Marfaen is a bit confused, since he didn't receive the full explanations of what was going on. (OOC: I'll assume someone at least tried to convey to him what was happening, as to not be an annoyance by asking for another player to explain it all to Marfaen as well.) He stays on the back, seeing as everyone else seemed to know what they were doing, following inside the room for last.
As you quietly make your way in, you take in this prison's features. The ceiling is a snug 10 feet high and the area is only sparsely lit by torches. The moans, cries, and muttering of the prisoners occasionally echo throughout the prison. A stone chair is bolted to the floor in the room’s center, and interrogation instruments hang from the walls.The northern part of the room houses a few more cells, for a total of eight. Five of them are currently occupied, and with the exception of one, all prisoners are clearly in a terrible condition due to starvation and dehydration.
Andmarir starts looking at the room and its occupants a little closer (perception check). He judges that the four that are in bad shape would probably be able to walk on their own, but they are in no condition to fight. He also notices that two of the most roughed up prisoners only have one ear, probably enough to justify their presence here. The other two must have ran afoul of the Black Fist in other ways.
Neya takes a book from the ranger's book and does some looking around of her own (perception check). She stops by the fifth prisoner, the one that looks to be in a bit better physical shape than the others. He notices the monk too, and rumbles in a low voice while staring into nothingness: "Pain... so much pain... I felt it... so will you. The house on the hill has no servants. They seek more... I'll not go! But you,... Ah, you.... you will plant the seed that never germinates." The human male wears tattered black robes, and despite being in prison, seems to have soft, non-calloused skin on his feet and hands. A soft tan on the bottom half of his face betrays that he is a fan of long hoods, or perhaps masks.
As the the one prisoner rumbles, the others seem to come out of their stupor, noticing the seven new people in this tight room (It takes a while for them to notice you because of those insane stealth rolls). A couple are able to speak, and in whispers, they begin to beg you to let them free.
Hearing the rantings of the prisoner, Utar tries to make sense of his words. Particularly the house on hill and the seed that never germinates. He racks his brain for what he knows regarding these words, particularly in relation to Bane. Absently he touches his amulet, it glows as he asks Torm for guidance.
Andmarir continues to move silently, at least he is trying. Though as the prisoners start to ask to be let out. Andmarir brings a finger up to his lips to tell them to be silent. He looks to the others on what they are to do with the prisoners.
He does not know much of the human world buthe tries to listen to the words told by one of the prisoners. Yet he decides it is best to keep a ear out for guards or anything out of the ordinary.
This post has potentially manipulated dice roll results.
Graxx nods towards the prisoners missing an ear.
"Welcomers"
Graxx will move to K15 to lean against the door. One, to hold it in case someones tries to come in and two to listen for any movement on the other side.
You cannot make sense of what a house on the hill or a seed that does not germinate could possibly have in connection with either Bane or any other deity you are familiar with in the current context. There is some hint of a religious fervor in his speech, but if it is linked to an actual deity it is certainly either an obscure one, or something not popularly worshiped.
As you rack your brain trying to make sense of his words, it eventually clicks: the black robes, you have seen similar ones before. Outside a cave east of Phlan, hidden in a bog (I'll leave it to you to connect the dots, but feel free to roll an intelligence check for further hints).
Drazzim approaches Neya, and together they try to understand what the fifth prisoner is all about. In his drunken state, the dwarf is unable to concentrate long enough to puzzle it together but the monk is more successful. Neya concludes that the man must have been driven insane by a mix of his long confinement and perhaps some foul magic. He seems more dangerous than he is currently letting out, and could be homicidal. Neya suspects that the prisoner might attack if released.
Meanwhile, Andmarir tries to shush the other prisoners down, afraid they might alert any potential guards (I'm rolling a persuasion check on your behalf here: 2). The suffering prisoners ignore the request for discreteness, and instead begin to moan and beg in a louder manner.
Graxx presses his ears to the eastern door and tries to learn what is on the other side. It takes a second or two, but the barbarian is eventually able to single out a slow, rhythmic mumbling. It is too low for Graxx to make out the words, but whoever is muttering them seems to be repeating them ad nauseam.
Marfaen stays in the corner, observing and putting the pieces together as to fully understand what his new companions dragged him into.
Rag approaches the southern door and remains quiet. The halfling is a master at hiding and is pretty sure his presence here has gone unnoticed by the begging prisoners. In his silence, the rogue begins to hear louder noises coming from the other side of the door next to him. It is a mix of metal clanging, chairs moving, and some huffing and puffing.
This post has potentially manipulated dice roll results.
OOC Ok, so I think that I'm up to speed, let's see if Utar is.
Utar is transfixed by the robes of the ranting prisoner. He is sure he has seen similar robes before, moments before their wearer disappeared from sight in an instant.
Holding his amulet again, the same faint glow comes from it. Utar seeking Torm's guidance again.
Utar recalls seeing another person wearing similar clothes. Indeed, that person disappeared after relaying a message to one of those fishmen (Kuo-Toa). The half-orc can't be entirely sure but he thinks he remembers that person also wearing a mask under his dark hood, before disappearing. That would explain this prisoner's facial tan marks. If any pair of people ever looked like dragon cultists to Utar, these two would probably be it.
Andmarir sighs and shakes his head slowly and then looks to the others. He is hoping that by the look alone is enough to tell them to hurry for soon these prisoners will be to loud.
He steps away from the prisoner cages and stands back, trying to get a good view of the door. Perhaps get a good enough view to have a line of sight if and when the door is opened.
Graxx listens to the murmurs though the door. And loudly whispers, "Someone is chanting or something in the next room! These people clearly aren't going anywhere. Should we continue and kill whatever dangers await us and then return to deal with these folks? They will know we are here soon!"
Graxx will use his turn to try to hold the door tightly to prevent any intrusion.
Rag hearing the commotion will lock the door. Thieves Tools: 23
He will then step back to group and let them know he heard "I think we are getting unwanted company soon. I suggest we release the prisoners and we can use that as a distraction???"
Andmarir warns his companions to get ready with a foreboding stare and then moves back into the initial cave, forcing the door open with a rock, so he can get a good line of sight. He is now close to the gnome, Rillo.
Graxx then puts his weight on the eastern door. He seems a bit distracted by the excitement of the incoming battle however, and does a less the perfect job.
Rag quickly locks the southern door to buy some extra time. As soon as he is done, you all hear a loud bang. Whoever is on the other side is now trying to force the door open. You hear someone scrambling for a key. They'll be here shortly it seems, but the rogue has bought the party a few extra seconds.
(OOC: You can each make one last preparation. After that, we'll be rolling for initiative).
Rag will wait and slip into the shadows as he follows is larger companions into the room.
Stealth: 27
Neya moves into the room, trying to make as little noise as possible and staying in the middle of the group.
Stealth - 24
She then takes a look around the room
Perception - 21
Extended Signature
Marfaen is a bit confused, since he didn't receive the full explanations of what was going on. (OOC: I'll assume someone at least tried to convey to him what was happening, as to not be an annoyance by asking for another player to explain it all to Marfaen as well.) He stays on the back, seeing as everyone else seemed to know what they were doing, following inside the room for last.
Stealth 17
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
(@RagnerMonk: Wrong thread, mate).(I see you deleted the post. Alright, less confusing that way).
As you quietly make your way in, you take in this prison's features. The ceiling is a snug 10 feet high and the area is only sparsely lit by torches. The moans, cries, and muttering of the prisoners occasionally echo throughout the prison. A stone chair is bolted to the floor in the room’s center, and interrogation instruments hang from the walls.The northern part of the room houses a few more cells, for a total of eight. Five of them are currently occupied, and with the exception of one, all prisoners are clearly in a terrible condition due to starvation and dehydration.
Andmarir starts looking at the room and its occupants a little closer (perception check). He judges that the four that are in bad shape would probably be able to walk on their own, but they are in no condition to fight. He also notices that two of the most roughed up prisoners only have one ear, probably enough to justify their presence here. The other two must have ran afoul of the Black Fist in other ways.
Neya takes a book from the ranger's book and does some looking around of her own (perception check). She stops by the fifth prisoner, the one that looks to be in a bit better physical shape than the others. He notices the monk too, and rumbles in a low voice while staring into nothingness: "Pain... so much pain... I felt it... so will you. The house on the hill has no servants. They seek more... I'll not go! But you,... Ah, you.... you will plant the seed that never germinates." The human male wears tattered black robes, and despite being in prison, seems to have soft, non-calloused skin on his feet and hands. A soft tan on the bottom half of his face betrays that he is a fan of long hoods, or perhaps masks.
As the the one prisoner rumbles, the others seem to come out of their stupor, noticing the seven new people in this tight room (It takes a while for them to notice you because of those insane stealth rolls). A couple are able to speak, and in whispers, they begin to beg you to let them free.
UPDATED MAP:
Hearing the rantings of the prisoner, Utar tries to make sense of his words. Particularly the house on hill and the seed that never germinates. He racks his brain for what he knows regarding these words, particularly in relation to Bane. Absently he touches his amulet, it glows as he asks Torm for guidance.
Religion - 20 plus 2
Drazzim, in his inebriated state, is trying to make sense of any of the mumblings that are coming from the prisoners.
Insight: 7
Current Player In: The Guild as Elsara Deepmoon
Andmarir continues to move silently, at least he is trying. Though as the prisoners start to ask to be let out. Andmarir brings a finger up to his lips to tell them to be silent. He looks to the others on what they are to do with the prisoners.
He does not know much of the human world buthe tries to listen to the words told by one of the prisoners. Yet he decides it is best to keep a ear out for guards or anything out of the ordinary.
(@Nantook:
Andmarir should roll either a perception or an intimidation check to keep the prisoners silent. Your choice).(@Nantook: I made a call on your behalf below so I could keep the plot moving).
Graxx nods towards the prisoners missing an ear.
"Welcomers"
Graxx will move to K15 to lean against the door. One, to hold it in case someones tries to come in and two to listen for any movement on the other side.
Perception: 21
Neya is intrigued by the fifth prisoner's demeanor and is wondering what is making him tick.
Insight: 18
Extended Signature
Rag moves to M-10, watching the door near him and staying hidden.
Stealth: 23
Utar's religion check:
Drazzim approaches Neya, and together they try to understand what the fifth prisoner is all about. In his drunken state, the dwarf is unable to concentrate long enough to puzzle it together but the monk is more successful. Neya concludes that the man must have been driven insane by a mix of his long confinement and perhaps some foul magic. He seems more dangerous than he is currently letting out, and could be homicidal. Neya suspects that the prisoner might attack if released.
Meanwhile, Andmarir tries to shush the other prisoners down, afraid they might alert any potential guards (I'm rolling a persuasion check on your behalf here: 2). The suffering prisoners ignore the request for discreteness, and instead begin to moan and beg in a louder manner.
Graxx presses his ears to the eastern door and tries to learn what is on the other side. It takes a second or two, but the barbarian is eventually able to single out a slow, rhythmic mumbling. It is too low for Graxx to make out the words, but whoever is muttering them seems to be repeating them ad nauseam.
Marfaen stays in the corner, observing and putting the pieces together as to fully understand what his new companions dragged him into.
Rag approaches the southern door and remains quiet. The halfling is a master at hiding and is pretty sure his presence here has gone unnoticed by the begging prisoners. In his silence, the rogue begins to hear louder noises coming from the other side of the door next to him. It is a mix of metal clanging, chairs moving, and some huffing and puffing.
OOC Ok, so I think that I'm up to speed, let's see if Utar is.
Utar is transfixed by the robes of the ranting prisoner. He is sure he has seen similar robes before, moments before their wearer disappeared from sight in an instant.
Holding his amulet again, the same faint glow comes from it. Utar seeking Torm's guidance again.
Intelligence - 13 plus 2
Utar recalls seeing another person wearing similar clothes. Indeed, that person disappeared after relaying a message to one of those fishmen (Kuo-Toa). The half-orc can't be entirely sure but he thinks he remembers that person also wearing a mask under his dark hood, before disappearing. That would explain this prisoner's facial tan marks. If any pair of people ever looked like dragon cultists to Utar, these two would probably be it.
(No problem, have had a busy two days. )
Andmarir sighs and shakes his head slowly and then looks to the others. He is hoping that by the look alone is enough to tell them to hurry for soon these prisoners will be to loud.
He steps away from the prisoner cages and stands back, trying to get a good view of the door. Perhaps get a good enough view to have a line of sight if and when the door is opened.
Graxx listens to the murmurs though the door. And loudly whispers, "Someone is chanting or something in the next room! These people clearly aren't going anywhere. Should we continue and kill whatever dangers await us and then return to deal with these folks? They will know we are here soon!"
Graxx will use his turn to try to hold the door tightly to prevent any intrusion.
Strength: 6
Rag hearing the commotion will lock the door. Thieves Tools: 23
He will then step back to group and let them know he heard "I think we are getting unwanted company soon. I suggest we release the prisoners and we can use that as a distraction???"
Andmarir warns his companions to get ready with a foreboding stare and then moves back into the initial cave, forcing the door open with a rock, so he can get a good line of sight. He is now close to the gnome, Rillo.
Graxx then puts his weight on the eastern door. He seems a bit distracted by the excitement of the incoming battle however, and does a less the perfect job.
Rag quickly locks the southern door to buy some extra time. As soon as he is done, you all hear a loud bang. Whoever is on the other side is now trying to force the door open. You hear someone scrambling for a key. They'll be here shortly it seems, but the rogue has bought the party a few extra seconds.
(OOC: You can each make one last preparation. After that, we'll be rolling for initiative).