With Adrasteia's help, I roll Yagra onto her side and take a step back, waiting to see if she'll wake up but keeping a little distance in case she wakes up angry. "Yagra? Do you know why those men attacked you?"
Adrasteia and Sim try to wake Yagra up, but it would seem those men were not kidding. The half-orc is not responding to the gentle slaps or to the concerned questions. Being a cleric, Adrasteia would recognize her patient as needing some sort of medical or magical healing to wake up. Alternatively, she estimates that Yagra would rise on her own within the next 2 hours.
The specific tattoo does not ring a bell, but the five men did look somewhat organized in their attack. Perhaps they are a part of a street gang, a band of ruffians, or just some thieves. Regardless, despite the existence of countless guilds in the city, Adrasteia knows that by law there are no active thieves’ guilds permitted in Waterdeep, although there are some rumors or tales to scare children out and about.
Mokiakia bows trying to get some recognition, but uses the ruse to approach and examine the half-orc's necklace.
Yagra is a mercenary, although she has never expressed being part of any sell-sword guilds. She doesn't volunteer that information very often, but those that are well informed may recognize the good craftsmanship of her necklace. She is either very well paid for her muscle work or acquired such an item through more devious manners. It is just a piece of jewelry though, so probably no harm there...
LORE BOX (GUILDS AND GUILD LAW):
No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. Every visitor to Waterdeep needd to know this, lest they run afoul of “Guild Law.” Guild Law isn’t technically in the legal code of Waterdeep, but guilds are mentioned in the oldest surviving legal documents — penned by Ahghairon himself — and the rules of Guild Law are respected by wise city folk.
Guilds take their laws seriously, as do members of the City Watch and the magisters. If you flout a guild’s traditions, you can expect not only public scorn but also a visit from enforcers of the law. In addition, many guilds have their own codes of accusation, trial, and punishment, such as:
A member of the Bakers’ Guild who sells bread baked in the wrong shape will be drenched with water and coated in his own flour.
Heckling a member of the Jesters’ Guild will result in the offending party being jeered at in public by no less than four guild members for a period of four days.
Any ship that unloads its cargo without due observance or aid by the Guild of Watermen shall have its cargo seized or thrown into the harbor.
Many guilds have codes that entwine each other, complicating matters even more for the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be consulted upon designation of the plat, then brought in to draw or approve the construction plan. The Cellarers’ and Plumbers’ Guild must then clear and prepare the site, only after which will you be able to hire members of the Carpenters’, Roofers’, and Plaisterers’ Guild to erect the structure.
Moreover, the work will not be complete until members of the Guild of Fine Carvers and the Guild of Stonecutters, Masons, Potters, and Tile-makers design and craft any decorative elements of wood, stone, or ceramics, and after the Most Careful Order of Skilled Smiths and Metalforgers has manufactured and installed any door hinges. If the building is to be connected to the sewers or a city water supply, the Cellarers’ and Plumbers’ Guild must be called upon again to do that work. Want glazed windows installed? For that, you need to hire members of the Guild of Glassblowers, Glaziers, and Spectacle-makers.
If you do business in the city as anything other than a purchaser of goods and services, it is strongly advisable to seek out a local solicitor and pay to be guided through the process. No guild of solicitors exists, so be sure your choice comes highly recommended by individuals you can trust. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member.
All that said, working at a guild-related profession without being a member of that guild isn’t illegal. Guild members have no lawful recourse to interfere in the business of someone who chooses to not join the organization. But if you practice a trade or operate a business without becoming a member of the appropriate guild, word spreads, and you’ll find that your coin isn’t good for purchasing the goods or services of anyone who is a guild member. Since that group includes virtually everyone who sells the necessities of life or offers shelter for a fee, the benefits of joining a guild swiftly become apparent to those who procrastinate in this regard.
Without much warning, trouble arises from out of the gaping well in the middle of the Yawning Portal’s taproom. Shouts of alarm suddenly ring out as a hulking creature climbs up out of the shaft in the middle of the taproom — a monster with warty green skin, a tangled nest of wiry black hair, a long, carrot-shaped nose, and bloodshot eyes. As it bares its yellow teeth and howls, you can see that a half-dozen bat-like creatures are attached to its body, with three more circling above it like flies. Everyone in the tavern reacts in fear except for the barkeep, Durnan, who shouts, “Troll!”
Jalester prepares to fight, and nods to the group. What do you do?
(Make sure to roll for initiative as part of your next post. Were are going into combat!)
I get down from the stool and try to take cover behind the bar while making eye contact with Durnan. I mask my fear by using my persuasion, "when you get a chance, let me have some ale? I can even pour it myself". 13 Add 2 to roll as I used to wrong command initially.
The Troll seems hungry for tasty humanoid flesh, bringing nine Stirges with it. Once in the taproom, the Troll rises to its full height of 9 feet. Three of the Stirges also look hungry and are flying above the Troll posing a threat. The remaining Stirges are bloated, having drained copious amounts of the Troll’s blood, and drop back down the shaft to digest their meal. The Troll seems to be slowly regenerating, as the effects of its blood loss become less apparent by the second.
Most tavern patrons and staffers flee or take cover at the sight of the Troll. Durnan draws a beautiful two-handed greatsword from underneath the bar counter and says to Mokiakia: "Ha! Drink what you will, but I'm still charging you afterwards... m'lady." He then prepares to spring over the bar, and confronts the monster himself.
(@All: We'll follow the initiative order by going through the color coding. Durnan, Sim and Jalester will go first, then the Troll, and so on. Adrasteia must wait until the Troll takes its turn and Mokiakia needs to wait until the Stirges take theirs. This means that the pace of the game may fall a little behind one post per day, but this is normal during combat. Let me know if this is not clear.)
(Sim may take her turn. Others will have to wait a bit.)
(@All: During combat, I'll bold the name of the character whose turn I'm resolving. This will help us keep track of the initiative order.)
Durnan begins by jumping over the bar counter and saying "The Troll is already hurt. We'll need to bring it down before it regenerates, but we should cut down its support first." His words are pointed and direct, showing a level of experience in combat that his current job wouldn't suggest. As he finishes his orders, Durnan grabs a lamp from atop a tavern table and swings it at the Troll.
-> Lamp (ranged improvised weapon attack) vs. Troll: Attack: 18 Damage: 5 piercing. The lamp cracks open dousing the troll in oil. The shards of glass dig themselves into a small portion of the Trolls skin (Troll - CMD: 45).
(NOTE: CMD stands for cumulative damage. It is a way for us to keep track if an enemy's health without necessarily revealing its max HP. This Troll in particular started the fight already damage... 40 HP worth of it.)
(@Sim: I think you rolled two attack rolls by mistake, so I'll ignore the first one. As for the second one, you forgot to add your attack modifier for the shortbow of +5. Your final roll would therefore be 9 + 5 = 14. The damage roll was spot on.)
Sim shoots an arrow from afar, accurately bringing one of the flying Stirges down. The arrow unfortunately falls into the large well along with the dead flying monster (Stirge#2 - CMD: 7->DEFEATED).
Jalester moves in closer to the Troll saying: "Bring the flying buggers down. I'll hold this monster for the time being." The City Watch Captain then attacks the Troll with two quick slashes of his longsword.
-> Longsword (two-handed melee weapon attack) vs. Troll: Attack: 19 Damage: 12 slashing. The first slash opens a large gash.
-> Longsword (two-handed melee weapon attack) vs. Troll: Attack: 15 Damage: 7 slashing. The second one barely catches the monster, but blood purs out nonetheless (Troll - CMD: 64).
(@Adrasteia: It looks like you also forgot to add your attack modifier to the "to hit" roll, which is +5 for the Inflict Wounds spell. So, your attack roll would be 12 + 5 = 17, which hits.)
Adrasteia ignores the more experienced fighters' orders and approaches the Troll, touching its filthy skin and letting a "reverse-from-healing-magic" do its job. The wounds that had just healed naturally on the Troll's skin reopen (Troll - CMD: 65).
Each of the Stirges find a target to try to feed on. One flies towards Sim, the other towards Mokiakia.
-> Blood Drain (melee weapon attack) vs. Sim: Attack: 9Damage: 4 piecing. The rogue manages to move out of the way.
-> Blood Drain (melee weapon attack) vs. Mokiakia: Attack: 22 Damage: 6 piecing. Mokiakia is not as fortunate and the flying beast attaches itself to her forearm, quickly sucking a lot of the sorcerer's blood.
(@All: Unlike monsters and NPCs, we will be keeping track of your characters' HP directly in your respective characters' sheets. For instance, Mokiakia needs to deduct 6 HP from the top right corner of her sheet after the Stirge's attack. This means she has only 2 HP left, and is in a bad shape.)
NOTE: These initiative tracker posts are giving you guys a snapshot of the battlefield at the beginning of the round they refer to. In other words, this post updates combat info after Mokiakia's turn above but before Durnan, Sim, and Jalester take their next turn.
Durnan steps over to the next table and grabs the lantern on top of it. "Fire, we need fire!". He is careful to protect the flame this time, as to conserve it for the Troll. The lantern flies:
-> Lamp (ranged improvised weapon attack) vs. Troll: Attack: 5Damage: 3 fire. The Troll manages to slap the second flying lamp out of the way. Thankfully for him, his hand is not covered in oil.
(@Sim: That Stirge is unfortunately too close to you at the moment for you to shoot an arrow at it comfortably. When a creature is only 5 feet away from you, or less, any ranged attack must be rolled with disadvantage. There is an option to do that in the dice roller but it basically means that you roll 1d20 twice and use the lowest result, + your attack modifier, as your final attack roll. The 18 you rolled above would count as your first roll. I'll roll the second one right here on your behalf: 14. Your final attack roll is the smallest of the two, so 14. Thankfully, that still hits.)
Sim grabs an arrow and shoots is at the only surviving Stirge. It is an awkward shot due to the proximity of her target, but the rogue gets the job done nonetheless (Stirge#3 - CMD: 7->DEFEATED).
Jalester will aim at the Troll's legs this time, telling anyone who would hear him: "I'll keep it in place. Get a torch from the wall if we need an open flame!"
-> Longsword (two-handed melee weapon attack) vs. Troll: Attack: 10Damage: 8 slashing. The Troll grabs Jalester's hands before he can complete the swing of his weapon.
-> Longsword (two-handed melee weapon attack) vs. Troll: Attack: 11Damage: 6 slashing. The captain tries to slide his sword out of the Troll's grasp, slicing him in the process, bu the beast's grip is tight.
In response, the Troll will attack Jalester releasing him to do so. One of the claw attacks is aimed at Adrasteia in retaliation for the earlier spell. In addition, the beast continues to heal (Troll - CMD: 55).
-> Bite (melee weapon attack) vs. Jalester: Attack: 19 Damage: 9 piercing. The monster chomps down on the captain.
-> Claw (melee weapon attack) vs. Jalester: Attack: 21 Damage: 16 slashing. Them, it swipes at him violently (Jalester - CMD: 40).
-> Claw (melee weapon attack) vs. Adrasteia: Attack: 18 Damage: 11 slashing. Adrasteia is also hit by the sharp claws. She now lies on the ground, bleeding out and unconscious.
(Adrasteia's turn is up next, but she has 0 HP, so all that she can do is roll a DEATH saving troll. Roll a simple d20 without any modifiers. On an 11 or above you mark it as a success, otherwise it is considered a failure. A 1 is considered a critical miss and counts as two failures. A 20 counts as a critical hit, or three successes. Whichever count hits a total of thee first, is the winner. On three failures the character dies. On three successes the character stabilizes.)
(Also, Mokiakia can post her turn too. She would normally have to wait until the Stirges take their turn, but since there are none of those left, she can take her turn along with Adrasteia.)
I decide not to pour a drink but instead cast Fire Bolt towards the troll, aiming at his loin cloth which seems to still have some oil from the first lamp. Attack: 13 Damage: Unable to parse dice roll.
After attacking, I dash to take cover behind the barrels on U19.