Start/Highlights:
- After clearing out the second floor of the tower, the group decided to take a long rest inside the tower
- Afterwards, The party then went to the third floor and found the alchemy room
- Battled 5 sturges in the plants
- After investigating a suit of armor, the party then opened the two doors to the wizards main chamber
- Once Thena took the wizards hat, the trap was sprung
- Battled two animated armor suits and outside door was shut magically
- The party found the tiara inside a locked box
- They noticed the last set of doors was marked with a warning of the guardian(s) inside.
- The party then left the building only to find a male in chain armor Norin, and some others outside, who approached the group and made an offer - To join the Harpers.
- They discussed joining the Harpers group and agreed to its terms
- BENEFIT TO HARPERS:
- Party to take on missions of importance over personnel goals with Harper intentions to bear.
- Take over expenses of the tower with goal of potential expansion of business to add profits to Harper common wealth.
- BENEFIT TO PARTY:
- Gain benefits from expertise and other professions as needed
- Gain access to knowledge and information as needed
- Provide home base for party to work out of.
NPCs/PCs Met:
- Norvin Marsk - Harper Captain of Sword coast [NPC]
- Verminaard/Freds new dwarf
Places visited
- Cleared tower
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