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"The lantern has an illusion aura, and a weak one at that. I think it might be a decoy. Let's toss this place until we find the real one."

Dungeon Master S |

The greatsword isn't easily discernible, but the potions are both CMW.
After searching the area, you guys don't find any other lanterns. Perhaps Skelg's people can help.

Dungeon Master S |

Easily enough done. Once awake he doesn't seem that interested in putting up a fight. Especially when he sees Bullwhip picking vertebrae out of his axe.

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"And why did your leader so hate Skelg? Surely there is more than rescuing his mother from a funeral ship."
She helps try to work out what the items do.
aid know(arcana): 1d20 + 4 ⇒ (4) + 4 = 8

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"Listen, we both know that we could have left you for dead, he'll you were almost there already. And had it not been for my kind hearted mocking you out I would have surely killed you... But what is most important here is that we both need something... We need information, you need to continue breathing... So by the looks of things, we have the stronger position so why don't you go first..." Diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22
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Dungeon Master S |

"Your friend is holding the lantern stupid. They've been feuding as long as I can remember. I don't know what caused it. I don't know how to use it, but you can use the lantern to get back to the ship. If helping you free Skelg gets me out of this alive, it's worth it." The big man makes a furtive look to the ship docked here before turning back. "I've had about enough of this place. I've given you what you need, now let me go."

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"Much like Piper, I too worry that this is a decoy. Perhaps we should invite our new friends back to Skelg's home while we confirm. If nothing else, they can join the assault on the ship to help atone for their earlier actions."

Dungeon Master S |

Thiera's idea doesn't elicit much a response from the captives.

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Auri goes onto the docked ship and has a look through it for further clues.

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Hun will pocket the 2 potions of CMW (unless someone else wants one) and grab the lantern and place it in his pack, just in case it turns out to be the real thing. The rest of the loot he catalogues in is head and determines that the effort to haul this back to Skellig's isn't worth the reward. He is ready to explain how any trips it will take based on several modes of transport and number of hands available to help.
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"I don't think having unwilling warriors on the next step of the mission is likely to help our chances. We'll just leave them. They'll get free in an hour or two. Their mate will come back from the pub at the very least."

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"I think that is a fine plan. Let's move swiftly, as I am not sure how much longer our freezing friend can survive."

Dungeon Master S |

Assuming you agree with Dupine and move quickly. If not, don't feel pressured I can go back."
You leave the bound guards for when their charmed friend returns. Upon returning to Skelg's house, the situation has worsened. It seems he's not long for this world. His aid-de-camp is still there and desperate. "Please! I see you have the lantern! You must use it to travel to the ship. Entreat with Haldyr's wife to undo this curse!"

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Quick look on the docked longship before departing: 1d20 + 6 ⇒ (10) + 6 = 16
If there is anything of value that the Rogue can easily carry, he will take it!
"So this WAS the lantern we were after all along... My value to this team just grows larger and larger by the moment!" the rogue adds, a bit tongue-in-cheek.
Turning to Skellig's aid, Hun asks, "So how does one use the lamp? Does it run on normal oil? How long will it burn? So many questions and so little time!"

Dungeon Master S |

Hun actually finds a chest full of coin, but also 5 potions of the same crystal blue opaque hue...

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"Why do you think it is Haldyr's wife that cursed Skelg?"
Asks Auriferous.
"Didn't Skelg free her from the funeral ship?"
Also did we find anything on the ship?
Auri looks hard at Hun "You are going to share those out, aren't you?"

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Auri looks hard at Hun "You are going to share those out, aren't you?"
" With you, my sweet, I'll share more than mere potions... But that may need to wait until after we save Skelleg, and have a few days, and lots of water...."

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"Oi'm sorry 'unwald, Oi didn't mean ter toy wi' yisser affecshuns back at de slave market. It wus jist meant as a distracshun, nathin' personal, but you'll 'av ter git over me an' concentrate on business."

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Hun visibly shudders, looks at his boots and slowly shakes his head. He still remembers the odd mixture of flavors reminiscent of garlic, peanuts, raw meat and spoiled ale.
DC15 Fort vs vomit: 1d20 + 3 ⇒ (18) + 3 = 21
Luckily the Rogue is able to hold onto his breakfast and sally forth on their quest.

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"Oi'm sorry 'unwald, Oi didn't mean ter toy wi' yisser affecshuns back at de slave market. It wus jist meant as a distracshun, nathin' personal, but you'll 'av ter git over me an' concentrate on business."
"What?"

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It would seem that Hunny and Bullwhip have a ...history" smiles Auriferous, not rising to the charming mans bait.

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Ah, but yer weel me pet, yer weel. The dwarf thinks sighing heavily. Then moistening his palms with his tongue, he pushes back his eyebrows and pushes out his chest all heroic-like.

Dungeon Master S |

"He did rescue her. He undid the frozen curse upon her on the ship. He didn't TAKE her. He left her aboard the ship so she could sail where she wishes. She'll know how to save Skelg!"

Dungeon Master S |

Thiera's attempt at using the lantern doesn't work...at first. Soon the tapestry begins to change as it's image fluctuates and flows. Before long the tapestry is more window than cloth. You're positive that you could step through.

Dungeon Master S |

As you step through the portal, you find yourself in a strange ice-cave. Sunlight filters through the walls and ceiling, and three braziers give some warmth to this otherwise chilly space. Directly ahead of you, a tunnel leads through the ice, sloping steeply downward. Behind you, a shimmering portal hangs on what appears to be a main mast embedded in the ice. Following the mast downward, you can barely make out the blurry outline of a ship’s deck below.
Map is up to date.

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Auri steps through the portal and slowly heads down the tunnel, greatsword at the ready.

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Hun follows in, his demeanor changing from lighthearted to stern as he steps through the portal... Time for business.
He takes a hard look around the ice cave.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
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Dungeon Master S |

The sloped tunnel is slippery, but after a long curve it suddenly opens into another cave at the rear deck of a ship. More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck. A large drum stands on the deck, and behind it is a trapdoor leading into the hold.

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August Dupine muses as he walks to the trapdoor carefully. "Is this a dream? Or does this place exist and we just took a portal to it?"

Dungeon Master S |

Anyone can make a Knowledge (Planes) check.

Dungeon Master S |

It certainly doesn't seem like it's an outer plane...

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Auri advances on the ship and looks at it.
perception: 1d20 + 1 ⇒ (15) + 1 = 16
"It looks like a ship encased in ice." she observes before musing...
"I wonder if that is related to the ice upon the heart of Skalg."

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Knowledge(planes), untrained: 1d20 + 4 ⇒ (6) + 4 = 10
Where are we on the map?
A large drum stands on the deck, and behind it is a trapdoor leading into the hold.
Thiera peers into the drum.
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Dungeon Master S |

The drum looks of solid quality. As to why there'd be a drum here that'd be a Profession (Sailor) check DC 12.
I've moved you guys on the map. This area is safe, don't worry I wouldn't do that to you guys.

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Hun checks the trapdoor for latches, locks, traps or tricks...
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
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