Rise of Drekis: Chapter 3 Episode 06

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==Synopsis ==
In their quest to Ember's Keep, the party encounters lizard folk in a swamp, skillfully avoiding conflict using Hank's magic. Upon reaching the city, they discover the empire's exploitation of the swamp's trees for warship construction. Kas, their guide, promises a meeting with the city council. During a covert operation, the party infiltrates Ember’s Keep's treasury to acquire ancient stone tablets. However, their heist goes awry when Hank's escape results in broken potions and a hasty exit, leaving the party scattered and facing unexpected challenges in the city.
==Recap==
===Journey to Ember's Keep: January 2nd 1518 - January 6th 1518===
The party embarks on a journey toward Ember’s Keep and reaches the swamp that envelops the city. Rowing through the murky waters, they encounter lizard folk. Recalling a previous encounter where the lizard folk spared them after witnessing Hank's magic, Hank casts the spell above their boat. This spell manifests several colorful balls of light, allowing the party to pass by the lizard folk without combat.
===The Dwarves of Ember's Keep: January 7th 1518===
The following day, the party comes across a small dock adorned with large tree trunks. Guarding the dock is a soldier clad in chainmail, a sight the party has not seen on the island before. Kas informs the group that the empire is harvesting trees from the swamp to construct boats capable of navigating the seas. This swamp in Bravo is the sole location where the necessary trees for building large warships can be found.
The party docks their boat and proceeds into Ember’s Keep. Kas expresses gratitude and escorts them to meet his family. He assures the party of arranging an audience with the city council the next day.
During the night, Hank engages in conversation with a couple of panhandling dwarves. Despite offering a drink at a nearby tavern, the dwarf named Vaughn declines, revealing his unwelcome status in most taverns. Instead, he guides them to a dilapidated "tavern" frequented by shady characters. Sunny buys drinks for everyone, and the party learns more about the city, its surroundings, and Vaughn's backstory.
===Dinners and Heists: January 8th===
On the next day, the party is ushered into the main council chamber to meet the city's three leaders. Gifts are exchanged, discussions on the city's history and the White Butte Mountains take place, and plans for a dinner later in the evening are finalized.
After the meeting, Daniel discovers that the layout and construction of Ember’s Keep closely resemble the ancient city of Old Vodan. Armed with this information, the party identifies the location of the treasury and plans to break in, assuming it contains the stone tablets that have valuable ancient wisdom etched on them. The strategy involves Bill and Sunny attending the dinner with the council while Hank and Daniel infiltrate the treasury. Sunny prepares his assassin's teapot, armed with poison in case of an emergency.
===The Heist===
That evening, while Sunny and Bill attend dinner, Daniel and Hank locate a damaged window on the fourth floor of a tower and successfully climb through. Inside the keep, the two thieves sneak through the hallways avoiding detection when they reach a door. As Daniel attempts to pick the lock, a guard appears. Hank casts on the guard just as Daniel opens the door. Through the door, they find themselves in a storage room, and proceeding through another door, they encounter stairs leading down into darkness.
Requiring a torch to descend, Hank casts on a guard, seizes the torch, and the two thieves head down the stairs. At the bottom, they encounter a two-headed dog, and Hank casts to pass by safely. In the hallway, they discover a prisoner named Constance. Hank asks why he is here and he explains that he saw the source of her magic and came across the bone yards. In the treasury, three open sarcophagi reveal gold, potions, and the sought-after stone tablets. Hank transcribes the tablet inscriptions and stashes potions in his backpack. With their loot, the trio makes their way back, passing a two-headed dog by enveloping it in a wall of fog with the spell.
Attempting to sneak past a guard, Hank is noticed. Hank attempts to talk his way out of the situation but fails, and the guard calls for help. Hank flees up the tower and attempts to climb out the window they entered through but falls, breaking all the potions. Exiting the city, Hank heads to the boat, while Daniel rushes to the council room to warn Sunny and Bill. Daniel reaches the building and is taken to Sunny and Bill. A guard informs them something happened and brings them to a different room. 
Daniel leaves to fetch the boatman, and Sunny and Bill are locked in a tower. Daniel, the boat and and Hank escape the city.
==Experience==
No experience given this episode.
==Final Episode==
There was no episode of chapter 3 after this one, so the fate of the characters is unknown, but they never made it back to see Imrik in time for the deadline.
Category:Rise of Drekis Episodes
Category:Rise of Drekis