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Post by Openeye on Oct 22, 2015 8:13:13 GMT -7
Name: Urist McDorf Character & Description: A very average looking dwarf. He has dark brown hair and a thick beard typical of his race. Neither is well kept or appears to have been washed recently. His eyes are dark and seem small on his round face. He is short and stocky, as one would expect a dwarf to look. He fancies himself different from the rest of the dwarves, but you certainly wouldn't know it based on his appearance. He wears worn and outdated military garb of the Dwarven Armies and Milita of old. Over his back he carries a Dwarven Waraxe and on his belt a pair of Dwarven Warmauls. He holds himself confidently and walks proud. He seems to have a air of arrogance about him. A new arrival to Rook he has yet to really develop a reputation or show himself to others. He avoids speaking and his demeanor does not make him very approachable. (OOC: I have a few ideas, but I want to let this develop a bit naturally to see where it takes me. I will update once I get a stronger appreciation for the character and how he interacts with others. For now suffice it to say that he is prone to loosing his temper, but he is introspective and seeks to improve himself. He is embarrassed, angry, and confused about where he is in life and how he got there. At the moment he feels a bit like a victim, though he nobody to blame that on but himself. His relationship in an adventuring party can be expected to be positive (he is a good person, or at least seeks to be), though he may take some time to warm up and start to express himself.) Background Information: Urist McDorf is the only son of a family with a long history of powerful connections and great heros of old. Unfortunately his family has fallen out of prominence over the last several hundred years. At this point it has become little more than a anecdote in history. Eager to make a name for himself and restore his family to the prominence it once had, Urist was outspoken and critical of the established traditions of the Central Mountainholds. In particular, Urist took issue with the tactics of the Dwarves against the Orcs of Tog Nar, believing that the Dwarves were to predictable and their reliance on heavy armor left them vulnerable on the field. On more than occasion he was overheard suggesting that, perhaps, even the war itself was counterproductive -- suggesting that peace may be mutually beneficial to both groups. By most civilized standards, Urist's suggestions would be considered little more than moderate or freethinking. But for the Dwarven Elders his suggestions were nothing short of sacrilege. In a particularly heated exchange, Urist was dismissed as too young and inexperienced to have an opinion worth merit or reply. Urist lost his temper, assaulting the Elder-clansman, confirming his immaturity. Though the situation was quickly put under control and Urist was detained and released without charges, his reputation was harmed and with it whatever credibility his arguments had was lost. That evening, still in a seething rage, Urist hastily packed some items and set upon leaving the Central Mountainholds to prove his doubters wrong. He left with no real destination in mind and set out into the wilderness. Though, Urist was not banished from his homeland, his friends and family welcomed his decision to leave the Mountainholds. Though his anger sustained him for the first night, it became quickly apparent he was woefully unprepared for his journey. He found himself lost and was without any more provisions than he had in his pockets. Thankfully, before the second night he spotted the cook fires of a trader caravan headed for Rook. And upon entering the camp he found that traders were kind and allowed Urist to follow them in their journey in exchange for his assistance around the camp. Grateful for their kindness, Urist was quick to take them up on their offer. Now in Rook, Urist is just a nameless face in the crowd. He lacks any real distinguishing marks or features and is remarkably average for a dwarf his age. He dresses in a hastily thrown together hodgepodge of worn and outdated military garb. While it looks complete at first glance, anybody with any knowledge of military or dwarven culture would know its not authentic. Urist found himself quickly apprenticed to an engineer and set about repairing stonework around the city, though he has little skill in the profession. Seems that those outside of the Mountainholds have little appreciation for true dwarven craftsmanship and they are quick to assume any dwarf is an expert on the matter. But the profession holds little future for Urist as sooner or later his inexperience will show itself and he will be out a job. All the well though, as Urist is still keen on proving his doubters wrong -- a task that can only be accomplished through martial prowess or heroic deeds. And so Urist bides his time waiting for his opportunity to seize his destiny -- whatever that may entail. --------------------- (Note: recently purchased Ring of Protection (+1) for 1600 gp and Cloak of Resistance (+1) for 800 GP (10 MC, 200 gold) from Rainien and also a Javelin of Lightning for 1200 gold from Cayden; Will remove when post for purchases is written) Downtime and Session reports
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Post by Openeye on Oct 23, 2015 14:45:33 GMT -7
It only took a week in Rook before Urist found his first opportunity to prove himself. All seemed simple enough at the time as it was a simple request for security at a social event. Quick money as far as Urist was concerned. But he learned quickly that its not always as it seems. Upon arriving to the designated location, Urist discovered it was to be held in a graveyard some distance from town. Though unnerved, Urist was determined to follow through with the assignment, especially given that the rates offered were well above market. Red-flag number two. Instead of a social event, it was determined to be some sort of trap set by a necromancer. Midway through the evening the crowd was set on by a group of skeletons. Urist went for help only to discover some of the guards themselves were also skeletons. Thankfully Urist was able to hold them off while others protected the partygoers. However they were unable to leave the graveyard, and were forced to descend into a tunnel underneath in pursuit of the necromancer. There they were set upon by more skeletons, including a skeletal dragon. Thanks to a dwarf named Voland the threats were quickly dispersed. The adventurers were unable to locate the necromancer, but were able to put an end to his machinations, destroying his powerful blood crystal and confiscating much of his supplies. Upon returning to the surface, the adventurers were horrified to find the remains of the partygoers, though it was difficult to determine if the partygoers were indeed killed by the necromancy or were just part of the ruse. However, thankfully Urist and the others were able to leave the graveyard following the destruction of the crystal and reported the situation to the guards of Rook. Urists first experience in combat left him with a number of lessons. The versatility of his Warmauls proved themselves in battle, giving Urist a distinct edge over the skeletal beasts. However at the same time, Urist's inexperience showed and his haughty actions forced his traveling companions to have to save him from drowning. But the biggest lesson, may have come from simply observing Voland. He stood stong against all foes and was prepared far beyond any of the others of the group. Without Voland, there is no telling what may have happened to Urist or his companions.
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Post by Openeye on Oct 25, 2015 12:19:36 GMT -7
After consulting with a number of current and former adventurers over drinks at taverns all across Rook, Urist put together a pack of supplies to help him deal with the many hardships of the trade. Though many of the items seem to have little purpose, Urist trusts the adventurers often embellished stories. He doesn't know what to do with half of it, but he is committed to being prepared for the trials and tribulations of adventuring.
Spent: 478.73 gold.
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Post by Openeye on Nov 22, 2015 11:24:02 GMT -7
After a long period, Urist was finally able to secure further employment -- this time guarding a caravan en route to Port Derry. He found himself among familiar faces with Luther and Paima, both from his previous job in the graveyard, joining him to in the escort as well as a few new faces.The job was simple enough, escort a merchant named Silvia and her 3 wagons from Rook to Port Derry. It went off more or less as would be expected. At some point on the journey, a group of bandits laid a trap for the caravan. It was dealt with swiftly enough. The versatility of Urist's fighting style -- namely his thrown Axemauls -- was very useful. Urist took a bandit out of a tree and proceeded to cut two more down with his Waraxe. The party was able to dispatch the others. Taking the leader captive, the party moved on. Then, the following day, on the edge of the Siren Forest (?) the wagons were attacked by a pair of Dire Wolves. The party took to the tops of the wagons, hoping to use the speed of the wagons to outdistance the wolves and attack at range. It was futile, and the wolves attacked the last wagon throwing Luther from it entirely and isolating Paima from the rest of the party. Thankfully, Luther was able to grab the second wagon and Urist was able to drag him up. After which, Urist leapt between the wagons and joined the wolves in hand to hand combat, swinging viciously with his Waraxe and Axemaul. The party was able to drive the wolves from the wagon, but not before one grabbed an unconscious Paima in it's toothy maw and attempted to make off with her. Again, Urist's thrown Axemauls found their mark dropping the beast before it could make off into the woods. The corpses of both beasts were added to the wagons and taken to Port Derry. Upon arriving in Port Derry, Urist turned over the bandit leader while the others conducted their business. The group spent the night and set off on the morning. Again, the wild beasts of the forest took offense to the caravan's passage. A rabid Dire Bear blocked the path and upon seeing them, attacked. Urist and the party struck back but Urist and Luther saw themselves cut down quickly by the bear. Urist awoke the next morning in camp to find out that the bear had nearly killed them all. But it was eventually subdued and restrained to be sold -- alive -- upon their return to Rook. Upon returning to Rook, Urist had himself a long drink to reflect on what had happened over the previous days. While he didn't carry the team, he certainly made his presence felt. Though his near death at the and of the bear was disconcerting. Considering his utter lack of any meaningful contribution in the graveyard, Urist was quite pleased with himself. Urist was committed that he had chosen the right profession for himself and he was going to prove the dwarves of the central range wrong.
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Post by Openeye on Nov 22, 2015 12:07:53 GMT -7
Still enjoying his excitement from his previous successes, Urist was enjoying drinks with Luther and Paima in the Golden Plow when new jobs were posted. His confidence as a new high, Urist convinced them to join him in what looked to be a simple job investigating the disappearance of a few lumberjacks. The mission was simple enough. Find the problem, fix the problem. And the party set off. Upon arriving to the location, Urist quickly found himself the victim of a pit trap for carelessly wandering through the region. Soon after the group was set on by a group of zombified lumberjacks. Urist was able to take one down, but the real hero was a small kobold named Zakryk, who had overheard their discussions at the Golden Plow and joined them. He tore them to pieces with his quick movements and rapid attacks.The party then descended into the caverns to find themselves face to face with some sort of feral humanoids which ambushed them from the ceiling. Were it not for Zakryk's warnings, Urist would have easily been killed. Urist took to action, but much like his experience in the graveyard months prior, he couldn't do anything right. The humanoids took out Luther and ran circles around Urist, who swung wildly with axes, hitting nothing but air. Thankfully, again Zakryk was able to dispatch them tearing them apart with his teeth.By now Urist was beyond frustrated with himself. He was better than this. He was angry. Seething. Looking for any opportunity to prove himself. Entering the next room, he saw it. His chance to be the hero. There was an undead chiseling something in the rock pillar, obvious to the group. He indicated to the others and got its attention when he drew his weapons. When the undead got close enough, Urist charged in, axe raised. The undead simply raised his arm and swatted aside Urist.
Urist's world went black.
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Post by Openeye on Nov 24, 2015 9:27:03 GMT -7
Pain. Death. Darkness.
Urist found himself lost in his mind; lost in a whirling vortex of pain and his own emotions.
Fear. Anger. Hate.
The pain and anger was overwhelming. He tried to lash out, but he was fixed in place. A mere observer in his own consciousness. Flashes of his childhood failures. The disappointment and sadness of each amplified by the next. Image after image working forward in his life until it finally rested on his argument in the Elder's Counsel the night before he left the Cental Mountainholds.
Where the previous images were rapid-fire flashes of memories, this was vivid -- as if Urist was living it all over again. The words of the argument were lost, but the emotions were as strong as ever. The anger and hate -- true hate -- for the Elder. The memory did not show the Elder's face and Urist could not even remember his name. But he truly hated this nameless, faceless person. He felt every bit of the hate, but for a fleeting moment he couldn't help but think to himself: "Why?" But as soon as he asked himself he dismissed it. Urist had no doubts that his anger was justified -- it was too powerful to not be -- the reason was meaningless.
Again the images became a rapid fire blur, more vivid than those of his childhood, but again disconnected and fleeting. Images of his packing to night he left, walking through the woods, his first night away from home. He felt the anger that sustained him that night. As the images progressed, he could feel his anger turn to self doubt and fear. The merchants, arriving at Rook, all of it flooding back in in rapid fire. Urist became angry watching himself in his memories. He was stronger than what he saw. He wasn't this fearful dwarf filled with doubt, he was a powerful warrior.
Then the night in the graveyard. His inadequacies plain for all to see -- the dead partygoers, almost drowning in the pool of water, everything. Made all the more obvious by the skills of the dwarf Voland. Urist's anger towards himself continued to grow. The bear in the woods. The pit trap. The feral humanoids. With every failure his anger grew. And then finally the empty face of the undead. Hammering into the rock.
*Tap Tap Tap*
Upon seeing the creature, Urist felt all the subsiding pain renewed to a whole new vigor, more intense than even before. Urist tried in vane to pull away from the pain. He lived his encounter with the wight unfold all over again. He saw its face turn to face him -- cold and emotionless. He felt his anger for all his previous failures building. As the wight approached, his pain and anger grew, his emotions he felt in the moment mixing with the pain and anger he felt now. It was a truly overwhelmingly terrible feeling unlike any he had felt before. Were he able to lose consciousness he would have.
He watched in horror as he charged the creature and was slapped aside like he was nothing. He screamed in rage and agony, but no sound came out. He watched as faded into darkness. The last thing he saw was the empty eyes of the creature. It was without expression, but it seemed to laugh at him. He could hear it clearly in his mind. Hoarse scratchy laughing. In the darkness, he felt nothing but searing pain and anger; heard nothing but the laughing.
Urist saw it all seemingly at once and constantly repeating itself. But there was no semblance of time or order. Just the pain and anger, which had already reached an unthinkable level and continued to intensify, each moment worse than the previous. As it grew, Urist found himself unable to even think of existence without pain, without anger. Slowly, Urist found himself becoming numb to it. He could feel it, and though it continued to intensify, it became meaningless without a point of reference without pain, without anger.
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Post by Openeye on Nov 24, 2015 11:41:25 GMT -7
*Tap Tap Tap*
Urist heard only the sound of tapping. He tried to focus on the swirling thoughts in his head -- all the memories and emotions -- but they were lost to him, as if from a dream that he couldn't quite remember.
*Tap Tap Tap*
His eyes opened and Urist found himself on the cold rock of a cavern. Urist tried to move but found himself unable to control his body.
*Tap Tap Tap*
Images of a kobold and humanoid fleeing the cavern fill Urist's mind. They look vaguely familiar. Urist feels his body rise up from the ground and he begins following the path the took to flee the cavern. Slowly the tapping grows more faint as Urist makes his way through the caverns. He has no idea how long it had been since they had left. Only that he must find them. Kill them. As they are why he hurts. Only their deaths can end his pain. His anger.
As he reaches the opening of the chasm, Urist sees images of them climbing down the rope. Certain that they exited the chasm this way, Urist begins climbing. Only now does he notice the flesh on his arms is torn and in some places the flesh is completely missing. It catches his attention, but he cannot figure out why. He dismisses the thoughts and continues his climb. As he reaches the surface, the images change, following their journey backwards. Urist is certain that if he follows them back, he will find them and upon killing them, end his suffering.
As he follows their path he comes across discarded corpses. As the images in his mind play out, he realizes that he was with the others when they arrived and sees himself battling along side them. As he passes an open pit, he has images of them trying to pull him from the pit as well as images of him falling into it. These leave him perplexed. If these people were the source of his pain, why would they help him? Why would he fight with them? But even as he contemplates this, he continues to shamble forward following their trail back to the road and back to town.
Urist continued on, lost in his mind trying to organize his thoughts. His efforts broken when he heard a yell from behind him. His quarry. He would have his vengeance. He turned to face his foe, finding a simple merchant approaching from some distance. Urist's initial thoughts were that this was not the people he sought, but as he looked he became more and more convinced that they were the source of his pain and anger. He sought to yell curses at them, but all that came from his lips was a low unhealthy groan.
As the he and the merchant closed the distance, he had new images flash before his eyes -- these of a evening spent around a campfire -- of a merchant, not unlike the one he saw now -- perhaps even the same merchant, taking him in and offering him shelter. This was no foe. Yet Urist felt himself moving towards the merchant. As the merchant got closer, Urist could see the look of horror and concern growing on the face of the merchant. But it did not make sense to Urist. The merchant was his friend. Why did the merchant fear him?
It was then that Urist felt his arms raising to strike the merchant. It was in that moment that Urist realized that he wasn't in control of himself. That something insidious was driving him to attack this defenseless man. Urist fought back against the compulsion. The numbness Urist felt was replaced again with pain and anger and with it images of the wight that struck Urist down.
Urist's body let out a moan and collapsed to the ground. Inside it, Urist fought back against the flooding images of failure and inadequacy, against the overwhelming pain and anger he felt. Though Urist did not understand what was happening, he was certain that if he didn't intervene, his anger would kill this innocent man -- the one that reminded him of the kind merchant in the woods so many nights ago. And so Urist fought back against his anger, against the pain, and against the compulsions he felt.
For the merchant, it was a horrific sight. This dwarf had no right to be alive. The flesh was literally falling from the bone. And yet somehow he was. From Urist's lips escaped moans of pain and pleadings for help. At times the moans and thrashing would turn violent. The merchant had no idea what had befallen this dwarf, but it was clear he was afflicted and tormented by it. But with Rook only a few hours away and with it the temples and expert healers, the merchant felt compelled to assist.
Urist continued his internal struggle. Urist continued to feel the pain and the anger and the compulsion to kill this man. Urist felt them very strongly. And at times he felt his resolve weaken and his arms raise again to strike out at those who sought to help him, but time and time again he would fight to regain control of himself. Urist regularly lost consciousnesses and regained consciousness, but none of that brought relief to the pain and anger he felt and fought in his mind.
Upon arriving in Rook, Urist felt his body being lifted again. Concerned that the compulsions were again taking control, Urist fought back regaining consciousness. As his eyes opened he saw the kobold and the humanoid. The rage and pain rose deeply from within him overtaking his mind and causing his body to lurch out of the grasp of the merchants that were trying to carry him to the temple. Urist felt his body take several steps towards his former companions. Knowing they would help him as they had in the pit, Urist fought hard to regain control of himself, stopping his body and causing it to again fall to the ground. Urist saw their faces as they crouched down to assist him, and as he lost consciousness, using his remaining strength to plead for their assistance. And with that, Urist returned to the darkness to continue his mental struggle.
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Post by Openeye on Nov 24, 2015 14:47:45 GMT -7
Urist awoke in a plain room. As he arose, an Acolyte rushed over.
"Sir, please be careful. Take your time. You were in rough condition when you were brought in."
Urist stood and turned to face the speaker, but said nothing. The Acolyte continued:
"You were near death. Some adventurers brought you in. Thankfully, my master was able to help you."
"Thankfully, in deed. I appreciate the services of your master." As Urist gathered up his gear which had been laid neatly near his bed. " I hope to get the opportunity to repay him for his kindness in the future."
The Acolyte looked concerned and tried to stop Urist. "Are you sure you must be going? You do not look at all well. And considering how you tossed and turned in your sleep I can't imagine that you got a good rest. You really should take it easy. Did you have nightmares in the night?"
"Nightmares, indeed. " Urist muttered to himself. "I appreciate your concern, but I have truly taken up too much of your time. Thank you again for your kindness." Urist took out a pair of gold pieces and tossed them on the bed. "For your troubles."
But Urist knew that what he had was no dream or nightmare. He remembered vividly every detail. The pain. The anger. The darkness. It touched him deep in his soul. He still didn't understand what had happened, but he knew that it did. It was no dream. He took a deep breath, composed himself, and walked out of the temple without speaking to another person.
In fact the pain and anger were the only things that even felt real to Urist anymore. Everything prior felt so distant. I may have only been a few days but it felt like lifetimes had passed since he had left Rook to investigate the disappearance of the the lumberjacks. Despite the healer's best effort's the event would leave a scar on his soul that would prove far harder to mend. Even as he walked out into the bright sun of a new day, Urist couldn't feel it's warmth. Only the cold of darkness and death.
Not knowing what else to do, Urist returned to his work around the city. As the days turned to weeks, and Urist fell back into old routines, his normal color came back and the chill left his bones. He could again feel the warmth of the sun, but after the touch of death it could never be the same.
Urist found that his temperament had changed, too. While Urist was always quick to anger and remained so after the events, his anger was now always accompanied by those same feelings he felt in the cavern -- pain, darkness, death. The first time he had lost his composure after the incident, it hit him suddenly and without warning. Urist was overcome and collapsed in the job, lost again in horrors of his own mind. With some effort, he was able to regain control of his anger and upon controlling it, end it and the associated feelings. The entire event only lasted a few minutes, and was easily passed off as over exertion, but Urist was rightly concerned and fearful.
He took it upon himself to seek out instruction to control his rage. He vowed to never let it control him the way he had let it in the past. He couldn't let himself again become the monster.
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Post by Openeye on Nov 24, 2015 15:34:44 GMT -7
Urist took to his new task without delay.
Seeking assistance in understanding what had befallen him, Urist consulted with a number of diviners and oracles. Though they could offer little in the way of straightforward answers, it was clear that Urist now had something innately magical in his essence where previously none had existed. While it did not manifest itself outwardly, Urist found he could interact with a limited number of magical items. The magic was neither powerful nor obvious, but it was there.
As for what had happened in the cavern, few could offer explanation. It seems that the wight tried to take Urist as a spawn -- of this most could agree. But as this has always been known to require the death of the victim, nobody could be certain if that meant that he had died or not. Also up for debate was whether or not he was just fortunate or divinely protected.
Urist left unsatisfied with the explanations, and preferred to chalk it up to pure stubborn dwarven resolve -- of which he had no shortage of -- and that somehow some of the Necromancy that created the wight had remained within his being. Urist resolved that despite it all he was to continue his adventuring. It was clear that this was his calling else he would have remained in that cavern a wight spawn forever. While far from thought out, and likely not even accurate, it gave Urist the closure he needed to move forward.
He decided that if he was going to handle the next challenges he would need a bit more equipment than he had now, purchasing a Breastplate, Composite Longbow (+2 STR), arrows (actually all purchased during the wight session, cost: 503gp) and two wands from Lorek of Ra'dari Institute of Higher Mysteries (Infernal Healing and Enlarge Person, cost: 1200 gp). Additionally he sold a potion of infernal healing to Zakryk for 40 gp.
Total net cost: 1,663 gp.
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Post by Openeye on Dec 17, 2015 20:26:35 GMT -7
It was a period of several weeks before Urist felt comfortable and ready to return to his adventuring. His search for answers took most of his downtime and he wanted to be certain he was fully recovered from his previous ordeal. But Urist kept with his routine, checking the Golden Plow for work daily. Though he passed on a few prospects, he felt the wait was worth it. Then finally a job caught his eye. It was posted by a local merchant, again a new member of the UME. The ship she had hired to transport her goods had run aground between Port Derry and Rook. This immediately peaked Urist's interest. An opportunity to give back to the community that has repeatedly assisted him. The goal was to recover an exceptional dagger -- a family heirloom. Urist was joined by his previous companions, Aria and Zakryk as well as a new face in Sana. The group made their way to the location and found the boat without issue. The group proceeded into the ship, looking for evidence of the dagger, the crew, anything. The ship was abandoned, hastily. There were provisions and goods left. Nothing of value, but no clues to the whereabouts of the crew or the dagger either. The party made their way to the captains quarters on the deck, but before they made it to the door, the deck erupted in a shower of splinters as a giant Centipede came up from below deck. Despite its huge size, the party was able to take it down relatively easily. Aria dealt the killing blow, though it was far from a solo effort.As the rest of the group got back to the task of searching for the dagger in the captain's quarters, Urist investigated the body of the centipede. Suddenly, rising from the sea, were a group of large, aggressive Seapeople and water elementals. Urist, still on the deck, spotted them and sounded the alarm. Zakryk made a run for the beach, putting his incredible leaping skills to the test. But Urist and the others couldn't make the nearly 40 foot jump and were trapped on the ship, split off from their compatriot. They barricaded themselves into the cabin and prepared for the fight that would soon ensue. Urist took the opportunity to test his new magical abilities, using a Wand of Enlarge, allowing him to match the girth of the larger attackers. When the walls burst, the group was ready for them and set to their task -- Sana and Aria on the flank, with Urist holding the front. Aria and Sana did well at their job, taking down the first and progressing into the melee. Urist on the otherhand, struggled mightily. Unbeknownst to the rest, Zakryk had been taken down by a pair of elementals on the beach, which were now dragging his unconscious body into the sea. Thankfully, Aria spotted him over the edge of the ship and was quick to leap into the water to save him before they could drag him under. But without Aria the battle on the deck went south quickly. The flank was lost and Urist went down. Sana was able to save the day with a well timed and fortunate Colorspray. It bought the time needed for Sana to revive Urist and the two of them were able to finish off the fight in their favor. The party left the ship without a clue and with their tails between their legs. Thankfully, while they were looking for a sight to rest, they stumbled across a trail a few hundred feet south of the ship. It led them from the sea into a salt marsh, where the found an abandon campsite and determined it to be from the sailors. They continued after the trail and discovered the sailors, with the dagger. The party lead them back to the safety of Rook and delivered the dagger to it's rightful owner.
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