<div class="floatright">(http://www.embassyalliance.com/upload/medialibrary/79b/79b7a380652a4aba413afb3afa3bbef3.jpg)</div>Yustissa nodded, confirming what both the cleric and paladin said. "You will be of great help indeed, should we cross paths with risen dead." she said, hinting at the reason why she enlisted someone as unlikely as a priestess of pleasure for the mission. Healing hands were short during wartime, and that combined with the ability to harm undead beings made clerics a valuable if rare asset.<br/>She led the group away, a few younger recruits just finishing saddling up horses for the party. They did a great work too, even someone with little talent for riding could easily mount and travel on their backs. Taking point on her white horse, the Lady Paladin led the team out of camp and into the nearby hills. It took two hours on horseback to reach their destination, while they could bask in the view of the near-idyllic countryside. It was still a bit chilly after last night but since dawn already broke the rays of the sun started to warm up the air and the skins of the riders who cast long behind them as they were heading East. There was some glare, but also ways to avoid it, and Yustissa in the front appeared as an angel of fury riding into battle enveloped in a fiery halo of light.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Inventory</div><div class="spoiler_body">You can take as much of your possessions as you can carry with you, but remember that you are headed to an infiltration mission. Consider what you could have use for and what would only slow you down.</div></div><br/><hr/><br/><div class="floatright">(http://2.bp.blogspot.com/-SQTZJmIyP5k/T_e1S9v_pXI/AAAAAAAAAcM/qVTteFHAOeg/s1600/SAM_3329.JPG)</div>The entrance to the so-called Pilgrim's Path was a small cave in the side of one of the larger rocky hills. The ground was even outside and half a dozen sentries were posted here to make sure nothing comes out this way. They have made camp outside brewing hot tea just as the strikeforce arrived. The men help anyone who needed assistance off their horses and offered hot tea to the group, as well as a torch for each member.<br/>After exchanging words with their commanding officer and having a sip of tea, Yustissa turned back to the group. "We will have to go on foot from here, as the horses will not fit through some of the passages. The first part of the journey will be rough my friends. Uneven and slippery rocky ground, and tunnel walls that range from a few feet. It will be also pitch-black in there, so we will have to provide our own illumination. Once we make it deeper we will have to navigate a larger cavern system with many hazards before we reach where the path connects to the catacombs." the charismatic leader explained "It feels like yesterday when I came here as a mere initiate, Brother Matthew greeting me with a smile and explaining the Journey to me." she trailed off for a moment then lit a torch "Come, we have no time to waste. It will take hours to make it to the Spire, and our comrades fight for every minute with their lives."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">It's ah for... spelunking. Y'know? Cave diving? (mechanics)</div><div class="spoiler_body">Please agree on a marching order and illumination used. Yustissa will take point since she knows the way and can show you which way to go and how not to get lost or break every bone in your bodies on a misstep. However, accidents do happen. The first section of the path (narrow tunnels) takes approximately one hour to navigate. Also, please everyone roll an unmodified d20 and post the result.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hazard</div><div class="spoiler_body">Everyone must make a DC:10 acrobatics check to balance to cross safely. Failing the check results in an accident that causes some form of minor injury (sprained ankle, head hit on the wall, falling on arm, etc) that cannot be effectively healed by magic immediately. This does no hit point damage, but reduces the effective Constitution of that character by 1 point until they rest for 2 hours with no interruptions. A DC:10 Knowledge (dungeoneering) check can give a +2 circumstance bonus on the acrobatics check of the character who made the check, or another character (made as an aid another action) as familiarity with caves and underground environments helps anticipating the hazards the characters have to deal with.</div></div></div></div>