"Cool beans,"Salty Joe sheathes his blade and swaggers away. "Alright, lets rest up and kick some ass tomorrow and hope they dont have an early morning slave delivery planned."
Penumbra jumps down from the rooftop slowing the fall with a flap of her wings. "Slavers," she spits in the man's face. "I knew it. If I thought my friends here would let me, I'd cut your throat here and now." Looking to the others she says, "Well? Shall I spill the blood of this scum, or what shall we do with them?"
"We should turn him over to Sildar at the Townmaster's Hall, friend Penumbra. I think Sildar is a good man who means to bring law and order to this town, so it will be best to let him and the Lord's Alliance decide this man's fate and punishment, whatever it may be."Bankur then turns his attention back to the thug and begins restraining him. "Lets bind his hands so he can't attack us, and gag him so he can't cry out as we take him to the Hall."
You bind and gag the ruffian and drag him to the Townmaster's hall. This building has sturdy stone walls, a pitched wooden roof, and a bell tower at the back. Posted on a board next to the front door is a notice written in Common. It reads: “REWARD — Orcs near Wyvern Tor! Those of a mind to face the orc menace should inquire within.” The notice bears the town’s seal and an indecipherable signature.
Inside you see a rather obese older human male sitting behind a well crafted and polished wooden desk, easily six feet long and almost three feet wide. It is covered in stacks of scrolls and a few books, an inkpot, multiple quill pens, and the mostly-eaten dinner of the townmaster. Looking up, the man sees the redbrand in your custody and visibly pales. "What do you think you are doing?!! Why do you have one of my citizens bound?" his voice trembles slightly as he speaks...
Rand steps forward to try to put a more diplomatic tone to the issue. "Greetings, good sir. My name is Randstrom Thymradel." Rand shoots a quick look of embarrassment to his companions before continuing, "Son of the Marquess Burthrom Thymradel of the Hotenow Hills. We have arrested this man for brigandry. He and three of his companions accosted us outside the Sleeping Giant while we were investigating the disappearance of one of our companions as well as some other citizens of your town. His three allies have already endured capital punishment as authorized by the treaties in place by the kingdoms of the Sword Coast. We submit this person to your care for justice. Further, there is a vicious gang of ruffians called Redbrands who are terrorizing your town, and perhaps even yourself, if I guess correctly. My companions and I seek to rid your town of that problem. Will you do your sworn duty and put this man to justice so that we may go about our business?"
Thee townmaster wrings his hands, but is swayed by Rand's argument. "Yes, well, it seems that you have a valid point. This way." He guides you to a small but serviceable jail in the cellar of the building. There are two cells, and he locks the redbrand into one. He carries the keys to the cells in an inner pocket - you deem they are safe enough from being easily lost or stolen by the thug. When you head back up to the ground floor, he asks you worriedly, "Are you sure that you can take care of them all? You look pretty beat-up yourselves, and I don't want them to take it out on the town..."
<After any other conversation with the mayor...>
The rest of the night is spent getting cleaned up, tending to wounds, taking a drink (or two) to help manage the pain, and making any other repairs or preparations for tomorrow's "pest extermination expedition." (Take a long rest and reset stats! Are you going to explore the Manor and find the cellars mentioned by the redbrand, or take the 'secret' tunnel Carp described for you?)
"Thank you for your assistance, Mayor. Yes, we will try our best. It is the right thing to do. I have one more question for our newly incarcerated criminal." Going back to the Redbrand, Rand addresses the thug, "Is there any other way into the cellars that you haven't told us about? Your stay here can be made more comfortable, or more miserable."
(I am wondering if we can piece together where the tunnels go, if it leads to the cellars of Tresendar, that may be the best point of entry.)
"I agree with your thoughts about friend Raldaen being our priority friend Joe. But, like friend Rand, I think the secret tunnels may be a better option for us. Better to go in unnoticed through a secret entrance than barge through the front door I think. Either way, let us rest then start first thing in the morning to locate our missing friend, and free any slaves we find."
The ruffian admits that there is a tunnel they sometimes use to smuggle people and goods in and out of the hideout, although he hasn't been in it and so isn't sure where it comes in.
<Assuming you're ready to move to the next morning and go in through the tunnel. Also going to take some liberties to set the scene - don't think you will object =) >
It is early the next morning - before the sun has even completed his morning ablutions much less thought about starting his slow march across the sky. The Inn is quiet - only the soft snores from Toblen the Innkeeper (or perhaps Trilena, his wife) can be heard through one of the doors. You try again to have Tarin join you, but he doesn't even answer his door, only calling out, "Leave off - I told you that I'm done!"
You all gather downstairs, grab some day-old bread and cold sausages from the kitchen, and head out through the dark town, past the Alderleaf Farm and to the area that Carp described. By the time you hit the woods east of the farm and south of the old manor, the sky is beginning to turn from the black of night to the purple and red of early dawn. A few birds are beginning to sing their songs, and the insects are starting to finish their buzzing symphony. The quarter moon hangs low in the sky near where the sun will soon rise, so those without the gift of darkvision are able to be lead the other members of the party easily, and you eventually find the entrance to the tunnel.
The tunnel is well hidden in the undergrowth next to a sharp outcropping of rocks, with metal bars and a door that block entry. A chain holds the door shut, and a simple padlock holds the chain together. (DC10 Dex check with Thieves Tools to pick, or DC22 Str check to break it open.) The dark tunnel leads north in the direction of the manor, which sits on a hill 20 to 30 feet above and almost 150 feet from your current location.
(Need applicable checks, marching order, and any other skills or things you are doing to move forward.)
"I would be happy to take the front, but I am still blind in the dark. I dream of the day when I might find some magical trinket to help me see in the dark. At any rate, I may need some assistance until we get into some light."
Penumbra kneels down in front of the lock and takes out her set of thieves' tools. "I think I should probably go in first, I can sneak ahead and, with any luck, spot any trouble before anyone knows we are there. But first things first, lets see about this lock." That said she removes a few small metal probes from the kit and gets to work.
Dex check + proficiency mod for thieves tools: 23
She smiles as the lock pops open. "Easy. Ok then, unless anyone has a better plan I'll go in and check it out, you guys follow a little way behind. Keep your torches ready but don't light them unless you absolutely need to."
Stealth check to scout ahead, unless someone objects: 11
Perception, looking for traps or anything else that might pose a threat: 17
Speaking softly Bankur says "Keep us in your sight friend Penumbra. Our group is already weaker than it should be, and we should strive to not handicap ourselves further by splitting up."
"I will bring up the rear. We should secure the gate behind us though, I think, to prevent anyone from sneaking through unhindered."
(OOC - not sure of the mechanics of the lock and gate, but my intention is to close the gate behind us, put the lock back on it, and make it look like the lock is engaged without actually locking it. I want it to look to an observer that the lock is locked and the gate is closed, but at the same time leave us an escape route if we need it. This will, of course, depend on my ability to reach through the gate once it is closed...)
Bankur closes the gate and puts the lock back on it, but doesn't lock it all the way. He then prepares a torch but doesn't light it yet as the rest of the party enters the tunnel, giving the lead two some distance before following.
This post has potentially manipulated dice roll results.
The tunnel leads northerly for about 100 feet before it opens into a larger cavern, running north about 60 feet and about 25 feet across at its widest point. Penumbra stops inside the tunnel about 10 feet before the cave, with Salty Joe close behind. Bankur and Rand are about 25-30 feet behind them, feeling their way through the pitch black darkness.
A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm. There are four other exits from this cavern - two to the west, one to the north, and one to the east.
This post has potentially manipulated dice roll results.
"I think we should kill death and write a song about it." Salty Joe scans (perception18) the room for hostiles. "First, I will run back and guide the lads the rest of the way and you keep watch and see if anything moves. Once we got the the gang together fly to that stair well to the left and cover the crew one by one till we get to your position. That place seems just as good as any to search for our idiot privateer buddy." He draws his rapier, "If shit pops off then we squash it and look sexy as hell doing it. Plan?"
"Cool beans," Salty Joe sheathes his blade and swaggers away. "Alright, lets rest up and kick some ass tomorrow and hope they dont have an early morning slave delivery planned."
I got alot a doods
Penumbra jumps down from the rooftop slowing the fall with a flap of her wings. "Slavers," she spits in the man's face. "I knew it. If I thought my friends here would let me, I'd cut your throat here and now." Looking to the others she says, "Well? Shall I spill the blood of this scum, or what shall we do with them?"
"We should turn him over to Sildar at the Townmaster's Hall, friend Penumbra. I think Sildar is a good man who means to bring law and order to this town, so it will be best to let him and the Lord's Alliance decide this man's fate and punishment, whatever it may be." Bankur then turns his attention back to the thug and begins restraining him. "Lets bind his hands so he can't attack us, and gag him so he can't cry out as we take him to the Hall."
You bind and gag the ruffian and drag him to the Townmaster's hall. This building has sturdy stone walls, a pitched wooden roof, and a bell tower at the back. Posted on a board next to the front door is a notice written in Common. It reads: “REWARD — Orcs near Wyvern Tor! Those of a mind to face the orc menace should inquire within.” The notice bears the town’s seal and an indecipherable signature.
Inside you see a rather obese older human male sitting behind a well crafted and polished wooden desk, easily six feet long and almost three feet wide. It is covered in stacks of scrolls and a few books, an inkpot, multiple quill pens, and the mostly-eaten dinner of the townmaster. Looking up, the man sees the redbrand in your custody and visibly pales. "What do you think you are doing?!! Why do you have one of my citizens bound?" his voice trembles slightly as he speaks...
Love God. Love Others. Any Questions?
"Are you serious? We are here to bring this bandit to justice."
I got alot a doods
Rand steps forward to try to put a more diplomatic tone to the issue. "Greetings, good sir. My name is Randstrom Thymradel." Rand shoots a quick look of embarrassment to his companions before continuing, "Son of the Marquess Burthrom Thymradel of the Hotenow Hills. We have arrested this man for brigandry. He and three of his companions accosted us outside the Sleeping Giant while we were investigating the disappearance of one of our companions as well as some other citizens of your town. His three allies have already endured capital punishment as authorized by the treaties in place by the kingdoms of the Sword Coast. We submit this person to your care for justice. Further, there is a vicious gang of ruffians called Redbrands who are terrorizing your town, and perhaps even yourself, if I guess correctly. My companions and I seek to rid your town of that problem. Will you do your sworn duty and put this man to justice so that we may go about our business?"
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
"Yeah, what he said."
I got alot a doods
Thee townmaster wrings his hands, but is swayed by Rand's argument. "Yes, well, it seems that you have a valid point. This way." He guides you to a small but serviceable jail in the cellar of the building. There are two cells, and he locks the redbrand into one. He carries the keys to the cells in an inner pocket - you deem they are safe enough from being easily lost or stolen by the thug. When you head back up to the ground floor, he asks you worriedly, "Are you sure that you can take care of them all? You look pretty beat-up yourselves, and I don't want them to take it out on the town..."
<After any other conversation with the mayor...>
The rest of the night is spent getting cleaned up, tending to wounds, taking a drink (or two) to help manage the pain, and making any other repairs or preparations for tomorrow's "pest extermination expedition." (Take a long rest and reset stats! Are you going to explore the Manor and find the cellars mentioned by the redbrand, or take the 'secret' tunnel Carp described for you?)
Love God. Love Others. Any Questions?
(I think finding Raldean is our first priority so im all about going to the cellars first)
I got alot a doods
"Thank you for your assistance, Mayor. Yes, we will try our best. It is the right thing to do. I have one more question for our newly incarcerated criminal." Going back to the Redbrand, Rand addresses the thug, "Is there any other way into the cellars that you haven't told us about? Your stay here can be made more comfortable, or more miserable."
(I am wondering if we can piece together where the tunnels go, if it leads to the cellars of Tresendar, that may be the best point of entry.)
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
"I agree with your thoughts about friend Raldaen being our priority friend Joe. But, like friend Rand, I think the secret tunnels may be a better option for us. Better to go in unnoticed through a secret entrance than barge through the front door I think. Either way, let us rest then start first thing in the morning to locate our missing friend, and free any slaves we find."
The ruffian admits that there is a tunnel they sometimes use to smuggle people and goods in and out of the hideout, although he hasn't been in it and so isn't sure where it comes in.
<Assuming you're ready to move to the next morning and go in through the tunnel. Also going to take some liberties to set the scene - don't think you will object =) >
It is early the next morning - before the sun has even completed his morning ablutions much less thought about starting his slow march across the sky. The Inn is quiet - only the soft snores from Toblen the Innkeeper (or perhaps Trilena, his wife) can be heard through one of the doors. You try again to have Tarin join you, but he doesn't even answer his door, only calling out, "Leave off - I told you that I'm done!"
You all gather downstairs, grab some day-old bread and cold sausages from the kitchen, and head out through the dark town, past the Alderleaf Farm and to the area that Carp described. By the time you hit the woods east of the farm and south of the old manor, the sky is beginning to turn from the black of night to the purple and red of early dawn. A few birds are beginning to sing their songs, and the insects are starting to finish their buzzing symphony. The quarter moon hangs low in the sky near where the sun will soon rise, so those without the gift of darkvision are able to be lead the other members of the party easily, and you eventually find the entrance to the tunnel.
The tunnel is well hidden in the undergrowth next to a sharp outcropping of rocks, with metal bars and a door that block entry. A chain holds the door shut, and a simple padlock holds the chain together. (DC10 Dex check with Thieves Tools to pick, or DC22 Str check to break it open.) The dark tunnel leads north in the direction of the manor, which sits on a hill 20 to 30 feet above and almost 150 feet from your current location.
(Need applicable checks, marching order, and any other skills or things you are doing to move forward.)
Love God. Love Others. Any Questions?
"I would be happy to take the front, but I am still blind in the dark. I dream of the day when I might find some magical trinket to help me see in the dark. At any rate, I may need some assistance until we get into some light."
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
Penumbra kneels down in front of the lock and takes out her set of thieves' tools. "I think I should probably go in first, I can sneak ahead and, with any luck, spot any trouble before anyone knows we are there. But first things first, lets see about this lock." That said she removes a few small metal probes from the kit and gets to work.
Dex check + proficiency mod for thieves tools: 23
She smiles as the lock pops open. "Easy. Ok then, unless anyone has a better plan I'll go in and check it out, you guys follow a little way behind. Keep your torches ready but don't light them unless you absolutely need to."
Stealth check to scout ahead, unless someone objects: 11
Perception, looking for traps or anything else that might pose a threat: 17
Salty steps forward and takes off his sunglasses, "I'm going with you. If things go shitty I'm pretty good at playing it by ear." Stealth 11
I got alot a doods
Speaking softly Bankur says "Keep us in your sight friend Penumbra. Our group is already weaker than it should be, and we should strive to not handicap ourselves further by splitting up."
"I will bring up the rear. We should secure the gate behind us though, I think, to prevent anyone from sneaking through unhindered."
(OOC - not sure of the mechanics of the lock and gate, but my intention is to close the gate behind us, put the lock back on it, and make it look like the lock is engaged without actually locking it. I want it to look to an observer that the lock is locked and the gate is closed, but at the same time leave us an escape route if we need it. This will, of course, depend on my ability to reach through the gate once it is closed...)
Bankur closes the gate and puts the lock back on it, but doesn't lock it all the way. He then prepares a torch but doesn't light it yet as the rest of the party enters the tunnel, giving the lead two some distance before following.
The tunnel leads northerly for about 100 feet before it opens into a larger cavern, running north about 60 feet and about 25 feet across at its widest point. Penumbra stops inside the tunnel about 10 feet before the cave, with Salty Joe close behind. Bankur and Rand are about 25-30 feet behind them, feeling their way through the pitch black darkness.
A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm. There are four other exits from this cavern - two to the west, one to the north, and one to the east.
DM screen:
Target: 5 --> Penumbra=Even : Salty Joe=Odd
Stealth: 12
Insight: 23
Love God. Love Others. Any Questions?
"This place smells of death, I've a bad feeling about this. What do you think Salty?" Penumbra whispers to the bard.
"I think we should kill death and write a song about it." Salty Joe scans (perception 18) the room for hostiles. "First, I will run back and guide the lads the rest of the way and you keep watch and see if anything moves. Once we got the the gang together fly to that stair well to the left and cover the crew one by one till we get to your position. That place seems just as good as any to search for our idiot privateer buddy." He draws his rapier, "If shit pops off then we squash it and look sexy as hell doing it. Plan?"
I got alot a doods
Penumbra shrugs, "Good enough for me, I'll be right here till you are ready."