This post has potentially manipulated dice roll results.
Neya sets the mood with Darkness while Praxx begins the Pyrotechnics show. This is more than enough to gather the brawlers attention. The party cannot see what is happening inside the bubble of darkness but the sounds of battle subsided and those of a festive holiday substitute in.
-> Dockworker's WIS saving throw {DC 24} vs. Praxx's deception check (with disadvantage due to Neya's spell): 18 or 1.
-> Aravele's WIS saving throw {DC 24} vs. Praxx's deception check (with disadvantage due to Neya's spell): 19 or 18.
-> Brawlers' CON saving throw {DC 10} vs Pyrotechnics (with disadvantage due to Neya's spell): 16.
All original brawlers fall for the fire warning and their priorities change. Drazzim takes this opportunity to prepare for a counterattack in conjunction with Graxx, if needed.
Scared out of his mind, one of the Dockworkers dashes to the door and keeps going. Utar recognizes this one as his previous Command victim. The second and third dockworkers scatter out of the magical dark spot in random directions. One pops up right next to Graxx and Drazzim, looking more frightened than threatening. The other one bumps into Utar. They all look like they lost the will to fight.
Aravele is taking a bit longer to react, and is still within the darkness somewhere. The Ink-stained Men suddenly decide that their let's-brawl-for-fun attitude is not worth it in the presence of spellcasters, and lower their fists as well.
Drazzim chuckles as they flee, then notes the smoke. "Ah, geez, fire!" He says, going to try and pat it out. (Ain't no way he can beat a DC 24 insight check.)
Momentarily pleased to have resolved a situation without the need for incredible violence or the need to find a new drinking eatablishment, Utar gives the dockworker who bumped him a hard stare. "How about you come and speak to me and my friends about what's happening at the lighthouse. Then me and my friends here could take a trip down there and see how we can help."
Turning his body and gesturing towards their original table, then calls over his shoulder towards the sphere of darkness. "Same goes for you sellsword, if you can find your way out."
To the amusement of the rest of the party, Drazzim and Graxx assume their best firefighter impression and jump into the Darkness holding several mugs of ale. Many a splashing sound later, a soaking wet Aravele finds her way out of the spell's zone. It takes Neya dispelling her magic for the two brave warriors to realize they were not yet about to go up in roaring flames, and neither was the tavern.
Throughout the whole ordeal, Utar keeps a straight face. Still confused about what had just happened, the dockworker who bumped into the cleric instinctively begins answering the posed questions, especially after Neya's affirmation. "It's the Black Fist. They are supposed to be takin' care of the lighthouse along with that Sokol lad, but instead, they sabotagin' it. As if that damn ghost wasn't enough to scare away the tradin' ships, now we don't even have light out at sea? How am I supposed to feed my family if there ain't no crates need a-loadin' ?"
"Aye, and then I'll rub some on your face, singing gnome!" the mercenary Aravele responds to Praxx in a clearly less cooperative tone. She then goes on to scowl and mutter at all of you under her breath for interrupting a perfectly good tavern brawl.
In the background, you can all hear Imizael giving the ink-stained men an earful for fueling a fight in her establishment for no better reason than "needing to blow off some steam!" The entrepreneurial lady is obviously upset at them and shoos the laborers out of the Laughing Goblin. She then order Fat Mar to come out of his "coward's hiding hole" to clean up.
"Perhaps it's this ghost, the Black Fist or some other reason. But, as my friend said, we are interested in finding out what's going on there, ourselves. What is the best way to get to the keep?"
Graxx now calming down realizing there is no fire says aloud. “This ghost scares off the trade ships you say. Is it able to travel the waters outside of the lighthouse?”
"Thorn Island isn't open to the public, not under martial law," the dockworker answers Neya, and then adds: "Ya'd have to get permission to go there without getting into trouble. If ya lot want to go there, be m'guest, but ya should talk to Liela first. She's House Sokol’s administrator and has an office by the docks. She’s usually who we folk go to for jobs, so can be counted on. She can also give ya official permission to step on the island."
"Or you can go straight to the Black Fist," Aravele adds from a few steps away. "Go talk to Guard Sergeant Hurn at the Black Fist Post by the docks. He’ll be able to give you more information and a writ of passage. I'm sure they are itchin' for volunteers to investigate what happened in that keep."
The one other dockworker still in the tavern jumps into the conversation "Aye, you tryin' to protect that friend of yours, Aravele? That Guard Sergeant Grim?" From there, they start calling each other names and blaming each other's allegiances for the broken lighthouse.
It is Fat Mar that eventually answers Graxx's question, rejoining the conversation and being unable to resist a good piece of gossip: "Can't tell you if they are related to the fabled ghost in Sokol Keep or not, but there have been rumors about spirit ships attacking nearby villages in the Moonsea region. Ensuring that the beacon is lit should be a priority of the city if that’s true. It is our first line of defense after all."
Drazzim smirks. "Well, taking a straight forward approach is what I'm good at. How 'bout we take the problem to them?" He says, picking his glaive back up now that the "fire" has been dealt with.
Graxx looks very interested in what Fat Mar has to say now and replies with, “What does the lighthouse have to do with keeping ghosts away? Does light kill them?”
Graxx then looks down at his glowing Moon-touched Sword, Greatsword. And thinks to himself if the light from his sword would kill them.
Fat Mar answers Graxx: "I don't know about killing ghosts. What I meant was that in addition to being a beacon of safe haven, the lighthouse also helps us see the ships approaching. No one whats to be surprised by a spirit ship full of monstrous pirates, right?"
Aravele takes a pause from insulting one of the dockworkers and adds: "Surely the pack of vengeful spirits that live beneath Sokol Keep were the ones who put out the beacon. It used to be a temple to Tyr, I hear. Perfect place to house ghosts, if you ask me. Like the stories say, they must be protecting some sort of buried treasure. Not that I'm going to face ghosts though..."
The dockworker himself decides to pitch in: "No, not Tyr. T'was Torm stupid sellsword. T'was a temple to Torm! The keep is full of spirits of dead clerics who died a thousand and one years ago!”
The other dockworker pitches in: "I'm sure it was none of'em. Ya’re both wrong. T'was some pagan cult, me says."
Imizael arrives with a tray full of ale mugs, and places it on your table: "Come back to your table and grab some free ale. Just those of you who stopped this madness from destroying my tavern. And do yourselves a favor and stop listening to ghost stories. If you get to Thorn Island, just look for the quartermaster, Igan Sokol, he is in charge of the keep. He'll surely have a good explanation for it all."
Aravele scoffs: "Hmph... Not that Sokol lad. He is a naive and enthusiastic young man eager to make a name for himself amongst his noble family. You should ask Guard Sergeant Grim, instead. He's the one who is really in charge over at the keep."
The first dockworker revolts: "There she goes again, promoting her lil'friend Grim. Does he pay you, lass, or is he warming your bed? He is the one behind the sabotagin'!"
Their deliberation just goes on from there whether you jump into the conversation or not. They seem more interested in defending their own versions of the tales that to give you straight forward information. The one noticeable curiosity concerns Aravele, who keeps giving one of you or another a side glance every few seconds worth of arguing.
This post has potentially manipulated dice roll results.
Utar has stayed silent through the resumed bickering of the other patrons. At the mention of Torm's name, his attention is piqued. Knowing himself to be someone for whom actions speak louder than words, he has always had trouble recalling information, even that pertinent to his own order. He sighs internally and tries anyway.
Graxx's eye dart over to Utar at the mention of Torm's name to ensure Utar picked up on it as well.
Graxx then turns to Praxx. "Yes, Music Wizard, you seem to have a way with people. A few of us will be going to check on a lighthouse not far from here and one of your talents could be useful. If your band could spare you for a tenday or so you may help the people of this town tremendously. I cannot promise any type of reward but we always split whatever we get as evenly as we can. What do you say? Maybe live a new adventure and write a song about it later?"
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Neya sets the mood with Darkness while Praxx begins the Pyrotechnics show. This is more than enough to gather the brawlers attention. The party cannot see what is happening inside the bubble of darkness but the sounds of battle subsided and those of a festive holiday substitute in.
-> Dockworker's WIS saving throw {DC 24} vs. Praxx's deception check (with disadvantage due to Neya's spell): 18 or
1.-> Aravele's WIS saving throw {DC 24} vs. Praxx's deception check (with disadvantage due to Neya's spell):
19or 18.-> Brawlers' CON saving throw {DC 10} vs Pyrotechnics (with disadvantage due to Neya's spell): 16.
All original brawlers fall for the fire warning and their priorities change. Drazzim takes this opportunity to prepare for a counterattack in conjunction with Graxx, if needed.
Scared out of his mind, one of the Dockworkers dashes to the door and keeps going. Utar recognizes this one as his previous Command victim. The second and third dockworkers scatter out of the magical dark spot in random directions. One pops up right next to Graxx and Drazzim, looking more frightened than threatening. The other one bumps into Utar. They all look like they lost the will to fight.
Aravele is taking a bit longer to react, and is still within the darkness somewhere. The Ink-stained Men suddenly decide that their let's-brawl-for-fun attitude is not worth it in the presence of spellcasters, and lower their fists as well.
The Darkness is still in place but the Pyrotechnics have dwindled.
YOU ARE NOW OUT OF INITIATIVE. DO AS YOU WILL.
Drazzim chuckles as they flee, then notes the smoke. "Ah, geez, fire!" He says, going to try and pat it out. (Ain't no way he can beat a DC 24 insight check.)
Current Player In: The Guild as Elsara Deepmoon
Graxx will following Drazzim's lead and start frantically pouring beer mugs left on the tables on the smoke to try to put out the "fire".
"We can't lose another drinking hole!"
Momentarily pleased to have resolved a situation without the need for incredible violence or the need to find a new drinking eatablishment, Utar gives the dockworker who bumped him a hard stare. "How about you come and speak to me and my friends about what's happening at the lighthouse. Then me and my friends here could take a trip down there and see how we can help."
Turning his body and gesturing towards their original table, then calls over his shoulder towards the sphere of darkness. "Same goes for you sellsword, if you can find your way out."
Praxx approaches the injured parties and says "Rub some dirt on it fellas. You will be fine" as he goes back to the bar ready for another ale.
(OOC: @GM_Prax IIRC wouldn’t that expend a spell slot per person? Most casters gain them back only after a long rest)
Neya dismisses the spell.
"We are not looking for rampant speculation, what do you ACTUALLY know about what's going on at Sokol Keep?"
Extended Signature
(OOC:Okay then...)
Extended Signature
(Oh my...)
To the amusement of the rest of the party, Drazzim and Graxx assume their best firefighter impression and jump into the Darkness holding several mugs of ale. Many a splashing sound later, a soaking wet Aravele finds her way out of the spell's zone. It takes Neya dispelling her magic for the two brave warriors to realize they were not yet about to go up in roaring flames, and neither was the tavern.
Throughout the whole ordeal, Utar keeps a straight face. Still confused about what had just happened, the dockworker who bumped into the cleric instinctively begins answering the posed questions, especially after Neya's affirmation. "It's the Black Fist. They are supposed to be takin' care of the lighthouse along with that Sokol lad, but instead, they sabotagin' it. As if that damn ghost wasn't enough to scare away the tradin' ships, now we don't even have light out at sea? How am I supposed to feed my family if there ain't no crates need a-loadin' ?"
"Aye, and then I'll rub some on your face, singing gnome!" the mercenary Aravele responds to Praxx in a clearly less cooperative tone. She then goes on to scowl and mutter at all of you under her breath for interrupting a perfectly good tavern brawl.
In the background, you can all hear Imizael giving the ink-stained men an earful for fueling a fight in her establishment for no better reason than "needing to blow off some steam!" The entrepreneurial lady is obviously upset at them and shoos the laborers out of the Laughing Goblin. She then order Fat Mar to come out of his "coward's hiding hole" to clean up.
"Perhaps it's this ghost, the Black Fist or some other reason. But, as my friend said, we are interested in finding out what's going on there, ourselves. What is the best way to get to the keep?"
Extended Signature
Graxx now calming down realizing there is no fire says aloud. “This ghost scares off the trade ships you say. Is it able to travel the waters outside of the lighthouse?”
"Thorn Island isn't open to the public, not under martial law," the dockworker answers Neya, and then adds: "Ya'd have to get permission to go there without getting into trouble. If ya lot want to go there, be m'guest, but ya should talk to Liela first. She's House Sokol’s administrator and has an office by the docks. She’s usually who we folk go to for jobs, so can be counted on. She can also give ya official permission to step on the island."
"Or you can go straight to the Black Fist," Aravele adds from a few steps away. "Go talk to Guard Sergeant Hurn at the Black Fist Post by the docks. He’ll be able to give you more information and a writ of passage. I'm sure they are itchin' for volunteers to investigate what happened in that keep."
The one other dockworker still in the tavern jumps into the conversation "Aye, you tryin' to protect that friend of yours, Aravele? That Guard Sergeant Grim?" From there, they start calling each other names and blaming each other's allegiances for the broken lighthouse.
It is Fat Mar that eventually answers Graxx's question, rejoining the conversation and being unable to resist a good piece of gossip: "Can't tell you if they are related to the fabled ghost in Sokol Keep or not, but there have been rumors about spirit ships attacking nearby villages in the Moonsea region. Ensuring that the beacon is lit should be a priority of the city if that’s true. It is our first line of defense after all."
Drazzim smirks. "Well, taking a straight forward approach is what I'm good at. How 'bout we take the problem to them?" He says, picking his glaive back up now that the "fire" has been dealt with.
Current Player In: The Guild as Elsara Deepmoon
Graxx looks very interested in what Fat Mar has to say now and replies with, “What does the lighthouse have to do with keeping ghosts away? Does light kill them?”
Graxx then looks down at his glowing Moon-touched Sword, Greatsword. And thinks to himself if the light from his sword would kill them.
"What is this ghost that is said to be to tied to the keep?" Neya says, intrigued.
Extended Signature
While waiting on Fat Mar's answer Graxx will try to catch Praxx's eyes with his. If he does, he will motion the bard over to join the conversation.
Fat Mar answers Graxx: "I don't know about killing ghosts. What I meant was that in addition to being a beacon of safe haven, the lighthouse also helps us see the ships approaching. No one whats to be surprised by a spirit ship full of monstrous pirates, right?"
Aravele takes a pause from insulting one of the dockworkers and adds: "Surely the pack of vengeful spirits that live beneath Sokol Keep were the ones who put out the beacon. It used to be a temple to Tyr, I hear. Perfect place to house ghosts, if you ask me. Like the stories say, they must be protecting some sort of buried treasure. Not that I'm going to face ghosts though..."
The dockworker himself decides to pitch in: "No, not Tyr. T'was Torm stupid sellsword. T'was a temple to Torm! The keep is full of spirits of dead clerics who died a thousand and one years ago!”
The other dockworker pitches in: "I'm sure it was none of'em. Ya’re both wrong. T'was some pagan cult, me says."
Imizael arrives with a tray full of ale mugs, and places it on your table: "Come back to your table and grab some free ale. Just those of you who stopped this madness from destroying my tavern. And do yourselves a favor and stop listening to ghost stories. If you get to Thorn Island, just look for the quartermaster, Igan Sokol, he is in charge of the keep. He'll surely have a good explanation for it all."
Aravele scoffs: "Hmph... Not that Sokol lad. He is a naive and enthusiastic young man eager to make a name for himself amongst his noble family. You should ask Guard Sergeant Grim, instead. He's the one who is really in charge over at the keep."
The first dockworker revolts: "There she goes again, promoting her lil'friend Grim. Does he pay you, lass, or is he warming your bed? He is the one behind the sabotagin'!"
Their deliberation just goes on from there whether you jump into the conversation or not. They seem more interested in defending their own versions of the tales that to give you straight forward information. The one noticeable curiosity concerns Aravele, who keeps giving one of you or another a side glance every few seconds worth of arguing.
Praxx receives his drink and turns on the stool back to towards the group of adventurers.
He sees the mountain man Graxx looking towards his direction and throw up a waving motion.
Praxx hops off the stool with his ale and approaches Graxx.
"I'm getting some sort of vibe from you Mountain Man... do you all need some assistance before our band leaves for the night?"
Utar has stayed silent through the resumed bickering of the other patrons. At the mention of Torm's name, his attention is piqued. Knowing himself to be someone for whom actions speak louder than words, he has always had trouble recalling information, even that pertinent to his own order. He sighs internally and tries anyway.
Religion - 16
History - 15
OOC - DM choice as to the most applicable check.
Graxx's eye dart over to Utar at the mention of Torm's name to ensure Utar picked up on it as well.
Graxx then turns to Praxx. "Yes, Music Wizard, you seem to have a way with people. A few of us will be going to check on a lighthouse not far from here and one of your talents could be useful. If your band could spare you for a tenday or so you may help the people of this town tremendously. I cannot promise any type of reward but we always split whatever we get as evenly as we can. What do you say? Maybe live a new adventure and write a song about it later?"