Focusing on his footwork, on the path of dark, slick stones and rotten old beams that leads back to their boat, Banio does not see the waters begin to froth behind him. Were he looking, he'd not be able to tell if the waters were rising, or the tower sinking. Either way, the window the witch spoke of has closed.
Hop. Step. Step. Hop. Step. And then... with only a small jump remaining that will carry him to safety, the man
does realize there's something... else... that he doesn't see.
Trusova. She's not at the boat, waiting, as expected. Turning around, he surveys the black waters, wondering where his companion has gotten to. There's just the sound of the wind and the
glurk of the passing water for long seconds, and Banio Phelbt begins to wonder if he will return from this night alone.
But then the woman suddenly breaks the surface of the water, gasping and struggling to keep her head above the surface of the putrid-tasting water she accidentally plunged into.
OOC:
Trusova, you injured yourself slipping into the water, falling on the rocks. Please roll 1d6 and apply that damage to your Stamina. Then roll to see which weapon you've lost: again a d6, 1-3 is your spear, 4-6 is your crossbow.
To get out of the water and make it to the boat, you'll need an Athletics test (or a career like Fisherman). Make this test normally if you don't have help. If Banio lends his small-handed aid, make it at +2. A roll of less than 10 will see Banio end up in the water as well, and failure will see you still in the water and taking a point of Stamina damage.