Penumbra binds the hands of the unconscious goblin, then splashes some water from her water skin onto the creature's face in order to wake it. "Wake up goblin. Can you understand common? What is your name and what are you doing here? Are you a part of this gang or a prisoner? Answer truthfully and I might let you live."
After providing healing relief Bankur moves over to the unconscious goblin and binds his hands as Penumbra attempts to revive him, providing a few slaps on the face as extra incentive to wake up.
The goblin regains consciousness with the water and a few slaps, as this is the usual way he is awakened and brought back when the bugbears played with him too hard. After glancing about frantically to see where the next blow might come, his face brightens as he comprehends that the bugbears are dead. "You free Droop! And let me live! You great heroes - Droop help you and you let go! Yes - Droop big help - know hideout and can guide you. Me captured by big nastys and be their slave, but now you free Droop!" He babbles on like this for almost a minute...
"Very good, Droop. You will help us. But seeing as we just met, I hope you understand that we will need to keep you bound. "
Then addressing the others, "We still have the manor proper to explore to ensure that the town is purged of these Redbrands. Should we take a short rest and move upstairs, or take a long rest and move upstairs? Or should we do something else that I hadn't thought of?"
(Would love to take a long rest to recoup/reset spells, but I worry about someone coming downstairs and discovering our handy work. Perhaps we can find a place to fortify our position and rest?)
"A long rest would be very beneficial friend Rand. I would be comfortable fortifying our position in this room, since there is only one entrance and it would be easily defended."
With a glance at the goblin Bankur says "Perhaps our new friend can help us determine what dangers we may face by staying here for a few hours..."
"I like the idea of a long rest. I'm not sure if this room is the best for it though. The only problem with having one entrance is having only one exit. I wonder if Glasstaff's room with the secret door would be a better location? If someone comes banging on one side, we could come around and flank them. My guess is that Glasstaff wouldn't let anyone else know of his secret entrance. He seemed surprised we had found it."
Satisfied that Droop is not a threat Penumbra puts her weapons away. "I could use a rest, but first we should see what our new friend here knows." Turning back to Droop she says "The wizard is dead and I think we have cleared out the rest of the cellars. We have freed the other slaves and we will free you as well but we need to make sure that these thugs are all dead. Do you know how many of them there are and do you know if there is anyone in the ruins above?"
Interrogating Droop, although sometimes frustrating because the goblin has a rather jumbled mind when it comes to details, eases your concerns and leads you to know that you have fully investigated the hideout, that there is nothing worth seeing or scavenging above ground in the Manor ruins, and that you have eliminated the entire Redbrand gang by taking out this place and the Sleeping Giant taproom. He knew there some traps, although your experience and his memory differ on locations but not the traps or how they were triggered.
General hideout info:
The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading down as the characters explore.
Ceilings. Passages and chambers are 10 feet high unless otherwise indicated.
Doors. All doors are made of wood with iron handles, hinges, and built-in locks. You found iron keys on Iarno and the bugbear with the eyepatch that can lock or unlock every door in the complex.
Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check. Secret doors swing open on hidden iron hinges and are not locked.
Light. Most areas are brightly lit by oil lamps in wall sconces, but must be refilled every few hours.
Because of this, you can safely spend a long rest in any of the hideout rooms. Or, alternatively, you can head back to town and stay in the Stonehill Inn. Your only real concern is taking care of the bodies of dead bugbears and redbrands, and what to do with the ones you left alive but bound or locked up.
"Based on the information from Droop, I think we could lead them back to town and turn them over to the mayor. Sildar will not be pleased to learn that Larno betrayed the Lord's Alliance and was leading these Redbrands. We could rest here, but I would say we have earned a proper bed tonight!"
"Sounds like a good plan for us. But what about you Droop? Where will you go? What will you do? I won't have you escaping slavery just to go victimizing others." Penumbra turns to the group. "I think I have an idea. We should talk to the Townmaster and Sildar, perhaps they will let us turn this old place into a guildhall, and a guildhall will need someone around to take care of odd jobs, keep the place clean and whatnot. I would be willing to pitch in a part of my share of our earnings for upkeep and paying Droop's wage if he wants the job. Provided of course that the town is agreeable to us starting a guild here. What do you guys think?"
"That sounds great, Penumbra. I like that idea. What if we take half of our earnings to create a guild fund, and then divide the other half among us? We would be well on our way to being a proper adventuring guild."
Droop readily agrees to keep the hideout clean, including keeping the vermin controlled, in exchange for food, maybe some coins or shiny baubles, and a corner to call his own. You get the idea that you shouldn't ask too many questions about what he intends to do with any mice or rats he catches...
<Assuming you take the captured Redbrands to the Townmaster…> It is about midmorning by the time you collect the Redbrand prisoners and march them to the Townmaster's Hall. Entering the large and well-built structure, you are surprised to see Sildar Hallwinter occupying one of the side offices, obviously having commandeered a space to work from while here. Not as surprisingly, the previous townmaster, Harbin Wester, is nowhere to be seen. "Ho - what have we here? It seems you lot have been busy since last we spoke! Tell me - what have you found out about Iarno? I see you met the local thugs...I'm interested in that story, too."
This post has potentially manipulated dice roll results.
Salty Joe spins an elaborate and long winded tale about their latest adventures. His story is highlighted by crass jokes and an occasional guitar riff. Performance17
Sildar is shocked by the claim that Iarno is the cause of the Redbrand menace and in the employ of some nefarious character calling him/herself 'Black Spider". He asks you to retrieve the body and any evidence that you collected about his treachery. In return, he will reward you with 200gp (total - not each ;-) He is happy that you have 'taken care of' the Redbrand threat, and says, "You have proven your valor and trust. I ask that you continue the search for Gundren Rockseeker and his map to Wave Echo cave. With the news of this Black Spider and its interest in the cave, it is more important than ever that we ensure it does not fall into the hands of evil ones!"
If your character exemplifies a desire for the security of civilization through action:
Sildar confides in you,
“Everyone wants to sleep at night and feel safe in their homes, but how many want to do what it takes to keep the tide of evil at bay? To stand in the cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting. The Lords’ Alliance fights the things that the shopkeeper in his bed has never even heard of. We remove threats before the town mayor even knows about it. We make bad things go away. That’s what we’re good at. If you would stand fast for duty and honor, I invite you to join the Lords' Alliance with me.”
If you accept, he will have you sign your name to an official-looking book he carries at all times, and gives you the title of 'Cloak.'
"Now that we are of the same faction, your first assignment is to do what I have already asked. Find Cragmaw castle and clear out the goblins infesting it. Find Gundren and his map. Report to me on your progress."
Rollback Post to RevisionRollBack
Love God. Love Others. Any Questions?
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"It ok they freaked me out a bit to I just have not quite grasped how to coalesce the firebolt in to a more substantial form as of yet."
Bankur slumps in relief as the last bugbear drops. "My friends, the next round is on me! Now for a little relief from our wounds."
(Casting Channel Divinity: Preserve Life - splitting 7 HP to myself, 3 HP to Salty Joe)
Penumbra binds the hands of the unconscious goblin, then splashes some water from her water skin onto the creature's face in order to wake it. "Wake up goblin. Can you understand common? What is your name and what are you doing here? Are you a part of this gang or a prisoner? Answer truthfully and I might let you live."
After providing healing relief Bankur moves over to the unconscious goblin and binds his hands as Penumbra attempts to revive him, providing a few slaps on the face as extra incentive to wake up.
The goblin regains consciousness with the water and a few slaps, as this is the usual way he is awakened and brought back when the bugbears played with him too hard. After glancing about frantically to see where the next blow might come, his face brightens as he comprehends that the bugbears are dead. "You free Droop! And let me live! You great heroes - Droop help you and you let go! Yes - Droop big help - know hideout and can guide you. Me captured by big nastys and be their slave, but now you free Droop!" He babbles on like this for almost a minute...
Love God. Love Others. Any Questions?
"Very good, Droop. You will help us. But seeing as we just met, I hope you understand that we will need to keep you bound. "
Then addressing the others, "We still have the manor proper to explore to ensure that the town is purged of these Redbrands. Should we take a short rest and move upstairs, or take a long rest and move upstairs? Or should we do something else that I hadn't thought of?"
(Would love to take a long rest to recoup/reset spells, but I worry about someone coming downstairs and discovering our handy work. Perhaps we can find a place to fortify our position and rest?)
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
"A long rest would be very beneficial friend Rand. I would be comfortable fortifying our position in this room, since there is only one entrance and it would be easily defended."
With a glance at the goblin Bankur says "Perhaps our new friend can help us determine what dangers we may face by staying here for a few hours..."
"I like the idea of a long rest. I'm not sure if this room is the best for it though. The only problem with having one entrance is having only one exit. I wonder if Glasstaff's room with the secret door would be a better location? If someone comes banging on one side, we could come around and flank them. My guess is that Glasstaff wouldn't let anyone else know of his secret entrance. He seemed surprised we had found it."
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
Satisfied that Droop is not a threat Penumbra puts her weapons away. "I could use a rest, but first we should see what our new friend here knows." Turning back to Droop she says "The wizard is dead and I think we have cleared out the rest of the cellars. We have freed the other slaves and we will free you as well but we need to make sure that these thugs are all dead. Do you know how many of them there are and do you know if there is anyone in the ruins above?"
Interrogating Droop, although sometimes frustrating because the goblin has a rather jumbled mind when it comes to details, eases your concerns and leads you to know that you have fully investigated the hideout, that there is nothing worth seeing or scavenging above ground in the Manor ruins, and that you have eliminated the entire Redbrand gang by taking out this place and the Sleeping Giant taproom. He knew there some traps, although your experience and his memory differ on locations but not the traps or how they were triggered.
General hideout info:
The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading down as the characters explore.
Ceilings. Passages and chambers are 10 feet high unless otherwise indicated.
Doors. All doors are made of wood with iron handles, hinges, and built-in locks. You found iron keys on Iarno and the bugbear with the eyepatch that can lock or unlock every door in the complex.
Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check. Secret doors swing open on hidden iron hinges and are not locked.
Light. Most areas are brightly lit by oil lamps in wall sconces, but must be refilled every few hours.
Because of this, you can safely spend a long rest in any of the hideout rooms. Or, alternatively, you can head back to town and stay in the Stonehill Inn. Your only real concern is taking care of the bodies of dead bugbears and redbrands, and what to do with the ones you left alive but bound or locked up.
Love God. Love Others. Any Questions?
"A long rest sounds good but what about the captives upstair do we escort them to the authorities?"
"Based on the information from Droop, I think we could lead them back to town and turn them over to the mayor. Sildar will not be pleased to learn that Larno betrayed the Lord's Alliance and was leading these Redbrands. We could rest here, but I would say we have earned a proper bed tonight!"
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
"Agreed friend Rand, that is a sound plan. A good bed and a tankard or two will do us all well!"
"Sounds like a good plan for us. But what about you Droop? Where will you go? What will you do? I won't have you escaping slavery just to go victimizing others." Penumbra turns to the group. "I think I have an idea. We should talk to the Townmaster and Sildar, perhaps they will let us turn this old place into a guildhall, and a guildhall will need someone around to take care of odd jobs, keep the place clean and whatnot. I would be willing to pitch in a part of my share of our earnings for upkeep and paying Droop's wage if he wants the job. Provided of course that the town is agreeable to us starting a guild here. What do you guys think?"
"That sounds great, Penumbra. I like that idea. What if we take half of our earnings to create a guild fund, and then divide the other half among us? We would be well on our way to being a proper adventuring guild."
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
"Sounds like a plan to me."
I got alot a doods
Droop readily agrees to keep the hideout clean, including keeping the vermin controlled, in exchange for food, maybe some coins or shiny baubles, and a corner to call his own. You get the idea that you shouldn't ask too many questions about what he intends to do with any mice or rats he catches...
<Assuming you take the captured Redbrands to the Townmaster…> It is about midmorning by the time you collect the Redbrand prisoners and march them to the Townmaster's Hall. Entering the large and well-built structure, you are surprised to see Sildar Hallwinter occupying one of the side offices, obviously having commandeered a space to work from while here. Not as surprisingly, the previous townmaster, Harbin Wester, is nowhere to be seen. "Ho - what have we here? It seems you lot have been busy since last we spoke! Tell me - what have you found out about Iarno? I see you met the local thugs...I'm interested in that story, too."
Love God. Love Others. Any Questions?
Salty Joe spins an elaborate and long winded tale about their latest adventures. His story is highlighted by crass jokes and an occasional guitar riff. Performance 17
I got alot a doods
Rand pays particular attention to Sildar's reaction when Salty gets to the Larno is Glasstaff is BlackSpider flunky.
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
Sildar is shocked by the claim that Iarno is the cause of the Redbrand menace and in the employ of some nefarious character calling him/herself 'Black Spider". He asks you to retrieve the body and any evidence that you collected about his treachery. In return, he will reward you with 200gp (total - not each ;-) He is happy that you have 'taken care of' the Redbrand threat, and says, "You have proven your valor and trust. I ask that you continue the search for Gundren Rockseeker and his map to Wave Echo cave. With the news of this Black Spider and its interest in the cave, it is more important than ever that we ensure it does not fall into the hands of evil ones!"
If your character exemplifies a desire for the security of civilization through action:
Sildar confides in you,
“Everyone wants to sleep at night and feel safe in their homes, but how many want to do what it takes to keep the tide of evil at bay? To stand in the cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting. The Lords’ Alliance fights the things that the shopkeeper in his bed has never even heard of. We remove threats before the town mayor even knows about it. We make bad things go away. That’s what we’re good at. If you would stand fast for duty and honor, I invite you to join the Lords' Alliance with me.”
If you accept, he will have you sign your name to an official-looking book he carries at all times, and gives you the title of 'Cloak.'
"Now that we are of the same faction, your first assignment is to do what I have already asked. Find Cragmaw castle and clear out the goblins infesting it. Find Gundren and his map. Report to me on your progress."
Love God. Love Others. Any Questions?