I would be interested in something more permanent."

 
 Originally Posted by Postmodernist 
  "Who were those four we met at your door? They said something about 'their own task.' Might that be related to this? If so, perhaps we could share notes with this lot."  
 

Lavinia shakes her head.

"Unfortunately they are on their way out of the city. I've asked Tolin's group to deliver a message in the south, so they'll be away for at least a few days."

 
 Originally Posted by hustlertwo 
  perhaps our host could provide us an overlarge hooded cloak?  
 

Lavinia smiles.

"I can do at least that much." She says, and Kora leaves again. This time she returns a few moments later with a green cloak large enough to hide Bennet's features from anyone who doesn't get too close.

"I'm afraid we're out of masks, my lady, though I could wrap a scarf around his face."

"No need for that, Kora. I would say he's covered well enough for now. Besides, we wouldn't want to cover that charming smile." She grins at this last part.
hustlertwo
Bennett grins back at their host, but then he didn't really have any other options.

Wilstaff makes a rectangle with his fingers and looks at his minion through it.   Oh yeah, buddy, that's got drape, it's got style, this look is both lux and editorial, and most important, you are working it.  WORKING. IT.  You own this room, you bony beauty! 

He then sucks in air and blows it out in a sigh.

 All right, I'm bored now.  Let's go do the thing already.  This secret decoder ring isn't going to find itself.  Besides, we need coin so I can stop hurling roadside rocks at people and start slinging proper bullets.  Also, Bennett should probably get a better weapon than those unseemly nails of his at some point. 

He looks to the dragonborn, who seems to have slipped into a leadership role easily enough.   Shall we away to the docks, boss?  The only thing better than entering at night is entering in the day, scoping out the good hidey-holes, and ensconcing ourselves within one to await nightfall.  Or we just cut that knot right in two and head straight to the boat. 
rockdeworld
The group disperses from the manor, and goes their separate ways with a plan to meet up later at the harbor.

Having headed directly to pier 5, Wilstaf and Bennet are the first to find out that the Blue Nixie is not docked at the pier at all, but is in fact moored to a float about 100 feet from the pier's end. They can indeed see 3 people remaining on deck throughout the day, with several move coming up from below-decks from time to time. It appears there are no less than 7 men and women on the ship.

Vark himself moves through the harbor managing loaders and unloaders throughout the day, but he eventually takes one of many smaller boat out to the Blue Nixie and disappears belowdecks.

When the rest of the group arrives, it's still early afternoon, with men and women moving about the harbor - some hard at work loading and unloading shipping supplies, others simply passing through. Thanks to the hustle and bustle, the group is able to gather without drawing attention.
samduke
 Well folks the boat we are after is out a tad and will not be easy to board undetected. Do we have any solid plans for how to get on the ship, short of swim or rowing out and such ? 
Postmodernist
As the motley group reconvenes, Drummuunshtan discloses his findings with a surreptitious glance at their surroundings.

  "I did a little digging, and you'd be surprised what the purchase of a friendly pint or two can yield from these loose-lipped sailors. Apparently, the harbormaster Lord Islaran has fallen on hard times, and he's been forced to hire out a lot of his labor force. I'm beginning to suspect that maybe some of his disgruntled employees have sought to supplement their incomes with a little freelance work. They may even be siding with, or at least turning a blind eye to, some of the various smugglers and such for a cut. I'm doubtful we'll have legal or legitimate recourse to settle this, so at least that part of Lady Vanderboren's story seems to check out. Looks like we will have to take the  direct  approach."   The dragonborn pauses a moment, letting his euphemistic wording be understood, and to invite questions and input from the crew.

  "Oh, and one other thing - I found out this Vark fellow's favorite pub. The rub is that he's not supposed to be there tonight. I don't know if that means he'll be manning the Blue Nixie or not, but it's good to know."  

The duskblade scans the group, his eyes momentarily falling on the strange draconic creature that kept Harmony company, and the oversized badger at Sreis' side. The vestiges of a plan began forming in his mind.   "You know, there was another rumor I heard about Vark. Supposedly, he's been storing exotic animals on the ship. That's why he doesn't keep the ship docked at all, but rather moored to a float some distance away. Perhaps he's looking to expand his stock, or we're interested in making a purchase? Could be an easy way to get on the ship, and get a look around. See what we're up against and get an idea of the layout, if nothing else."  
hustlertwo
Wilstaff scratches his chin.  I like it. The fact that we have people with weird companions that stick out can be used to our advantage. Bennett says he knows from experience how rare that is. 

The hob gazes out at the docks.

 There’s likely no more than seven people on the boat at a given time, and we can probably be in a room with just a few of them at a time for this theoretical deal. If we can neutralize those ones quick enough with strength of numbers, maybe we can do the same to the others and take control of the boat. Although if that shark Vark ain’t there, it may all be for naught.  It’s the ring she wants, not the boat. And I bet he’s the key to it all. 

Wil then looks at Bennett, aghast.

 Hey, I just got that crack about weird companions. Not cool, man.  
Greenflame133
When the time to convince Ashley and Ember, come more prepared. Long cloaks and scarves to hide their blue skin, and glaive on their backs.

 "That is a plan," "not a bad one," "however" "are will to risk loosing our pets." "The criminal world is not known to us." "But with luck" "Vark criminal dealings" "mean this whole situation will remain off the books."  Then they look at each other and nod.  "But answer us this." "If we are to fight, everyone on board." "Why not take the boat?" "It is bound to be more valuable than our pay" 
samduke
 While the boat may indeed be more valuable than what we have been offered in pay. I would tend to think the long term potential contracts may end up being something to consider as well.

As for the exotic companions that we have with us. I would rather leave the whole job, than lose the loyal companion at my side.

Now as to the ship itself and the crew that are onboard let us presume their numbers around nine. IF we can actually get on deck then we might stand a chance at surviving combat. But I think the better plan might be to entice the crew to want to be off the ship. It would have to be a very enticing thing to get most to all of them off.

So in that vain I would present a couple of ideas. 1: some sort of gambling spot, 2: some sort of house of ill repute, or the good ole favorite of many a sailor Free Drinks at the tavern.

I will not say these ideas are fool proof but they could work. 
Postmodernist
  "No one was suggesting you lose your pets. I was simply saying we could look the part of either sellers or buyers of exotic animals. Which provides an excuse to board the boat, look around, steal what we need, and launch a surprise assault, if necessary."   Drum's suggested plan seemed to have divided the group.
hustlertwo
 We need less talking, more doing. The plan to pose as animal buyers has merit in my book, so that’s my vote. As for taking the boat, Bennett gets mighty seasick. And certainly he has enough trouble keeping weight on his bones as it is. It isn’t to be a pirate’s life for us.

Let’s not overcomplicate matters. We know where the boat is. We know what we have to do. Let’s take them unawares, get Vark, solve the mystery, loot some bodies, and get paid.  
Greenflame133
 "It is a simple plan" "perhaps it's better that way" 
hustlertwo
Wilstaff counts on his fingers.   That's either three or five votes, depending on how one counts these things.  So that should settle it either way. 

He rolls his eyes at Bennett.   I don't care that you're a 'soft yes'.  This is a binary situation, mon frere, in that I ain't buyin' ary more of your malarkey.  Let's settle up and get going. 

OOC for rockdeworld:  
 Spoiler 
Did Wil get paid anything for his recon/manual labor?  If so, and if there's time left, he'll go buy some proper sling bullets.  If that happens we can just skip a post about it, don't want to slow the game down more than the debate did already.
 
samduke
 Very well then the plan is to pose as buyers of exotics. Now here comes the question that is bound to be asked by them.. Coin...  she lets that sink in a moment,  Just exactly how much do we have if we all combined our coin? 
Postmodernist
  "I haven't much, myself, but we need only  convince  them we've got it. As experienced buyers of the exotic, we're not going to empty our purses without inspecting the goods. Maybe we can acquire some finery for our negotiator, while the rest of us act as advisors and bodyguards?"  
ShadowOfAStorm
"I'm no liar." Sreis adds to the conversation, having spent previous exchanges silent, thinking, "so unless one of us is confident in their honeyed tongue, we might be surrounded before we know they know the deception."

They consider a little further, staring at the ground. "I could whisper up a fog, certainly, or perhaps better the figment of a fog, or a combination of the two. We could approach unseen, take the deck-contingent by surprise to split their group, and thereby even our odds against those below? Both subtle and direct, with no single point of failure. Given our employer's desire to be...distanced, from this matter, I doubt she'll mind if we strong-arm things."
samduke
 Well Considering I have an exotic already I would seem the most likely to present as a potential buyer, beside my stature I could seem hardly a threat to an untrained eye.

It seems that there will be no moon tonight and if we time the low tide correctly then we can have a few of us out on the ship posing as buyers and the rest of you would need to skulk under some form of cover, which will be aided in the fact there is no moon. 
Postmodernist
  "That works for me. The halfling poses as the buyer, the rest as aides and bodyguards. We'll keep the fog in our back pocket as an option. Shall we gear up and head out?"  
samduke
 We will need to find this Vark character as I think that will be our way onto the ship as animal buyers. I believe a tavern is our destination, is there anything further to discuss?  when the discussion is done, Harmony will travel with the others to the tavern in search of this Vark character who they have some description of.
hustlertwo
 Vark is at maximum foundage.  He's on the boat.  Once we secure transport, we can away. 
Greenflame133
 "We can swim." "There are many row boats lying around." "Would not be hard to borrow one." "Either option works for us" 
samduke
 I would suggest using a boat as it will be quieter than swimming. With this Vark Character on the boat How do we plan to get a message to them that we want to look at their exotics? and if we go that route then we must presume they will have most of their men on that ship. We need a plan for how to deal with that if things go bad. 
hustlertwo
Wilstaff flexes his fingers several times, getting antsy.  Or, well, antsier than usual.

 Maybe the fake buy is a bad idea.  If we can't sell it properly we'll put them on their guard and Vark may rabbit.  And, some offense intended, but none of y'all strike me as trained actors or con artists or anything like that.  Let's casually keep an eye to make sure he doesn't disembark, then either swim out in the night or use some sort of misty magic to cover our approach if we have to use a boat.  I prefer swimming, but maybe some of your mommas never taught you to swim proper by trying to drown you in the lake as a young'un, and if so I can respect that.  Only thing is, a boat may be quieter, but it's also easier to see.  Moreover, we don't have one, and buying or stealing a boat could also be a red flag to anyone paying attention.  Main thing is, let's make a choice and stick to it.
 The longer we stay here together jawing, the more conspicuous we become. 

OOC:  
 Spoiler 
I vote we just swim it.  But if y'all want we can do the boat, I just suggest if we do someone uses Obscuring Mist or something.  We'll be really easy for night watchmen to spot.  Given our collectively crappy charisma, the fake buyer plan may be a bad one.
 
Postmodernist
  "Swimming seems a poor option for those of us who might prefer the security of armor. Surely there's someone at the harbor who can signal the ship? Or we just approach and announce ourselves from our dinghy - the... whatever this thing is,"   Drum gestured at the phynxkin quizzically,   "and the badger should be more than enough evidence to get us aboard. But I agree, the longer we debate, the smaller our advantage grows. Regardless, the docks sound like our next stop."  
rockdeworld
The group finds a dinghy they can use, although it's a bit cramped getting everyone onboard. After Sreis casts Obscuring Mist, they're able to approach the Blue Nixie without raising any alarms. Once there, it's only a 10' climb to get aboard. Amber &amp; Ember and Will being the best climbers, they easily get up and get a clear view of the deck.

 
 Spoiler: The Blue Nixie 
S for each sailor on the deck.
 
 
samduke
Harmony and her companion climb over the rail as quietly as possible once on deck they will head for the sailors located at b2
Postmodernist
FollowingHarmony, Drummuunshtan climbs up the ropes and pulls himself onto the deck, ducking behind the twins and scanning the deck for activity.
hustlertwo
Wil waits for Bennett before moving out, casting Mage Armor for good measure.  Once Ben's up, the pair emerge from the mist to look about for any sign of guards, as well as any lanterns or torches.  Wil has a loaded sling in his off hand.

 
 Spoiler 
Wilstaff does have low light vision, so assuming it isn't pitch black, he should be able to see like normal up to 60 feet.
 
Greenflame133
Peaking over the boat side Amber and Ember notice the opening for stealth. With just a few man on board they decide to go for stealth. Directing a boat to right place and dropping a knottet rope for less athleticly inclined to climb.
rockdeworld
There are plenty of ropes to aid the climbers, so despite the ship's hull being slippery in places, everyone is able to climb up - though Sreis slips a few times and so arrives a bit later than everyone else.

The Phynxkin and Amber and Ember attempt to sneak up on the two sailors on B2, and while the phynxkin is successful, Ben is spotted whether by skill or luck the sailors spot their attackers before being taken by surprise.

 
 Spoiler: Combat 
 

Surprise round

The phynxkin doesn't have room to charge, but it can bite. 10 (12) misses.

Round 1

The sailor behind the helm, who spotted the party, cries out, "We're under attack!" He draws a rapier - the group can see that all 3 sailors have both a rapier and a light crossbow - and attacks Amber. He hits for 4 damage (Amber 3 HP)

Amber attacks with Stone Bones using her spiked guantlet. 18 (21) hits for 4 damage. She gains DR 5. Then she 5' steps away from the sailor to clear a path.

Ember attacks the same sailor with his spiked guantlet. 1 critical miss. He 5' steps in front of the sailor.

Sreis and his badger climb 10' up the rope.

Ben climbs onto the boat and moves in to attack the other sailor. 15 (16) hits for 5 damage.

Will climbs onto the boat behind Ben. Seeing an opportunity he casts Magic Missile at the sailor on the deck below for 4 damage.

That sailor cries out in shock and pain.

"This job aint worth this!" He says, and jumps overboard. He begins swimming for the shore.

Drum attacks the sailor at the helm. 14 (17) hits for 4 damage. The sailor staggers.

The second sailor says "I'm not getting paid enough for this!" He jumps off the boat. The phynxkin snaps at him (9 (11)), but misses.

Harmony climbs aboard the boat, drawing her scimitar, and mounts her phynxkin. She attempts a fast mount (6 (12)) but is unable to.

Then the phynxkin moves around the mast to flank the remaining sailor and attacks. 9 (13) hits for 8 damage. The sailor drops and begins bleeding, but stabilizes.

Round 2

A door below the helm bursts open and two sailors rush out brandishing light crossbows.

Neither Amber nor Ember have a clear path to their new targets, so Ember moves down the nearest stairs and attacks with his guantlet. 2 (5) misses.

Amber pulls out her glaive as she starts down the stairs and attacks the same sailor. 7 (10) misses.

Sreis and his badger make it up onto the ship and sees the 2 new sailors. He casts Sleep. Despite the odds, both shake it off.

Will moves up to the railing and casts Sunstroke on the other sailor. He takes 1+3 (4) nonlethal damage and is fatigued.

Ben moves to the top of the stairs nearest Will to block enemy passage.

Drum drops the 5' down to the lower deck and attacks the sailor in front of Ember. 19 (22) hits for 4 (7) damage.

"I'm not getting paid enough for this!" The sailor who remains standing cries. He drops his weapons and runs to jump over the side. Before he can get there, Ember hits him 11 (14) for 5 damage and drops him.

Harmony and Phynxkin move to the lower deck. Through the open doorway, they spot aa wardroom with a door open to the side and another, closed, in the back.

Round 3

The closed door bursts open and Soller Vark rushes out in a fury, accompanied by a female sailor. Both weild crossbows in hand, and stop in the wardroom.

Seeing the fallen sailor at Ember's feet, Vark's eyes go wide, and his crossbow shakes in his hands.

"Burn them!" He shrieks. "Burn them all!"

The sailor fires at Harmony, but misses.

Vark fires at Ember, at hits for 6 damage. (Ember 1 HP)

Ember uses Charging Minotaur to attack Vark. 1 critical miss.

Amber moves in behind Ember and attacks Vark with her glaive. 7 (10) misses.

Sreis can hear but not see, so moves downstairs. He casts Sleep on the 2 new enemies (carefully avoiding his allies). Both fall asleep.

 
 

It takes less than a minute for the party to disable all the crew on the top two decks.

Vark and the remaining living sailor are asleep in the wardroom, with the door to the captain's room open behind them.

However, smoke begins curling up from the deck below, and a glance through either hole shows one last sailor holding a torch and attempting (though clumsily) to light the animal cages on fire. With one already lit, monkeys and parrots nearby begin shrieking.
samduke
Harmony mounted, seeing the smoke heads below deck, with sword drawn she heads below seeking out the sailor that is setting things near the animals ablaze. (combat with the sailor when found) use wild empathy &amp;  Speak w/Animals to calm the animals as best as possible
Postmodernist
 "Search the captain's quarters - that's where our target should be. Keep your eyes peeled for anything stowaways or anything dangerous. Or valuable."  Drummuunshtan beings searching through the ship.
hustlertwo
Wil forgets the mission entirely when he sees the sailor trying to incinerate the captive animals.

 No sir!  There will be no more crispy critters on this ship tonight, you wretched blackguard! 

He charges toward the man, Bennett right beside him, and looks to beat the man senseless with Trudy and Beulah, otherwise known as his left and right fists, respectively.

Assuming he is able to defeat the jerk, he will try to retrieve the animals from any cages set alight, trusting his fire resistance to aid him in mitigating pain from this.

 
 Spoiler 
Link for dice rolls if needed:  https://forums.giantitp.com/showsing...5&amp;postcount=10 
 
rockdeworld
Between them, Harmony, Wil, and Ben drop the sailor before she can do any more damage.

 
 Spoiler: Combat 
Ben's claw attack alone would make her flee like the others, but she can't get past the group so simple combat skipped.
 

Now the only problem is the fire. Luckily, the ship is properly equipped and the party is able to put out the fire (and save the caged animals).

Harmony's wild empathy alone isn't enough to calm the animals, but when she casts Speak with Animals - and they put out the fire - she's able to make them see reason.

Drum's search of the ship - and the others', should they choose to join in - reveals no more sailors and a variety of sickly exotic animals in the hold.

 
 Spoiler: The Blue Nixie 
 
B1: Main Deck
B2: Quarterdeck
B3: Forecastle
B4: Sail Locker
B5: Chain Locker
B6: Wardroom
B7: Officer's Quarters
B8: Captain's Quarters
B9: Galley - Contains a small stove and storage for all kinds of foodstuffs.
B10: Hold - Contains a bit under two dozen cages of sickly exotic animals. The largest contains a spider-like creature the size of a pony.
B11: Crew Quarters
B12: Brig
B13: Bilge Access
 

A slow and careful search of the captain's quarters uncovers a large trunk, within which is a leather pouch of 100 pp - Lavinia's missing payment to the harbormaster. Lavinia's father's signet ring is hidden in the headboard of the captain's bunk, in a secret panel. A scrap of rolled-up parchment has been threaded through the ring.

 
 Spoiler: The scrap of rolled-up parchment 
 
 

 
 Spoiler: OOC 
For recapturing the Blue Nixie and finding the ring, the party gets 330 XP each!
 
Greenflame133
 "We captured the ship." "It was easier then expected." "Where the rest of varks me?" "Probably doing something shady with the man himself." "Perhaps we should row to port," "leave it" "and let the harbor master" "deal with it in the morning."

"We also found platinum." "It's 20 picises short" "from our fee." "Returning it would build repor with noble lady." "But we don't want to her personal gang of thieves" 

Ashley and Ember wonder outloud as they look into the black waters the night.
ShadowOfAStorm
"Search-" Sreis starts, by chance exactly as Drum begins a similar sentiment. They quietly trsil off, though, letting the dragon man finish without further interruption.

They identify the rather large arachnid creature. "Rhadodessa...I think. Nasty, grapply creature, or so I've heard. Glad this one's still calm" They say as they pet Mr. Sedgewick's head for mutual comfort

They take the parchment a moment, memorizing it. "Some sort of riddle to do with the vault, perhaps? Maybe based on the 'gazes' of the creatures listed?"
rockdeworld
Drum and Sreis also collect loot from Vark and the fallen sailors. From the sailors, they get: 4x leather armor, 4x buckler, 4x rapier, 4x light crossbow, 40 bolts, and 20 gp.

Vark turns out to have a masterwork rapier, a light crossbow with 10 bolts, masterwork studded leather, a masterwork buckler, an earring worth 50 gp, a silver ring worth 25 gp, and 2 elixirs of swimming.
samduke
 I suggest we take proof that we have dispatch these men. the Noble Lady may ask for proof.
Do you think we can bring this ship back into the dock, without causing it or the dock damage? 
Postmodernist
  "We got what we came for. I think  our employer,"    Drum's emphasis on the noun implying that the team should strive to maintain the Lady's anonymity, should they be overheard,  "will be satisfied. Take whatever looks valuable and isn't tied down. As for the boat, I'm no sailor, but if one of you can do it, you're welcome to try."  

Drum hurries to stuff the team's ill-gotten goods into a sack he snagged somewhere belowdecks. In the hold, he looks at the sad animals, then to Sreis and Harmony.   "What shall we do with them? We could free them, if you can convince them not to harm us. We could sell them, though we'd draw some attention to ourselves. Will they come to greater harm here or in the wilds of the harbor?"   Drum looked at the two expectantly for a moment, awaiting their response while he continued to stow gear.
hustlertwo
 Proof, eh?  What are we thinking, cut off some fingers, maybe a couple toes?  Always been an ear guy myself.  However, if we can bring the ship to port, why not go further and bring in the thugs themselves?  I imagine our employer would like to either see justice done or mete out a bit of it herself. 

He regards the one who tried to hurt the animals with cold indifference.

 That one?  A good suggestion, Ben. My bony buddy is normally the one who tries to talk me out of excessive violence. He’s more a parental guidance suggested sort of guy himself. But seeing Torchy Torcherson here try to incinerate those animals, ol’ Bennett says we ought to just load his pockets with rocks and toss him overboard. Can’t say as I mind the idea too much. But if we want to be all dull and turn him in too, I suppose that’s also a way to go. 
samduke
 I was thinking Vark's head might be proof enough for the noble lady.
Leave the corpses here on deck, we will have the noble lady pay to have people trained to run a ship bring it back to port. I would like to study the scroll for a while however it seems to be a puzzle of sorts. I recommend not telling the noble lady that we found this or any of the additional things on the ship. Returning only her fathers ring so that we may get paid what she said she would. 
rockdeworld
On returning to Vanderboren manor, the party finds Lavinia once again in her dining hall. Though rather than dining, she's puffing a cigar while looking at the painting on the wall. When they enter, she turns and her jaw relaxes on seeing them. And after getting their report (and the signet ring), she looks positively overjoyed.

"Well done! You've all done justice to your reputations. Now I owe you your pay. Kora." At her gesture, Kora gives each of the party members the promised 200 gp.

"With that done," Lavinia continues, "I'd like to make you a job offer. I need capable men and women, and I can offer you each 100 gold a month for your services. My family's status could provide you with advantages and rewards beyond that wage as well. You'd be my personal troubleshooters, agents, and bodyguards.

"If you're interested, I already have a task in mind. Now that I have this ring, I must travel to Castle Teraknian in the Sasserine Harbor to check my family vault. I have never personally been inside, so I don't know what it may hold. But rumors say that some family vaults are quite extensive and guarded by traps or construct guardians. So I want you to accompany me for protection and to aid with investigating the vault's contents."
hustlertwo
 Well, seeing as how you’ve got the shinies and we don’t, I’d say Ben and I are yours for the commanding. After we go out and about to get all prettied up for you, of course.  And what’s prettier than weapons?  That’s what Ma always said, which is why she’d lie on her back for any fellow what brought her a shortspear or a couple of kukri. 

Wil and Ben accept both the payment and future job with gusto, and set off to spend this coin as quickly as possible.
samduke
 Harmony 
 We left your ship and the dead occupants where it was I would suggest that if you want the ship back to the dock that you hire an able bodied crew to do so for you. 

 "If you're interested, I already have a task in mind. Now that I have this ring, I must travel to Castle Teraknian in the Sasserine Harbor to check my family vault. I have never personally been inside, so I don't know what it may hold. But rumors say that some family vaults are quite extensive and guarded by traps or construct guardians. So I want you to accompany me for protection and to aid with investigating the vault's contents." 

 This sounds like it might be quite the trip. Your family vault sounds like it is quite dangerous.
I think myself and my companions might want to gather anything we might think we would need beforehand. I would like to stipulate that any baddies that we encounter &amp; all the loot we find is ours to keep and do with as we see fit. As for your payment offer of 100gp a month, I think we should negotiate a bit to encompass the extra hazards, traps, monsters ect.
 
Postmodernist
  "Like my colleagues, I may have some stipulations, and may want to temporarily depart to pursue my own ends on occasion, but I am interested in your offer. If you could provide any further details of this vault job, that might help us better equip ourselves."   Drum was itching to spend that coin, and he was sure his comrades were as well.
Greenflame133
Amber and Ember shown some disappointment at receiving one share of the loot. So, did Ben and Wil. The noble lady is currently not buying herself much of a favour.

 "100 a month is not a lot." "Not for jobs like we just did." "It is a good pay for a bodyguard." "100 a month and full looting rights." "That is a good pay" "if all you want a safe passage to the vault." "Diving to trap ridden dungeon, that asks for hazard pay." "and you do want to recover something from it."

"Another topic are provisions." "Touches, food, ropes and weapons." "Then more of those you provide." "The less coin we expect." "That is to say." "We need a proper contract,"  "before we agree to something." 
rockdeworld
 
 Spoiler: Negotiation 
Harmony, Amber &amp; Ember, and Drum roll 11, 19, and 19 for Diplomacy, respectively. Lavinia beats the first and third, but Amber &amp; Ember win an advantage.
 


 
 Originally Posted by Greenflame133 
  "100 a month is not a lot." "Not for jobs like we just did." "It is a good pay for a bodyguard." "100 a month and full looting rights." "That is a good pay" "if all you want a safe passage to the vault." "Diving to trap ridden dungeon, that asks for hazard pay." "and you do want to recover something from it."

"Another topic are provisions." "Touches, food, ropes and weapons." "Then more of those you provide." "The less coin we expect." "That is to say." "We need a proper contract,"  "before we agree to something."  
 

"Yes, that's fine." Lavinia answers. "I'll add an additional 100 for anywhere potentially dangerous that I ask you to go, and you have looting rights. Of course, that does not include my family's possessions. I'll draw up contracts by tomorrow, but I'll advance you the first month's pay now, plus 100 for the vault tomorrow."

After each party member agrees to the terms, Kora gives them the additional 200 gp.


 
 Originally Posted by samduke 
  We left your ship and the dead occupants where it was I would suggest that if you want the ship back to the dock that you hire an able bodied crew to do so for you.  
 

"Indeed. I'll go there now."

Then Lavinia smiles at the group - an pure and innocent smile that makes her look younger than the adult woman she is.

"I'll be in your care. Take the rest of the day off. Then meet me at my manor tomorrow morning. We'll go to Castle Teraknian together. Good day to you all."

Kora sees the group out, and shortly thereafter Lavinia herself steps out and she and Kora head off toward the harbor.

 
 Spoiler: Lavinia's excursion 
In case anyone decides to follow or join Lavinia. She doesn't mind the company.

"I think it's time I had a talk about Lord Islaren about the sort of men he employs." Lavinia says. Then she and Kora headown to the docks. Once there, Lavinia steps into a building, and emerges a bit later with a haggard old man and no less than 6 broad-chested dock hands. The group takes a dinghy out to the Blue Nixie.

Once aboard, they take in the state of the ship, its occupants, and the hold. Lord Islaren appears first shocked, then furious.

"Lord Islaren," Lavinia begins, "the state of my ship is as you see it. Given your reputation, I can only conclude that a band of brigands stole the ship away from your docks in the night."

"We will soon see." The old man answers. He orders his men to surround the remaining living sailors, and wake them up one at a time.

On interrogation, the sailors know only that their boss, Vark, was going to pay them 20 gp apiece to help load crates of animals on to the Blue Nixie and then a few days later onto another ship in the middle of the night - tonight, in fact.

"Men," Islaren says, "get these thieves off Lady Vandorboren's ship."

They take their prisoners to the dinghy, and Islaren turns to Lavinia.

"Lady Lavinia, I cannot apologize enough for this terrible theft of your ship. I will of course send men to clean it and remove these cages. I could not have imagined... Well, in any case, please allow us to make amends by preparing the Blue Nixie for its next voyage. I hope the Vanderboren house will continue to favor us with its business with us in the future."

"Of course, Lord Islaren." Lavinia replies, and after a few more pleasantries, the harbormaster takes his leave.

That done, Lavinia turns her attention to a dock hand that stayed behind.

"I trust my ship is safe in your capable hands." She says.

"Yes my lady!" He salutes.

Lavinia and Kora both grin, and head to the dinghy to return home.
 
rockdeworld
When the group assembles at Vanderboren manor the next day, Kora and Lavinia are already out front with a coach. She invites the group to join her, and they're ferried first over the streets, then across the water, to Castle Teraknian.

 
 Spoiler: Map 
 
 

Once there, they spend little time in the castle itself. Lavinia stops only to speak to a clerk, who verifies Lavinia's identity and her signet, and then escorts them down a spiral staircase into a large circular chamber under the castle.

Over a dozen five-foot-wide hallways radiate out from the central vault chamber. Each of these halls is ten feet long and ends at a single iron door - the entrance to a family vault. Once the clerk leads the group to the Vanderboren vault, he goes no further - instead bidding them good day and returning up the staircase whence he came.

The iron door is emblazoned with a simple rune - an eight-pointed star. Above the door, inscribed in flowing script on a polished silver plaque, is the name "Vanderboren." A single handle protrudes from the door, just below a circular depression bearing the mark of the Vanderboren signet.

Lavinia frowns at the star on the door.

"I don't recognize that rune, though it does seem familiar."

Having said that, Lavinia doesn't hesitate to step forward and set her signet ring into the handle. The door flashes once with blue light, then slowly swings open on creaking hinges. Lavinia then steps back.

"Now it's your turn. Make sure the vault is safe."

Beyond the door the party can see into a domed chamber whose floor is made of polished green marble. Two fifteen-foot-wide alcoves have lower ceilings and feature marble pillars carved to resemble coiling snakes. In the center of the room, five similar pillars are embedded into the walls, rising up thirty feet to a dome overhead. Looking up, the dome bears a huge representation of the same eight-pointed star that was engraved on the door.

 
 Spoiler: Vault map 
 
 
samduke
 Harmony 
Looking into the vault proper , Casting Detect Magic, she examines the floor, walls and ceiling for any magic residue, &lt;if nothing is seen&gt; she begins walking into the center (right where it says v2). using caution as she walks. She then will continue her gaze while her spell is still active looking down both left and right halls, at the floor, walls and ceiling for any magic residue.

*Provided nothing happens at that point she will call out her companions
hustlertwo
Wilstaff glares at Bennett as they approach the vault.   Quiet, you!  Yes, saying 'more like VanderBORING' is hilarious, and I will laugh heartily about it later, but right now it's just bad form to insult the employer mid-job.  Just for that, you're going first, and you have to be the firefly. 

Assuming nothing is found through Detect Magic, Wilstaff will cast Mage Armor to push his AC to 17, then he casts Light on Wilstaff's hairless skull to help illuminate the chamber.  He then directs the skeleton to walk to V2, and if nothing happens, to continue moving around the perimeter of the room to see if anything happens.  If nothing does, Wilstaff enters as well.
Greenflame133
A&amp;E enter slowly, getting more experienced... buglers(?) scout ahead. Ones the centre was determined safe, they look to the five snake columns. That's where they would expect a door, but it's not a door. Perhaps some part of the column can be moved? They try left, right, up, down, forward, backwards, and rotating or tilting, to make sure the columns are firmly in place.
Postmodernist
Drum stares at the rune, scrutinizing it to see if he recognizes any details. He then enters, his polearm resting against his left shoulder. He makes a brief arcane gesture, sweeping his hands across the chamber, and four softly incandescent orbs materialize, casting the room in a warm amber glow, providing atmospheric lighting to complement the lighthouse effect of the hobgoblin's spell. He scans the room, comparing the star murals above &amp; below with the rune they saw outside, as well as examining it for anything unusual.
rockdeworld
As far as anyone can tell on casual inspection, the room is empty and nonmagical.

No one notices a threat until Drum is bitten by an iron cobra.

 
 Spoiler: Combat 
 

Surprise round

The cobra attacks, but its teeth bounce off Drum's armor.

Sreis recognizes the creature as a medium construct with DR 5/adamantine, and tells the group.

Round 1

Not having a clear charge, Amber tumbles past her allies to an open position. 20 (24) - the cobra doesn't get an attack of opportunity. She attacks the cobra with her glaive. 4 (7) misses.

Ember, being further away, double moves to get into the room. He makes a tumble check as well. 15 (19) lets him move 30 feet safely, so he moves behind Amber and set up a charge next turn. He warns his allies to move out of the way.

Sreis lets Mr Sedgewick lead, though the room is too cramped for them to get in yet.

Ben attacks with his rapier. 12 misses.
Will can just see the cobra and so casts Magic Missile. The cobra has spell resistance. Will gets 11 (12) for his caster level check, and the missile fizzles.

Drum 5' steps out of Ember's way, adjacent to the cobra, drops his guisarme and draws and attacks with his greatsword. 15 (19) hits for 6+1 (10-5=5) damage.

The cobra attacks Harmony next. It hits for 3 damage (5 HP) and injects poison. Harmony rolls 7 (11) and fails the fortitude save. She takes 3 STR damage (7 STR). Her gear becomes a Heavy Load for her, reducing max Dex to +1 and making some skills harder.

Phynxkin 5' steps in and bites the cobra, flanking with Drum. 10 (14) hits for 2 (4-5=0) damage.
Harmony moves out of the way. Since the cobra's DR is too high for her to damage, she readies an action to cast Cure Light Wounds on the first person in range to fall.

Round 2

Amber attacks. 7 (10) misses. She moves out of Ember's way.
Ember uses Charging Minotaur. 1 (5) doesn't beat the cobra's strength check. Ember is knocked back.

Sreis and Mr. Sedgewick enter the room but can't get close to the cobra yet.

Ben moves behind the cobra to provide flanking.
The cobra attacks with an attack of opportunity, but can't penetrate Ben's armor.
Ben attacks with his rapier. 14 (15) hits for 4 (5-5=0) damage.
Will moves into the room and slings a bullet. 18 (22) hits for 2 (5-5=0) damage.

Drum power attacks. 13 (18) hits for 1+4 (10-5=5) damage.

The cobra attacks Ember, but can't penetrate his armor.

Harmony notices the cobra glancing out the door in Lavinia's direction, or perhaps Lavinia's signet ring. It doesn't look like a predator, but rather a guard seeking confirmation for its actions.
 


Struck with inspiration, Harmony calls her Phynxkin back to her and calls out to Lavinia, inviting her to present her signet ring to the construct.

Lavinia understands at once, and does so. At that, the cobra immediately becomes docile and ceases attacking. If allowed, it returns to its post behind the pillar on the right.

 
 Spoiler: Poison 
A minute after the first save, Harmony makes another fortitude save. 12 (16) resists the poison. So she remains at 7 STR.
 


After that, the group is free to search the room without interruption. A careful search reveals no traps, but the party does find that the snake patterns on the pillar recessed into the chamber's walls are different than those of the other pillars. They find a hidden switch. When triggered, it causes the snake designs to animate. They writhe aside like living creatures, forming a coiling archway that allows access into the next area.

 
 Spoiler: Map 
 
 


This octagonal room is supported by a single large pillar with dozens of deep grooves along its sides. The seven walls of this room each bear fantastically detailed bas-relief carvings of exotic monsters in threatening poses. Starting at the wall immediately to the west of the entrance to the room and moving clockwise, the carvings depict a tentacled monster with a glaring red eye and am outh full of pointed teeth, a looming dragon, a fish-like creature with three eyes and four tentacles, a two-headed giant wielding a pair of immense clubs, a spherical creature with four eyestalks and a bulging central eye over a drooling maw, a gorilla-like beast with fanged maw and six eyes, and finally a towering black spider with seven eyes.

Each monster's eyes consist of a glittering red stone. The ceiling above is only ten feet high, with the now-familiar eight-pointed star pattern radiating out from the grooved pillar. The arms of this star are black, save for the one pointing south toward the entrance, which is red.

A search of this new room reveals no traps, but the stone tumbler in the center can be rotated in both directions. It doesn't rotate smoothly, but rather "clicks" in its socket as it rotates - eight times in the course of a single revolution. As the pillar rotates, the eight-pointed star in the ceiling rotates as well, the red arm pointing to a new wall with each click.

Once she receives the all-clear, Lavinia and Kora join the party in the room. They take in the surroundings, giving the party time to discuss.
Greenflame133
A&amp;E walks around the pillar,  "This is must be a key." "A voult of some type?" "Rotate the pillar," "input a code." "A skilled thive might be able to listen to licks" "and open without know the patter." "We are are no thives" "just marshal artist."  They wonder out load. Careful not to mentsion the note found on ship
samduke
looking carefully at the creatures and  spots  the eyes.

 I think this is the clue to proceed, we need to move the dial left or right and match up the number of eyes.

you should watch out this may be a trap  sending her animal companion out of the room

 Harmony 
Starting with 1, turn the dial left to 2, then right 3, left 4, right 5, left 6, right 7...
if nothing happens
Starting with 1, turn dial right to 2, left 3, right 4, left 5, right 6, left 7
rockdeworld
Harmony can see all the eyes. Nothing happens after either attempt with the tumbler.

"It sounds like a safe combination." Lavinia muses. "Perhaps it's not the direction, but the number of turns that matters.".
Greenflame133
 "Intrastingc" "idea"  A&amp;E say more at ones the alternatingly. They decide to try aligning the red arrow with the cyclops. Then they turn the pillar, one to the right.  "Now" "two"  two clicks left.  "This is" "seven"  seven clicks left makes a full circle.  "Seven" "again" "That dosn't" "seem rigjrt" 
Postmodernist
 
 Originally Posted by rockdeworld 
 Harmony can see all the eyes. Nothing happens after either attempt with the tumbler.

"It sounds like a safe combination." Lavinia muses. "Perhaps it's not the direction, but the number of turns that matters.". 
 

  "Ahhhh,   Drum replies, angry that he didn't see it earlier.   "We turn six chimera eyes to 'sunrise,' or east, then one cyclops eye west, and so on and so forth. Six, one, two, four, two."   Drum nodded at Harmony, her idea the inspiration for the effort.   "And yes, we should be careful, as this place is clearly liable to be dangerous, as we've already seen."  
rockdeworld
Nothing happens when A&amp;E try the device. But after the party tries Drum's idea, the entire room rumbles as five alcoves rotate in place, revealing several coffers and 20 chests.

However, the first chest is empty. And the second. Lavinia's mouth becomes thinner and thinner as more and more chests turn up empty. Finally, in the last alcove, there's a reprieve - several of the chests here remain untouched. In all, there's a few thousand gp in coins and gems left in these along with a large number of ledgers and a small iron coffer containing a thick pile of documents.

Lavinia immediately steps to the ledgers and leafs through them. As she does, her face relaxes.

"These ledgers list debts owed to the Vanderborens from various guilds and noble families." She tells the group. "It seems my parents made a practice of doing dangerous favors for numerous organizations in Sasserine, yet rarely bothered to collect rewards. Instead, they allowed their patrons to keep the rewards with the understanding that they could collect at any time. Between the gold and these letters of credit, I now have more than enough to begin setting my estate back in order."

Then she turns her attention to the documents in the iron coffer.

"Strange. This is my mother's handwriting, but I don't recognize the language other than it being elven letters. Can any of you read it?"

The document includes several maps of jungles, coastlines, and other regions that seem to represent some unknown tropical location. The document also includes dozens of sketches of strange, exotic creatures.

"In any case," Lavinia continues, "Kora, give these fine people 200 gp each. They've earned it for their help with this job. Then let's leave."

Kora does so, while Lavinia stows the ledgers and picks up the iron coffer. She hands it to Kora, then leads the group back out the way they came, stopping only at the clerk's desk.

"I have a question for you." She says. "Has anyone else visited my family's vault recently?"

The clerk pulls out a schedule, and turns through several pages before answering.

"Why yes ma'am. Your brother Vanthus visited the vault several times over the past month."

"Vanthus!" Lavinia answers, her face pale. "He has been missing for the past month!"

"What! You mean you haven't seen him at all? Nor know that he'd been here?" The clerk says, looking shocked. Lavinia shakes her head. "Well I can tell you he had the family signet ring, and the notes here say he recognized him as a Vanderboren."

"You must tell me immediately if he visits again!" Lavinia insists.

"Of course ma'am!" the clerk nods vigorously.

"Very well then. We're done here." Lavinia says. She returns to her coach, and drives the party back to her manor.

 
 Spoiler: OOC 
Mission complete. The party gets 300 XP!

Feel free to post any actions your characters would like to take up to this point, or any questions for the clerk, and I'll answer them in my next post.
 


Back at the manor, Lavinia leads the group back to the dining room.

"With my family's immediate financial problems taken care of, Vanthus is now my primary concern." Lavinia says to the group, and motions to the painting on the wall.

 
 Spoiler: Painting 
 
 


"That's him there. You must understand, the two of us were quite close growing up, since our parents were rarely around. We grew to depend on each other, and got into a fair amount of trouble together." Lavinia grins, but her expression is tinged with sadness and frustration.

"After one particularly complex prank involving several elixirs of love being emptied into the nearby water tower, our childhoods came to an end. I was sent to the Thenalar Academy to live the next five years of my life in study, and Vanthus was shipped out to work on a plantation.

"When we returned to live in the family manor a year ago, we had both changed. I learned much at the Thenalar. Vanthus, on the other hand, had developed a deep bitterness. He no longer had time for family, slept all day, and spent the nights with associates of doubtful character. Eventually, he moved out of the house entirely. I believe he took up with a lover in the Azure district, but I never learned the details.

"When our parents died, Vanthus returned to live at the manor for a week, but he had changed even more. The easy sense of humor he had as a child was gone, and in its place was a bitter cynicism and a morbid streak. We quarreled. He gathered his belongings and left. I haven't been able to find him since. Given the nature of Sasserine, I thought that meant he was dead.

"But now that I know he is alive, I must take action. I suspect his withdrawals from the vault were for his new acquaintances, and that he's in over his head. There are people in this city who would be just as happy to ransom a noble head as to cut it off, and given the state of our vault he's nearing one of those two ends.

"Although his actions and attitude might speak otherwise, I believe I can make him see reason. The problem is, I have no idea where he's gone.

"That's where you come in. Your job is to find him and bring him home.

"To get started, I recommend asking around about Vanthus in the city. From what I've heard, I suspect he's been living with a woman in the Azure District, but that's only from a rumor. Even if I'm wrong though, I doubt he's been hiding in Champion's or Noble District.

"That's all I have for you. I leave the remaining investigation in your hands."
samduke
 So you wish us to go find this lost brother and if he is alive bring him bac here. What if he does not want to come back? What if he is not alive when we find him or worse yet dies on the return back if he does come?

This task may require a significant investment in time and resources. I fear that your previous payment offer may not be enough as Sasserine is very expansive &amp; Azure district is not a small place either. I think my associates and I need to discuss just what we think this task may require financially speaking, Before we accept this task. 
hustlertwo
Wilstaff salutes his employer.   I understand the mission: make the mopey rich boy see reason.  Bennett says it'll be hard for me to make him see something I only have passing familiarity with myself, but that's his own bitter cynicism, so ignore him.  I am confident we can bring him back.  Or, you know, part of him. 

Wil holds his hands up at Bennett in a defensive manner.

 Fine!  Fine!  Most.  We'll bring back at least most of him.  Seven-eighths sounds doable as a minimum.  I'm quite skilled at finding bits of nobleperson.  Also removing bits of nobleperson, but we won't do that here.  Probably. 

They head out to shop for some fancy gloves and rattle a few cages in an effort to find the wayward brother.
Greenflame133
When the documents are brought up, A&amp;E recognises the language.  "It's Sylvan" "a beautiful tongue" "speaks of some place" "an Isle of Dread" "how foreboding." "Perhaps we can ready thought those notes" "see if there is anything" "to worry about" 

When it comes to finding the brother
 "He might not be that hard to find" "for one," "we know he keeps returning to the vault." "Perhaps cleared marked the time of date?" "Either way," "if we hang out in the area"for long enough." "We should see him." 
rockdeworld
 
 Originally Posted by Greenflame133 
 When the documents are brought up, A&amp;E recognises the language.  "It's Sylvan" "a beautiful tongue" "speaks of some place" "an Isle of Dread" "how foreboding." "Perhaps we can ready thought those notes" "see if there is anything" "to worry about"  
 

"Sylvan! Thank you Amber and Ember. With that, I can find a translator to work on this book. And the Isle of Dread. I wonder what it was that made my mother store this document in our family's vault."

---


 
 Originally Posted by samduke 
  So you wish us to go find this lost brother and if he is alive bring him bac here. What if he does not want to come back? What if he is not alive when we find him or worse yet dies on the return back if he does come?

This task may require a significant investment in time and resources. I fear that your previous payment offer may not be enough as Sasserine is very expansive &amp; Azure district is not a small place either. I think my associates and I need to discuss just what we think this task may require financially speaking, Before we accept this task.  
 

 
 Spoiler: OOC 
Harmony rolls 15 (15) for an opposed diplomacy check, but Lavinia beats it.
 

"Is the 200 gold I just paid you not enough?" Lavinia asks, raising an eyebrow.

"To answer your question, of course I want to see my brother alive. If you can persuade him to return on his own, so much the better. But if he refuses, at least find him, make sure he's safe, and that you can at least deliver letters to him."

---

After a few days of information gathering in the various districts of the city (and showing a willingness to spend gold), Wil and Harmony are approached by a man who offers to lead them to Vanthus's hideout for 5 gp.

In that time, Amber and Ember don't see Vanthus return to the bank.
samduke
After a few days of information gathering in the various districts of the city (and showing a willingness to spend gold), Wil and Harmony are approached by a man who offers to lead them to Vanthus's hideout for 5 gp.

 Harmony 
 Very well my good man here is 2gp to take us there and the rest you shall receive when we get there. 
hustlertwo
Wil is quite excited, and holds up four gold pieces.   Ah heck, make it six total after we see our wayward nobleman.  Either we see this task to a speedy conclusion or it's a trap and we get to pluck out more eyeballs to add to our collection.  Either way, I'm excited to be a part of this! 
Postmodernist
Drum thanks Lavinia, and pockets the gold, unsure of what to spend it on. His curiosity was piqued, however. Something seemed amiss, and Lavinia's "missing" brother having been to the vault previously was obviously suspect. Presumably, he'd cleaned them out, but the dragonborn duskblade still didn't fully trust Lavinia. Still, the gold was hard to argue with.

Drum spends the few intervening days looking for places to research, specifically anything pertaining to Castle Teraknian, the Isle of Dread, as well as his curiosity about his visions regarding dragons and the Grimoire Arcanamach. He will also happily accompany Wil and Harmony in their investigation of Vanthus' hideout, should they inform the wider party.
rockdeworld
 
 Originally Posted by samduke 
  Very well my good man here is 2gp to take us there and the rest you shall receive when we get there.  
 


 
 Originally Posted by hustlertwo 
  Ah heck, make it six total after we see our wayward nobleman.  Either we see this task to a speedy conclusion or it's a trap and we get to pluck out more eyeballs to add to our collection.  Either way, I'm excited to be a part of this!  
 

"R-right you are good people!" The man takes them to Parrot Island, explaining that Vanthus has been living for the past few days in an abandoned complex of smuggler's tunnels below the isle.

 
 Spoiler: Parrot Island's location in Sasserine 
Incidentally, it's common knowledge that Parrot Island is unoccupied, and derives its name from the exotic birds that live there.
 
 


A short boat trip takes the group across the water. The man offers to take them to the hidden trap door that Vanthus has ben using to enter and exit the complex for an additional 5 gold.
Greenflame133
A&amp;E hang outed near the entrance of the volt, showing off their skill in acrobatics. In hopes to spot the missing brother and make earing some coin.

Should Will &amp; Harmony invaite them along, they would join as they don't put much stock in thier own plan
samduke
 
 Originally Posted by rockdeworld 
 "R-right you are good people!" The man takes them to Parrot Island, explaining that Vanthus has been living for the past few days in an abandoned complex of smuggler's tunnels below the isle.

 
 Spoiler: Parrot Island's location in Sasserine 
Incidentally, it's common knowledge that Parrot Island is unoccupied, and derives its name from the exotic birds that live there.
 
 


A short boat trip takes the group across the water. The man offers to take them to the hidden trap door that Vanthus has ben using to enter and exit the complex for an additional 5 gold. 
 


 
 Originally Posted by Greenflame133 
 A&amp;E hang outed near the entrance of the volt, showing off their skill in acrobatics. In hopes to spot the missing brother and make earing some coin.

Should Will &amp; Harmony invaite them along, they would join as they don't put much stock in thier own plan 
 

Before Leaving to go find Vanthus,  Wil would you and your companion keep this fellow company for a short while I need to go round up the rest of our companions so that we may all travel together.
 
Harmony Excuses herself, then gets and gets the rest of the party and before returning explains what is going on..  this man is probably not being truthful about the location of Vanthus, and that we should be ready for a trap. 
then returning to Wil and the man with the rest of the party...   Parrot Island you said .. let us be on our way... as for extra gold to show us a trap door we have already given you 6 and promised an additional 3 for getting us here, if you want more, we will only give that if and when we have Vanthus at our side 
hustlertwo
Wil and Ben gladly do so.  Wil readies to cast Sunstroke if the man moves (and keeps readying it the whole time until the crew rejoins them), and if Ben is in melee range, he will ready to rap(ier) this potential brigand.

 I like you, new friend, and will gladly give you your payday if this pays out.  But my colleague is not so trusting, so if you move one inch, I will kill you and save your corpse for future reanimation.  Bennett here could use a playmate.  Do you prefer to be a skeleton or zombie?  You know, hopefully won't happen, but we probably won't have a chance to get your preference while we're gutting you, so now's the time to speak up. 
Postmodernist
Drum remains circumspect on the journey to the purported smugglers' island, keeping his eye on the horizon, wary for ambush or observation. Harmony's cautiousness had raised his metaphorical hackles (dragonborn not being saddled with such mammalian features), and he kept his weapons at the ready.

  "You know what we might expect down here, friend?"   Drum asked, gauging the man's reply.
rockdeworld
 
 Originally Posted by hustlertwo 
  I like you, new friend, and will gladly give you your payday if this pays out.  But my colleague is not so trusting, so if you move one inch, I will kill you and save your corpse for future reanimation.  Bennett here could use a playmate.  Do you prefer to be a skeleton or zombie?  You know, hopefully won't happen, but we probably won't have a chance to get your preference while we're gutting you, so now's the time to speak up.  
 

The man pales as he notices the face under Bennett's hood for the first time.

"Nice view here, don't you think?" He says hoarsely, "I think I'll stay just where I am without moving. Not an inch."

---
True to his word, the man takes them to the island, though he stops at the beach.

The party notes a partially overgrown trail leading up from the beach to a small clearing at the center of the island.


 
 Originally Posted by Postmodernist 
   "You know what we might expect down here, friend?"   Drum asked, gauging the man's reply. 
 

"Of course! It was quite a job for us, but now you can move through the tunnels without a care. No doubt Vanthus is sleeping somewhere in there, and I wouldn't be surprised if you find some smuggled goods too. That offer to take you to the trapdoor is still open, by the way."

It's clearer that he's lying this time. At least about Vanthus and the tunnels.
samduke
Harmony Drawing her blade and putting it right in the middle of the man

 No friend you will not wait here, YOU WILL take us to the location of Vanthus or I WILL gut you here and now!   Intimidate 
rockdeworld
The man cowers under the fierce glare of the halfling.

"Right away ma'am!" He says, and fairly runs up the trail to the clearing. He stops at a stone trap door at the southern end of the clearing, yanks it open, and shouts into it.

"Vanthus!" He cries, unable to hide the fear in his voice. "Are you there?! I need to see you!"

After hearing no reply, he puts his hands to his mouth and shouts so the whole island can hear.

"Vanthus!"

After a few more seconds with no reply, he turns to Harmony (assuming the group followed).

"He's got to be here somewhere, I swear! He told me to bring you here and tell you he's been down there. He's got to be here!"
samduke
 You will go first and if we do not find Vanthus soon you will become a permanent resident here 
rockdeworld
"R-right then!" He says, and yells down the cave once more. "Vanthus?! I'm coming in!"

He proceeds to climb down a rope hanging from a hook on the wall. The shaft itself is just over 30 feet deep, and he is soon at the bottom. He looks around, then back up at the group.

"It's just a tunnel down here. Should I look around? I'm sure Vanthus is here somewhere."
samduke
Harmony with Phynx following decends, pushing the man at sword point, just far enough that the rest of the party could decend ...Shouting...  OH Vanthus, We have come to give you the rest of that treasure from the Vault! 
hustlertwo
Bennett climbs down and Wilstaff follows as soon as the skeleton is safely down.  He shakes his head at his comrade's outburst.   Nah.  Wouldn't have said anything.  He's not like to trust us, and the sooner he hears us coming, the better chance he rabbits through some other exit.  Assuming he is here, of course.  I spent some time with this one and took a liking to him.  Now I kinda hope he's not telling the truth so we can spend a lot, lot more time together.  So long as the magic binds his bones together, in fact. 

Wilstaff's smile shows far too many teeth, even for a hobgoblin.  If the way they are going looks dark, Wilstaff will cast Light on one of his javelins and hold it in one hand, leaving the other free.
rockdeworld
"No need to worry about that!" The man says, making sure to stay ahead of Harmony's sword. "No other exits. At least, I don't think so. The smugglers don't want to be found, you see, and fewer doors means fewer chances of discovery."

Now that they're in the tunnel, Harmony and Wil can see it curves back and forth, and walls block their view of the end. However, there are lit torches on the walls to light the way.
Greenflame133
A&amp;E follow along. 'every day, we become as of a thug' they think. Then man who lead them here isn't seem to know who Vanthus is. The expected an ambush from a group of bandits, but now they are going down, the fear something much worse laies down here.  "smugglers don't want to be found" "and yet he lit the tourches for a friendly vist" "how odse this work?"  They prod, hopeing to hear some hint to dangers ahead
hustlertwo
Bennett follows right behind their cryptic guide, while Wil remains five feet behind his skeletal crony.  He casts Light on a javelin anyhow, just to be prepared, and nods grimly at the words of his doubled companion.

 Quite right you are, Gruesome Twosome.  It's a puzzler to be sure.  Just have to trust that if there's trouble we can handle it.  If we can't, may our deaths be glorious!  Unless we can run away, of course, in which case we should probably do that gloriously instead. 

He grumbles at the skeleton trudging in front of him.   Well la dee da, Mr. I'm Not Worried About It Because I'm Already Dead.  Some of us are still afflicted by an overabundance of life, and while it's a temporary condition, I'm not necessarily looking to shorten its duration too much at present. 
Postmodernist
  "Where did you find this... guide? He seems dishonest and cowardly, which means he might not be much use to us. I imagine, were I to find myself in similar circumstances, I would hurry up and find Vanthus instead of being left in this place. What was it he said? 'Smugglers don't want to be found, you see, and fewer doors means fewer chances of discovery.' I certainly wouldn't want to be left somewhere with little chance of discovery. Might be inconvenient. Of course, our short friend's dragoncat is looking hungry, too."  

Drummuunshtan lights a torch from one of the burning torches placed in a nearby sconce, before handing it to their fretful escort.   "Here take this, make yourself useful. Light the way."   He then gives the chap an encouraging clap on the back, perhaps a bit harder than the chap might have liked.
rockdeworld
 
 Spoiler: OOC 
Since ShadowOfAStorm hasn't posted yet - I assume you're still catching up, so jump in when you can - and it's convenient for this adventure, I'm going to assume he followed the group into the tunnel.
 


 
 Originally Posted by Greenflame133 
  "how does this work?"  They prod, hoping to hear some hint to dangers ahead 
 

The torches remain taciturn.


 
 Originally Posted by Postmodernist 
 Drummuunshtan lights a torch from one of the burning torches placed in a nearby sconce, before handing it to their fretful escort.   "Here take this, make yourself useful. Light the way."   He then gives the chap an encouraging clap on the back, perhaps a bit harder than the chap might have liked. 
 

He takes the torch and gives an "oof" in response to the slap.

"Come now, there's no need for all this, ah, roughness." He glances at Harmony's sword. "We're all friends here, aren't we?"

"No friend of mine, traitor!" The group turns and immediately recognizes the man himself, Vanthus Vanderboren, looking down at them from beyond the trap door. He slices through the rope with a knife in one hand, and it comes slithering down the shaft into a heap at the bottom. Then he stands and takes stock of the group - at least those visible from his position.

"Vanthus! What do you mean?! I brought them just like you said to, didn't I?" The man calls back, then he nervously looks at the group. "Er, at your request, of course, and with the best of intentions!"

"Tch. You've been turned, like the coward you are." Vanthus answers. "And as for the rest of you - I've heard how you muscled your way into the manor and extorted my sister. But I'm not so easy a mark! This'll serve you thugs right. Say hi to Penkus's ghost for me while you're down there!"
Postmodernist
  Well, we found Vanthus, at least,   Drum thought to himself as he watched the rope collapse into a messy coil. The dragonborn jabs the man in the back with the butt of his guisarme.   "Who's Penkus? Why is he a ghost? What's down here? You'd better start explaining, whelp, or you'll be food for,"   he looks at the phynxkin, the badger, Bennett, and finally, the twins,   "them. Now, talk."  

Drum looked at Harmony,   "Where did you find this learned sage, anyway? If he's half as clever as he thinks he is, he'll return whatever gold you gave him, and he'll tell us everything he knows about this place while leading us through the traps, or at least setting them off for us. What's your name, anyway, trapspringer?"   He looks up to see if Vanthus is still above, gloating, or if he's absconded.
Greenflame133
A&amp;E look at the walls. This should be climbable. Hopefully Vanthus goes and leaves them for dead. Then they can try to make thier way back up
hustlertwo
 My kingdom for a good Fly spell about now.  Ah well, needs as needs must. 
 
 Spoiler: OOC 
If there's no immediate threat, Wilstaff will gather up the rope and try to take 20 to scale the wall (mod is +4).  Assuming he can make it, he will try to find something to tie the rope to so the others can make their way back up.
 
rockdeworld
As soon as Harmony orders her companion to attack, Vanthus slams the trap door back into place. The phynxkin climbs the walls with ease, but can't open the door to get out. Then the group hears the grinding sound of a large boulder being rolled on top of the door, followed by silence.


 Drum looked at Harmony,   "Where did you find this learned sage, anyway? If he's half as clever as he thinks he is, he'll return whatever gold you gave him, and he'll tell us everything he knows about this place while leading us through the traps, or at least setting them off for us. What's your name, anyway, trapspringer?"   

"Come now!" The man says in affront. "I held up my end of the bargain, didn't I? You wouldn't take a man's rightfully earned pay!"

Then he sighs.

"And my name is Sefton." He says, his voice now significantly duller. "But I guess that doesn't matter now. All I really know about this place was that Vanthus wanted me to bring you here. Now I see why. It used to be a net of smuggler's tunnels, but it's been abandoned for years. Seeing as Vanthus cut that rope down, I guess there really is no other way out of here. No way at all, now."

He starts walking down the hallway. "I guess I'll see what's down here then. I suppose there's not even a barrel of rum left. What an idiot I was, trying to join the Lotus Dragons, and to believe that liar. Gaah!"

At the end of the hallway, anyone who follows Sefton finds both a T-intersection, and an unconscious Sefton held in place by a zombie wearing tattered pirate gear, biting into his shoulder with an unnaturally large, fanged maw.

 
 Spoiler: Combat 
The zombie is ravenous, and takes no actions other than eating its first victim. After 16 damage, (with DR 5/slashing), it is destroyed.
 


After the battle, the group starts to hear dreadful moans and gnashing teeth echoing through the tunnels, making it difficult to tell what direction they might be coming from.

 
 Spoiler: OOC 
Here's a map of what you've seen so far.
 

It seems neither Sefton nor Vanthus noticed that Mr. Sedgewick is a Dire Badger, and so can create tunnels that other people can follow. It's yall's choice if you want to use that as an escape, or explore deeper.
 
ShadowOfAStorm
Sreis has spent the last few days a bit more taciturn. They speak in a professional if short manner. They have, however, often offered factual information unprompted, such as the nature of the their enemies, and are quite talkative when a fight breaks out, tactical advice and directives going where needed, they haven't uttered a  personal  sentiment for a while.

At least, until they see the gruesome consumption of Sefton by the undead.

"That's unfortunate."

...

They turn quickly to the rest of the party, "Mr. Sedgewick might tunnel up from here, if we want to intercept our man before he leaves the island? Then we might clear here at our leisure. Maximize our looting clause."


 
 Spoiler: OOC 
Sorry, I've been just  rotten  with posting the past handful of days. Bad habits for checking in, reading with gusto, and forgetting to respond, or going to reply tired and fading out.
Sreis would love to take advantage of their animal pal's tunneling and try to catch this guy, though they're not very good at showing it.
 
Greenflame133
 "Truely" "it takes a noble man" "to stab in the back" "without a second of hasitesion"   A&amp;E comment before turning to their 'guide'  "The two of us" "have no greaf with you." "but you should" "find more honest" "line of work"  

Then they move for towards the deeper parts.
 "Shell we explore?" "It's nice to know" "that we have an exist." "but we feel" "like we might find" "more then dust and cobwebs" "down in this tunnel" 
hustlertwo
Wilstaff scoffs at what prove to be Sefton's final words.

 Abject foolishness.  Smuggler tunnels by their very nature would have to have at least two openings.  Likely more, given the paranoid nature of the criminal mind.  There's always a way out. 

Then the zombie attack occurs, and Wil plays a regretful role in dispatching Sefton's killer.   Of course, I suppose some ways out are quicker than others.  So long, Seffie.  And you, Wilhelm IV, I am sorry I lacked the magic to bend you to our will.  I'll name a future zombie in your honor.   He pats the dispatched zombie wistfully, then turns to the others.

 Let's use the furry drill to get our man.  Loot is all well and good, but our patron made it clear sibling reunification is the goal.  We can clear these tunnels later.  Hopefully with no more self-defense slaughter of the living-impaired. 
Postmodernist
The sudden zombie attack left Drum concerned, but it was a relief to realize the dire badger would be able to dig them out.   "How long will it take,"   the dragonborn winces as he asks the question,   "Mr. Sedgewick to tunnel through? I agree that Vanthus should be our first priority, but we should try and have an understanding of what how much of a head start he has if we give chase. Or how long he has to set an ambush. I don't like the sound of those moans, either. And what in the nine hells is a Lotus Dragon? I say we start digging out now, and set up a defensive perimeter. Wilstaff, can you... converse with Sefton's corpse or body or anything? The more information we have, the better. I'd like to get out of here, but I also wouldn't mind trying to salvage this little venture and earn something."  

With his last comment, begins patting down Sefton and the zombie. He returns whatever coin Harmony and Wil had given the man, before depositing the rest in the party coffers. He then drags the two bodies into the center of the t-intersection, hoping to use them to lure the dreadful moans toward them. He arranged the two next to one another, fighting back nausea as he dragged the corpses across the tunnel floor. If there any torch sconces, he'll arrange them around the bodies in order to illuminate them. He then backs up into the tunnel leading to the intersection, hiding as much in the gloom as possible, ready to charge any monstrosity that enters while the badger excavates an exit.
rockdeworld
Drum is able to move the bodies unmolested, and spies the two doors at either end of the corridor.

Will is able to collect the 30 feet of rope, but finds the wall impossible to climb with hands and feet alone.

The moans from beyond the doors are loud, but the party is not immediately attacked.
ShadowOfAStorm
"Mr. Sedgewick," Sreis clarifies, coldly rebuking Wilstaff, "is more than a mere 'furry drill'. Are you not, Mr. Sedgewick?"

The question is rhetorical, and they continue by having the creature tunnel forward and upward.

It takes only a handful of heartbeats before the tunnel is complete. "That long, I'd say." They belatedly answer Drum's question.
 
 Spoiler: OOC 
30' up, with a move-move, I think Mr. Sedgewick makes the path in under a turn?
 
samduke
Harmony gives the return command to her companion, following the others through the tunnel.  Well if we can dig our way out up a slope that we can traverse, I say lets do so and try to catch Vanthus as soon as possible 
hustlertwo
Wilstaff whistles at the speed of the tunnel's creation.   That's right.  He's a very  good  furry drill!  Bravo, beast.  I will remember this when I inevitably step in your droppings later and refrain from cursing your name unto the seventh generation and whatnot. 

He looks back at Bennett, who is on the other side of the crude excavation's mouth.   Well, you can be weirded out by Sreis talking to an animal who can't talk back if you want.  For whatever reason, that doesn't really give me concern. 

Wil considers Drum's request.   Speaking of things that don't talk, that includes this zombie.  He's dead.  You know, again.  The redead undead don't speak, you silly goose.  Just regular undead like Bennie here. 

Wilstaff and Bennett watch the door while the others head up the tunnel, then go up themselves with the mage leading his skeletal pal.
rockdeworld
Mr. Sedgewick tears through the ground like only a dire badger can, leaving a tunnel wide and shallow enough for others to follow. The group is able to leave the tunnels without further attack. 2 rounds later, when they return to ground level, the clearing is empty save for a boulder on top of the trap door they used to enter.
samduke
walking over to the boulder and that area , giving the "Hunt" command  Go Find Him!  to the Phynx (scent), and then follow the Phynx see where it leads.
Postmodernist
 
 Originally Posted by ShadowOfAStorm 
  "That long, I'd say." They belatedly answer Drum's question. 
 

Drum nods, impressed with the creature's steady progress through the earth. He glances momentarily at the closed doors, assuming they'll hold before they return, but at least they'll know if the bodies are disturbed. He then dashed out of the tunnel,  casting about for sight of Vanthus , though his adrenaline has likely gotten the better of him.
rockdeworld
 
 Spoiler: Phynxkin Tracking 
I posted about this OOC:  https://forums.giantitp.com/showsing...&amp;postcount=134 
 


Drum (and the others) is unable to see or hear Vanthus, though that may be in part because the isle is thickly vegetated, with the trees above serving as the roost for hundreds of noisy, brightly colored parrots.

Taking the round Mr. Sedgewick started burrowing to be round 1, it is now round 3.
rockdeworld
Following the Track command, the phynxkin takes off double-moving at half-speed. From the trap door, it heads down the trail back to the beach  and after 10 rounds reaches the water's edge, where it loses the scent.
Greenflame133
A&amp;E look at the water where the phynxkin lost track.  "We will find him" "eventually" 
samduke
Looking around for any boats that may be nearby
rockdeworld
The party's boat is still there, but no others.
hustlertwo
Wilstaff scans the horizon as the group reaches the water's edge, frowning.   You win this round, rich boy. 

He stalks back toward the tunnel.   I doubt we can catch him now.  Next time, we may want to keep a lookout on top whenever we go spelunking.
 What say we vent our frustrations in yonder tunnels on whatever creepy crawlies reside therein, and see if we can salvage something from this shambles? 
Postmodernist
  "I agree. We might recover something of value, at least, and perhaps there's evidence of Vanthus' whereabouts inside, or some sort of clue. Keep your eyes peeled."   Drum sighs before returning with the rest of the team.
samduke
Something about this quick disappearance did not sit right with Harmony. With no appreant tracks or visable signs to follow, she turned and followed her companions...  Come Phynx 
Greenflame133
 "salvage something from this shambles?" "sounds more honest" "then most work" "noble lady has us do"  A&amp;E follow william down the tunnel
ShadowOfAStorm
"How absolutely strange." Sreis comments, thin-lipped in consternation.

They pause a moment, to cast a Detect Magic spell and scan about, not expecting to find anything.
rockdeworld
The tunnels are unchanged since the group left.
rockdeworld
The group lines up in the hallway, ready for battle. Harmony rides her phynxkin.

Ben opens the double doors on the left.

Four great wooden pillars rise up to support the ceiling of this large room, which sags dangerously in places and is thick with hanging strangs of fungus. Several doors line the walls - one to the west (from which comes a muffled sloshing sound), two to the north (the western of which is badly damaged and hangs askew on its one remaining hinge), and two to the east - including the door the Ali just opened. To the south, the ceiling has collapsed, leaving the southern part of the room choked in debris. A rippling pool of water reaches halway into the room from this wall of stone and rubble. It seems that a wooden pier once extended into this pool, but all that remains now are several rotting wooden pilings protruding from the water. A man's body floats face down among them.

Three pirate zombies stand on the edge of the water, looking at the floating body. A fourth is right in front of Amber, waiting on the other side of the doors.

 
 Spoiler: Combat 
 

Surprise Round

The party is ready to take advantage of (most of) the zombies' surprise. I will refer to the zombies as Z1,...,Z4 for simplicity.

Will activates his arcanist's gloves and casts magic missile on the zombie 1 for 5+5 (10) damage.

Ben attacks with both claws. 1 misses, 17 (18) hits for 1 (2) damage.

Sreis casts a Silent Image in the shape of darkness surrounding the 3 unaware zombies - though careful not to let it touch them. He shares this info with the party to give them +4 to disbelieve.

Ember attacks the immediate threat with his spiked guantlet, activating Stone Bones. 14 (17) hits for 1 (3-5=0) damage. He gains DR 5 for 1 round.

Amber recovers the maneuver and attacks with her glaive. 2 (5) misses.

Zombie 1 bites at Ember. It hits for 5 (-5=0) damage and starts a grapple. It wins the grapple check and pulls Ember into its space.

Harmony can now ride phynxkin past the zombie 1 to approach zombie 2. Ride: 14 (20). They move toward zombie 2. As she touches the darkness, she saves and sees through it.

Drum attacks zombie 1. 13 (17) hits for 2+4 (9-5=4) damage. Zombie 1 is destroyed. Ember is no longer grappled.

Round 1

Will readies his sling, then moves into the room.

Ben moves between Will an zombie 3. He attacks with a claw. 1 misses.

Sreis draws his dagger and stays put.

Ember moves up to zombie 2 and attacks with Stone Bones again. 7 (10) misses. A&amp;E attempt to save against the darkness. 1 fails.

Amber moves up behind Harmony, regains the maneuver, and attacks zombie 2. 11 (14) hits for 6 (9) damage.

Zombie 4 starts moving toward the sound of battle. It fails to see through the darkness. It bumps into Ben and tries to go around.
Ben AOOs. 12 (13) misses.
Zombie 4 moves to Ben's side, outside the darkness.

Zombie 3 starts moving toward the sound of battle. It fails to see through the darkness. It bumps into Ben and tries to go around the other way. It bumps into Ember, then Harmony.
Ember AOOs. 4 (7) misses.
Then it bumps into the water's edge.
Harmony AOOs. 11 (12) misses.
Phynxkin AOOs. 4 (6) misses.
It backs up to the square directly in front of Ember.

Harmony attacks zombie 2. 5 (7) misses.

Phynxkin full-attacks zombie 2. 2 (4) misses. 1 misses. 12 (9) misses.

Drum moves in and attempts to jump for advantage. He could only move 15 feet though, so isn't able to get enough height. He attacks zombie 2. 10 (14) hits for 1+2 (6) damage.

Zombie 2 bites at its attacker, but fails its save against the illusion and misses.
 


Round 3

  This round is dangerous.   Choose your actions for the round.

The order of combat is:
 
 Will &amp; Ben 
 Sreis 
 A&amp;E 
 Zombie 4 
 Zombie 3 
 Harmony &amp; Phynxkin 
 Drum 
 Zombie 2 
 
 
samduke
Harmony and Phynx will melee with zombie 2
Greenflame133
A&amp;E will gold ground, Ember using stones bones and gonlet to induce attacks, while Amber uses glave to recover manurers
Postmodernist
Drum harries the undead with his guisarme, slashing at the clumsy corpses to keep them at bay from his comrades.   "Will, get behind me, and get that bag of bones to flank, if it can. Twins, maybe we can lure them in, and I'll hack them down as they come."  
 
 Spoiler: Tactics 
Drum will attack zombie 2 if he's still up when his turn comes, since he's last in the order. Otherwise, he'll engage with whichever targets are available He'll power attack for full, ideally focusing on finishing off any enemy that appears injured. He'll also definitely be looking to make AoOs if any come in.
 
rockdeworld
Round 3

Will slings a stone at zombie 4. 17 (21) hits for 2 (5-5=0) damage. He steps back into the hallway by Sreis.

Ben 5' steps to flank zombie 3 with Harmony, then attacks it with both claws. 4 misses. 16 (17) hits for 4 (5) damage.

Sreis casts a Silent Image of a fat merchant between zombies 3 and 4. (M on the map)

Ember attacks zombie 2 with Stone Bones. 8 (11) misses.

Amber recovers the maneuver and attacks zombie 2. 10 (13) misses.

Zombie 4 bites at Ben but misses.

Zombie 3 bites at Ember's square, where the attacks have been coming from. It saves against the darkness illusion and hits for 4 damage (Ember 3 HP). It wins the grapple check and pulls Ember into its space.

Harmony attacks zombie 2. 11 (12) misses.

Phynxkin attacks it too. 10 (12) misses. 12 (9) misses. 16 (13) misses.

Drum power attacks zombie 2, which looks injured. 5 (7) misses.

Zombie 2 bites at Harmony's square. It fails the will save against the darkness but hits Phynxkin anyway with a critical threat. Ride to deflect: 2 (8). It crits for 15 damage (Phynxkin -9 HP). Phynxkin drops and begins bleeding. Zombie 2 automatically grapples and pulls Phynxkin into its square.

Phynxkin fails to stabilize and takes 1 damage. It dies.

 
 
 Spoiler: More combat 
Round 4

Will steps forward and slings a rock at zombie 4. 5 misses.

Ben attacks zombie 3. 4 misses. 17 (20) hits for 1 (2) damage.

Sreis defers until needed.

Ember attempts to escape the grapple, but the zombie wins the opposed check.

Amber attacks zombie 3. 10 (13) bounches off its armor.

Zombie 4 bites at Ben but misses.

Zombie 3 attempts to damage Ember, but Ember wins the opposed check.

Harmony attacks zombie 2. 2 (3) misses.

Drum power attacks zombie 2. 12 (15) hits for 1+4 (5+5=10) damage. Zombie 2 is destroyed.

Round 5

Will slings a rock at zombie 4. 11 (14) hits for 2 (5-5=0) damage.

Ben attacks zombie 3. 17 (20) hits for 3 (4) damage. 11 (14) hits for 2 (3) damage.

Sreis defers until needed.

Ember attempts to escape the grapple, but the zombie wins the opposed check.

Amber attacks zombie 3. 5 (8) misses.

Zombie 4 bites at the illusion. It fails to disbelieve.

Zombie 3 attempts to damage Ember, but Ember wins the opposed check.

Harmony 5' steps where zombie 2 was a second ago and attacks zombie 3. 15 (18) hits for 3 damage. Zombie 3 is destroyed.

Drum power attacks zombie 4. 4 misses.

Round 6

Will slings a rock at zombie 4. 5 misses.

Ben 5' steps adjacent to zombie 4 and attacks. 13 (14) hits for 2 (3) damage. 16 (17) hits for 1 (2) damage.

Sreis defers until needed.

Ember stands up and mobies around zombie 4 to flank it.

Amber 5' steps and attacks zombie 4. 11 (14) hits for 7 (10) damage.

Zombie 4 bites at Ember, but misses.

Harmony charges zombie 4. 17 (20) hits for 4 damage. Zombie 4 is destroyed.

 
 


With the zombies destroyed, the group has a moment to look at their surroundings. They spy a glint of silver from the pool beneath the floating body, but it'd require a search to find its exact location. The pool is about 10 feet deep.
rockdeworld
Upset by the death of her animal companion, Harmony decides to part ways with the rest of the group. She leaves behind 400 gp.

 
 Spoiler: OOC 
Each remaining party member gains 158 xp.
 
rockdeworld
Jumping into the water, A&amp;E's search yields success - they find a masterwork silver dagger at the bottom of the 10'-deep pool. Unfortunately, they also finds 5 monstrous crabs, the size of dogs, surprised by their sudden entrance into their domain. They also note tiny tunnels going into the South wall. Nothing larger than a tiny creature could fit through them comfortably though.

They're able to pocket the dagger and retreat before the crabs attack.
Greenflame133
Show off their find A&amp;E speak  "Dagger of silver" "not a strong as glave" "but it's an alchemical silver" "not just pretty" "some monsters" "will not be harmed" "without iron" "but will" "with sliver" 
Postmodernist
  "Nice find,"   Drummuunshtan said to the twins as they emerged from their swim.   "You're probably the best to hang onto it, unless you're inclined to actually attempt to stab something,"   the dragonborn cast a glance in Sreis' direction. The duskblade sat down for a moment, pulled his waterskin from his pack, took a sip, and assessed their situation. Ember (or was it Amber?) was injured, and with Harmony's departure after the dragoncat's death, things looked grim. There were several zombie corpses, a phynxkin corpse, and that idiot guide's. He tried not to think too much about the smell.

  "Might be a good moment to rest and think about what's next. Do we really think these are smugglers' tunnels, or were we lured here by a half-wit vagabond to be eaten by the unliving? I'm still for venturing forth, but it's not unreasonable to consider a tactical retreat. Speaking of tactics, I can cover you with my polearm, so don't hesitate to retreat from enemies. We should try and coordinate when possible. Oh, and maybe someone go and beg Harmony for a heal for one of the twins, before she goes back to town. Perhaps make her useful in her grief."  

His break complete, he began to search the room.

 
 Spoiler: OOC 
Drum will take 20 on the search check, unless the team is eager to move on, in which case I'll roll in-thread.
 
hustlertwo
Wilstaff casually cuts a strip of cloth from the dead guide's clothing to use as a makeshift handkerchief and wipe away the sweat from their recent battle.   I vote for departure.  If we want to spelunk later, likely nothing will change here.  But we've already lost one ally to these caves, albeit indirectly, and this is literally the only place in this entire plane of existence we definitively know that our employer's brother won't be found.  Makes sense to head back and regroup, inform our boss of the latest developments and see if she has any more guidance on where Bad Bro might have gone off to now. At least the person who just left us can be partially replaced with a device. 

Wil ***** his head at his skeletal friend.

 I did not know that's what your mother said when your father left, Bennett.  That is equal parts tragic backstory and
just plain gross. 
ShadowOfAStorm
"Actually," Sreis says quietly, still maintaining the illusion of a many, hoping its unaware appearance with draw errant blows or greedy surprise attacks, "I believe we should continue. We lost the trail entirely at the water's edge, and we haven't confirmed if our quarry has doubled back deeper, perhaps to recover something? There might yet be clues as to the larger picture here, too, which could be removed in our absence...."
Postmodernist
Having found nothing, Drum readied his gear.   "Shall we?"   he looks to the group, then opens the westernmost door.
hustlertwo
 We shall, I suppose. 

Sullenly, Wilstaff plods after the remaining party members, Bennett in the lead as always.
rockdeworld
Opening the door reveals a small room, empty save for some broken pieces of wood that might have once been containers.

The next door on the north wall reveals more of the same.

When the group opens the western door though, a sloshing sound comes from the churning waters of a sea cave. Fueled by what must be powerful submerged currents, the water laps and splashes against the walls of the twisting natural cavern that leads to the west. A sandy slope descends from the door down to the edge of the subterranean tide. Dozens of purple and red sea urchins glisten in the shallow divots along the ground and lower walls here, their spines glittering with water.

A pirate zombie stands in front of the water, but turns at the sound of the door opening. More moaning comes from further in the tunnel.

 
 Spoiler: Combat 
For reference, the water here requires 2 squares of movement to cross, and looks a bit slippery.

Initiative!
Will 22
A&amp;E 18
Drum 18
Sreis 16

Since we're back to 1 round of combat a day, yall are welcome to post your actions and I'll include them later. Otherwise I'll fall back on your tactics.

 
 
Postmodernist
  More of the cursed undead,   thought Drum as the zombie swiveled to regard them. The dragonborn surged forward, and readied himself to rain arcane vengeance upon the creature.

 
 Spoiler: Actions 

I think Drum is  just  out of range, so he'll move his max movement toward the zombie and ready an action to cast   disrupt undead   when it shuffles into range. He'll then get the polearm up and get ready for whackin'. If I'm mistaken, and he can get a shot off, he'll do that.
 
rockdeworld
Round 1
Ben being first in the initiative, moves in and attacks with a claw. 2 (3) misses.

Ember uses Charging Minotaur. 5 (9) - the zombie wins the opposed strength check.

Amber recovers the maneuver, moves in, and attacks with the glaive. 10 (13) misses.

Drum moves in and attacks. 15 (19) hits for 2+4 (9) damage.

Sreis readies an attack in case the zombie gets past the others.

The zombie bites at Ember, but misses.

 
rockdeworld
Round 2

Ben attacks with both claws. 3 (4) misses. 16 (17) hits for 4 (5) damage.

Ember attacks with Stone Dragon. 4 (7) misses.

Amber recovers the maneuver and attacks. 18 (21) hits for 10 (13) damage. The zombie is destroyed.

 

Continuing onward, the group finds that the shallow water is indeed slippery. Ben slips and lands on a patch of sea urchins, taking 2 (-5=0) damage.

 
 Spoiler: OOC 
Any creature that begins its turn in a square of shallow water here must make a DC 10 Strength or Balance check or fall prone from the surging current. A character that slips and falls in the shallow water must make a DC 14 Reflex save to avoid landing on a patch of sea urchins.
 
hustlertwo
 
 Spoiler: Roll for balance 
 Roll on 
 


Wilstaff scowls, both at the prospect of missing out on the last bit of fighting and the water currently sloshing against his boots.

 This is what democracy earns us: trench foot.  Hope the lot of you are ready for more fundead encounters.  Fortunately for all of us, Bennett is a huge racist with a hate-on for his fleshier brethren, so we shall overcome no matter how many shamblers are between us and our objective.  Whatever that happens to be.

That being said, I'm still rather good with the idea of turning back.  Being warm and dry in a manor sounds rather nice about now. 
Postmodernist
  "Let's put Ben's hatred for his... kin to use, then. Watch your step here. We can get warm and dry when we've scoured this place for any evidence of Vanthus' goals or destination. But I'm beginning to see the merits of your view, Will."   Drum continued to advance, exploring the tunnels further.
Greenflame133
Ember and Amber hold on the walls, a strong current pushes back and forth.  "This path looks" "rather unsafe" "perhaps somebody" "can second ahead" "for all we know" "this might be a" "dead end" 
rockdeworld
Drum slips as he makes his way forward, but succeeds on the reflex save.

He comes to the edge of a 10' deep pool, beyond which he'd have to swim. He can just see a door on the far side.

 
hustlertwo
Wilstaff is overjoyed at the prospect of swimming.   Wheee!  Last one in gets a brain-eating amoeba up their nose! 

He moves to dive into the water, then has a rare moment of clarity.

 You know, given the crabby occupants of the previous area, perhaps Bennett should enter first.  We can see if anything goes after him, and then enter and enjoy a little scrub-a-dub.  Probably be the first bath I've had in weeks. 

The skeleton enters the water and sinks to the bottom under the weight of his equipment.  He will then trudge around and see what he stirs up.  If nothing happens, Wil will swim across and use the group's new rope to pull Bennett back to the surface.
Postmodernist
 "I'm not interested in swimming deeper with all this gear weighing me down."  Drum contents himself with staying in the shallows, ready to aid his party in response to danger.
rockdeworld
It turns out the pool is empty, so Wil and Ben cross without issue. However, the door on the far side doesn't budge when they try opening it.

The group hears the sound of another door opening, and Sreis spies another zombie approaching from the rear.

 
Greenflame133
A&amp;E will rush toward the zombie, preparing to strike it with their glaves as is approaches
Postmodernist
  "Did one of you graverob Ralishaz's finger bones? Our luck couldn't be any bloody worse."  

He assessed the situation, the party split, and him stuck in the middle. Only one way for him to go, though. He shouted out to the hobgoblin,   "Will, there're more zombies coming. I'm gonna help the others. Let us know you're alright."   With that, he hustles down the tunnels to rejoin his comrades.

 
 Spoiler: OOC 
In all likelihood, Drum will need to double move. If he is somehow able to get a shot off, he'll either throw a javelin, cast  disrupt undead,  or shoot his crossbow, in that order of priority/preference. Otherwise, it's close to melee and support with reach, unless Will starts screaming.
 
rockdeworld
Round 1

Ember makes a balance check to avoid slipping: 3 (7). She slips and falls. Reflex save: 18 (21). She avoids landing on any sea urchins. She gets back up and move 30’ closer to the zombie.
Amber makes a balance check to avoid slipping: 17 (20). She runs 120’, almost the full distance to the zombie, and sees another undead creature coming up behind it that she doesn’t recognize. It’s a humanoid skeleton wrapped in corroded cleric’s vestments. She relays this information to the party.

Drum makes a balance check to avoid slipping: 4 (1). He slips and falls. Reflex save: 19 (19). He avoids landing on any sea urchins. He gets back up and moves 30’ closer to the zombie.

Sreis makes a balance check to avoid slipping: 6 (6). He slips and falls. Reflex save: 4 (4). He lands on a sea urchin. He takes 1 damage and must make a fortitude save. 18 - he shakes off a feeling of nausea. He gets back up and moves 30’ closer to the zombie. When he spots the other undead, he identifies it as a huecuva.

Will detects no magic about the door. Ben attempts to break it but fails.

The zombie moves up to Amber, passing through her threatened range. She attacks with her glaive. 4 (7) misses.

 
 Spoiler: OOC 
No map update today because I’m away from my usual computer.

Here’s info about huecuvas:  https://www.realmshelps.net/monsters.../huecuva.shtml 

This one has DR 10/silver.
 
hustlertwo
 
 Spoiler 
Yikes.  Can we even touch that?  I'm fairly sure Wil and Ben cannot.
 


Wil shouts back at the others as he hears the din of combat once more.   If I die because you people wanted more shinies I am totally going to haunt your family members. 

Assuming Wil hears no awful things from the other side of the door he is at, he will direct Bennett to attack the door to see if they can bash their way through.  Wilstaff will spend his time utilizing his formidable Spellcraft knowledge to see if there's magic holding the door in place or just a mundane barrier.

 
 Spoiler 
Link to dice rolls:  Pretty sure that break DC roll is a miss 
 
rockdeworld
Round 2

The huecuva casts a spell and is surrounded by a shimmer, then moves forward.

Amber steps 5' back and attacks the zombie with Stone Bones. 14 (17) hits for 8 (11) damage and she gains DR 5.
Ember runs forward to support Amber.

Drum makes a balance check to avoid slipping: 5 (2). He slips and falls. Reflex save: 13 (13). He lands on a sea urchin and takes 2 damage (9 HP). Fortitude save: 20 (crit). He avoids nausea. He gets back up and moves 30’ closer to the zombie.

Sreis casts their 3rd level 1 spell - a Silent Image of a wall separating the party from the zombie and huecuva. Then they move forward toward the exit.

 Ben and Will begin their movement back across the pool. Both pass their swim checks to move.  Ben attempts to break down the door again. 6 (7) fails. He steps out of the way as Will steps forward to make his own attempt. 14 (17) succeeds and the door breaks down.

 
rockdeworld
Round 3

Amber hands Ember the dagger and readies an attack against anything coming through the fake wall.
Ember steps forward and readies an attack against anything coming through the fake wall.

Drum makes a balance check to avoid slipping: 5 (2). He slips and falls. Reflex save: 12 (12). He lands on a sea urchin and takes 2 damage (7 HP). Fortitude save: 13 (15). He avoids nausea. He gets back up and moves 30’ closer to the others.

Sreis maintains concentration and moves toward the exit.

An awful smell bursts forth when Will breaks the door down. A cloying stink of rotten meat rises from the bloated, seeping body slumped in the middle of the floor. The corpse's dark, almost black flesh bulgest against its armor, ready to burst at the slightest touch. An intricate tattoo of a dragon clutching a flower is barely visible on his shoulder against the diseased flesh, and clutched in one hand is a crumpled scroll.

Since nothing else is visible, Ben enters the room and pokes the body. Nothing happens. Will enters and begins searching the room. 19 (22). In addition to the scroll, he finds a suit of masterwork studded leather armor on the body - although it needs to be cleaned before it is used - a gold ring worth 120 gp, and a masterwork dagger hidden in the boot. He also finds a secret door in the far wall of the room.

 
 Spoiler: Scroll and map 
 
 
 
hustlertwo
Wilstaff grabs the loot (caring not a whit for the unspeakable filth clinging to the befouled armor; one doesn't become a necromancer if they're squeamish about a bit of rot and decay), and carefully examines the scroll, then hands it to Bennett, who does the same at his friend's command.  After a long moment, Wilstaff nods.

 Aye, my thoughts exactly.  Guess he wasn't so Vanderboring as we would have guessed.  We can up his charges from attempted murder to, well, successfully attempted murder.
 Which gets him more of our respect to be sure. 

A moment of silence, and Wil holds up his hands.

 A sling bullet to the eye?  I mean, sure he's a bad dude.  But didn't we agree to bring him in alive to his sister? 

Wilstaff chortles, the sound echoing off the cavern's walls.

 Oh ho ho, I love watching your goodness and your lawfulness get all twisted up as they slam against each other.  You either have to let a murderer off the hook, or welch on a deal.  Ya cain't have it both ways, brother.  Still, you have some time to see which of the devils on your shoulder win out.  No sense worrying about what we do with Double V until we actually have him under our bootheels first.  This wasn't the way out we thought it was, so best that we rejoin the others.  We can fill them in about all this when time permits. 

They move to cross the water and meet up with the B team.
rockdeworld
Round 4

The huecuva is no longer visible, and doesn't appear through the illusory wall.

Amber and Ember relay their board-gathering plan to the group and stay ready.

Drum, being closest, moves into the closest room and grabs some boards.

Sreis exits the tunnels.

Will and Ben begin returning across the pool.

 
Greenflame133
A&amp;E head back into board, the large door to the pool room.  "We can delay them" "but won't they eventually cross" "how will we deal with them then?" 
Postmodernist
Drum scoops up an armful of boards and heads toward the rest of the party.   "Nine Hells, this had better work,"   he muttered as he approached.   "Keep it tied down as best we can. Slash at it with the silver blade you found and retreat. I'll pepper it with spells or cover you with my polearm. I think we maintain a running battle, and the team harries as best as possible from afar. If we have to retreat, we have options."   The dragonborn winced a moment, the puncture wounds from the spiny sea nettles irritating his feet as he moved toward the party. Compared to the ease with which the party had subdued ruffians on the boat and the construct snake in the vault, these zombies were proving problematic.
rockdeworld
Round 4

A&amp;E shut the door behind them and spend a standard action to regain maneuvers.

Drum runs over to A&amp;E with his boards.

Will and Ben make their swim checks (20, 10) to continue moving.

 
rockdeworld
Round 5

A&amp;E take the boards and slide them between the handles of the door in front of them, creating a makeshift barricade.

Drum casts True Strike.

Will makes a balance check: 15. He pulls Ben up out of the water. Then he moves 30' back toward the group.
Ben starts running back toward the group.

 
rockdeworld
Round 6

A&amp;E delay.

Drum delays.

Will makes a balance check: 20. He runs out of the watery tunnels to rejoin the team.
Ben delays.

The northeast door opens. A zombie stands there.

Amber moves over to the zombie. She sees the huecuva behind it, and the doors that let them get around the barricade. She attacks with Stone Dragon. 15 (18) hits for 3 (5) damage. The zombie is destroyed and she gains DR 5.
Ember moves behind her and spends a standard action to recover maneuvers.

Drum moves in and, knowing he can't realistically damage the Huecuva, attempts to trip with his guisarme. 9 (33) hits. Strength check: 1 (3). He fails the trip.

The huecuva moves forward and, recognizing the silver dagger, slams Amber, but misses.

 
 
 Spoiler: OOC 
I just realized it's hard to see the H under that red Z. I'll fix that next time
 
Greenflame133
Community to the attack, Amber will continue using Stone Dragon to maintain her defences, while Ember performs regular strikes with her glave to recover manurers
hustlertwo
If he can, Wilstaff will draw out his morningstar and move to where the undead horror is, since this gives him his best (if still not great) chance of making an impact.

Absolutely no idea what Bennett can do.  DR 5 takes him right out of things.  I guess he's just at large if anything squishier shows up.
rockdeworld
Round 7

Will moves forward.
Ben follows.

Amber attacks with Stone Dragon. 7 (10) misses.
Ember recovers maneuvers and attacks. 16 (19) hits for 6 (9-10=0) damage.

Drum 5' steps back and attempts to trip again. 12 (16) hits. Strength check: 6 (8). The huecava successfully defends.

The huecuva slams Amber again, and hits for 5 damage (Amber 2 HP). Fortitude save: 19 (21). She saves against the huecuva's blight.

 
Postmodernist
Seeing his weapon is ineffective, shoulders the guisarme, and instead begins casting  disrupt undead  upon the creature.
hustlertwo
Wil five-foot steps to get the huecuva in range, grips his morningstar in both hands and launches an attack.

 
 Spoiler 
 Link to attack roll-maybe a hit of significance? 
 


Bennett picks his teeth.
rockdeworld
Round 8

Will hits hard, but deals 10-10=0 damage.

Amber and Ember swap positions and weapons.
Ember attacks with Stone Dragon. 12 (15) misses.
Amber recovers maneuvers and attacks. 7 (10) misses.

Drum rolls: 20. He hits for 1 damage.

The huecuva slams Ember, and hits for 6 damage (Ember 1 HP). Fortitude save: 7 (9). She fails the save against the huecuva's blight.

 
rockdeworld
Round 9

Ben moves to the door and opens it (removing the plank barricade).
Will withdraws and retreats.

Amber and Ember swap positions and weapons.
Amber attacks with Stone Dragon. 9 (12) misses.
Ember recovers maneuvers and attacks. 3 (6) misses.

Drum casts Disrupt Undead again. 10 misses.

The huecuva slams Amber, and hits for 2 damage. Amber is disabled.

 
rockdeworld
Round 10

Ben and Will escape.

Amber and Ember swap positions and weapons.
Ember attacks with Stone Dragon. 19 (22) hits for 4 (6) damage. Ember gains DR 5.

Drum casts Disrupt Undead again. 18 hits for 5 damage.
(Drum is now out of level 0 spells)

The huecuva slams Ember, but misses.

 
 Spoiler: OOC 
Not much of a map change so I left it out since I'm short on time today.
 
rockdeworld
Round 11

Ember recovers maneuvers and attacks. 18 (21) hits for 4 (6) damage. The huecuva is destroyed.

Now there is only one zombie moan, and it can be heard coming from the watery tunnel.
Greenflame133
Ember pick up Amber, laying her over a shoulder and carrying her thought the corridors. " I don't think we'll can help much in the next fight "
 
 Spoiler: Taticks 

If need be she can drop Amber, charge with Charging Minotaur and withdraw with Sudden Leap, but that's porably best should focus on Avoiding AoOs
 
Postmodernist
The undead abomination finally destroyed, Drum assesses the situation.   "Can we get Amber back on her feet? Let's regroup. Who's hurt?"   Drum winced from the tender puncture wounds caused by the sea urchins, but he'd survive. He picked up guisarme, and made ready to eliminate the remaining zombies.
rockdeworld
The 4 are able to regroup just outside the tunnel.
rockdeworld
The group finds and removes the last zombie from the tunnels, which fall mercifully silent. Exploring, they find nothing of interest on the right side of the dungeon. On the left, they find the door that Will and Ben got to earlier stuck in place.

After breaking it down, the smell in the chamber beyond is horrific, a cloying stink of rotten meat rising from the bloated, seeping body slumped in the middle of the floor. The corpse's dark, almost black flesh bulgest against its armor, ready to burst at the slightest touch. An intricate tattoo of a dragon clutching a flower is barely visible on his shoulder against the diseased flesh, and clutched in one hand is a crumpled scroll.

 
 Spoiler: Scroll 
 
 


Searching the room, first they find some items on the body: a masterwork studded leather armor (that needs to be cleaned), a gold ring worth 120 gp, and a masterwork dagger in one boot.

Then they find a secret door in the back wall that leads to another small room. The air in this chamber is stale, yet unlike the other chambers in the waterlogged complex the place seems quite dry - even dusty. Cobwebs hang in thick sheets from the ceiling, and against the northern wall sit three large sea chests.

The chests, while locked, are untrapped, and can be broken open. Inside they find:

 
 The first chest is filled with copper and silver coins worth 225 gp total. 
 The second chest contains a dozen bags, 10 of which contain 100 gp. The remaining two each contain a small handful of assorted gems worth 250 gp each. (1500 gp total in the chest) 
 The third chest contains three potions of cure light wounds, a potion of lesser restoration, a potion of invisibility, a potion of barkskin +3, a potion of cure serious wounds, an elixir of swimming, a wand of mage armor (that Elara and Lonnie deduce has 11 charges), and a small jade coffer worth 300 gp. Inside this coffer, resing on a tiny velvet cushion, is a light brown gemstone that a strip of paper under the cushion identifies as an earth elemental gem. 
 

They also find an underwater tunnel in the 10' deep pool that leads back outside.

Having fully explored the cave, and escaped with a hint about Vanthus's location, the group has time to rest.

 
 Spoiler: Map 
 
 

 
 Spoiler: OOC 
At this point, the party receives 300xp, which should put them at 1088 - level 2 for everyone except A&amp;E.

Now that yall are level 2, it's fine to stop keeping track of items that cost 1 gp or less (like crossbow bolts). If you need an item and it costs less than that, just assume you have it.

On another note, Ember makes her fortitude save against the huecuva blight. The next time they see Lavinia, she provides a remove disease potion to remove the rest of it.

Here's a breakdown of the treasure from the chests and Penkus, which I gave to group A (though I don't plan to do it in the future):

Sell values:
1725gp
Masterwork studded leather armor (cleaned) 87.5gp
Gold ring 120gp
Masterwork dagger 151gp
3x potion of CLW 25gp each
Potion of Lesser Restoration 150gp
Potion of invisibility 150gp
Potion of barkskin +3 300gp
Potion of cure serious wounds 375gp
Elixir of swimming 125gp
Wand of mage armor (11 charges) 82.5gp
Small jade coffer 300gp
Elemental gem 1125gp

Total value: 4716/4 = 1179gp per person
 