Soar's passive insight is 12, which is pretty good. She would get the sense that they are bored, they don't disbelieve her but don't really care much, but are glad of the entertainment.
You are all close to each other, within twenty five feet to reach the guards for melee, except for Breena who is perched atop the cliff side, watching intently with her shortbow drawn.
Most of the prisoners and former prisoners freeze in horror at the guard's attention, if they notice it. However, the prisoner who has introduced himself to Nate as Leosin reacts quickly, and in a burst of speed reaches the nearest guard.
Attack: 6 Damage: 7 Attack: 11 Damage: 4
However, it's immediately obvious that he's exhausted, barely holding it together. Despite his quick running speed, his attempted attacks are slow, easily avoided by the guard.
Breena, unseen in the darkness above you all, shoots at the same guard with her shortbow:
Attack: 26 Damage: 10
The shot goes through his chest, just narrowly missing his heart. He looks severely injured and only barely holding on.
Nate is up. Nate you are untied and able to move. You are in a reasonably well-lit area, and no-one appears to have noticed you except for that first guard. Any loud noise might alert those resting in nearby tents, however.
This post has potentially manipulated dice roll results.
Nate watches as Leosin all of a sudden makes an attempt to take out one of the guards. Nate is getting even more concerned now seeing that Leosin had told him about a "great escape" and then seeing him basically almost fall on his face with his attacks. He's not sure why Leosin would try something like that... seemed opposite of what he was talking about earlier... and then... out of nowhere he sees the arrow thud into the guard. woah... he thinks to himself as he again just looks around frantically for a moment before he casts Cure Wounds on himself... quite selfishly, but at this point it's the only thing he can think of as he's hurting quite badly and also exhausted from being tortured for days. You see Nate stand tall and essentially hug himself very tight as his body slightly glows for a moment, flashes a bit, and then stops. 10
He looks to the Tiefling who rescued him and says in the quietest way he can: "What the hell do you want me to do now!?"
Frustrated but not particularly surprised by the turn of events, Elspeth leaps up from beside the prisoners and draws out her scimitar. About to run towards the guards, she hesitates for a moment to address the human.
"Just look after yourself, and if you could spare the time, get as many of these people out here as possible." She jabs a finger at the cliffs and the rope descending down to the edge of the camp, then moves up to the same guard Breena attacked, slicing at him with her scimitar.
Which guard just fell? The one who turned around and saw the escape? Or the one who hadn't noticed? If the former, has the remaining guard turned yet to see the escape/notice his friend falling? If not Soar would likely try another Command spell, is why I'm asking.
And is Elspeth close enough to the remaining guard to be in melee range?
Also I'm guessing the answer is no, but could a successful grapple check let Soar cover his mouth?
The guard who turned around and noticed the others is the one who is now dead. The remaining guard has now noticed everything but has the surprised condition, as he didn't see you before - he won't get an action this turn. You are all close enough to get within melee range, except for Breena. No, a grapple alone wouldn't let you cover his mouth.
This post has potentially manipulated dice roll results.
Soar immediately drops all pretense of drunkenness as she sees the second guard turn to see the plan unfolding, and shifts into combat, doing her best to position herself opposite Elspeth. Her warhammer aims for his head, trying to knock him out quietly.
(If he's not considered flanked, ignore the second roll)
Attack: 19 Damage: 7
(Also, I was going to add smite on a hit IF smiting can be done silently and without more than a very faint pulse of light that wouldn't be noticeable in torchlight. If this hit on its own does not drop the remaining guard AND smiting itself doesn't make extra sound or light, here's smiting damage: 9)
Soar smites the remaining guard; there is no light or sound, other than the sound of the man falling to the ground.
Combat is over. You stand in the middle of several stakes in the ground, near to a silent camp; the torch has fallen to the ground, but still burns. All but a few prisoners have been released. The guards were unable to raise the alarm, and so far no-one appears to have noticed you, though you suspect it is only a matter of time. The prisoners stand watching, astonished, terrified, and in some cases hopeful for a moment, waiting to know what to do. Two guards lie on the floor, one dead, the other unconscious.
Nate watches on as the two guards are dispatched. He looks around at the momentary calmness of the situation and notices the rope hanging down from the cliff that the Tiefling who rescued him pointed at. "Ok... th... thank you again..."
Then looks to the Half Elf (he can now clearly see that she's not a full Elf), a bit in awe of her warhammer strike. "What if there are more of them?!?"'
Nate's still in shock and is actually going to start walking over to the rope without waiting for anyone, almost doing it without thinking. Fight or flight kicking in.
Soar reaches out and tries to catch the guard as he falls to the ground. Missing him, she stoops over and looks up at Elspeth, flashes a quick smile to her friend.
"Nice hit! We are going to do this!"she whispers. She looks up at Breena and salutes her. She grabs both guards by their armor and quietly starts to drag them over to one of the poles the prisoners had been tied to. As she does this, she looks at Nate and the other prisoners. "Hi! I'm Soar, your friendly neighborhood doomguide, and now one of your rescuers," she whispers cheerfully. "Let's get you out of here! Untie the rest, head over to that rope quietly, and climb up. We'll help. Our friend with the shortbow is at the top. Once we get there, we'll take the rope with us and find another way out of this canyon and climb down to another friend of ours."
Once she has both guards dragged over to the pole in a sitting position, she grabs the torch and tries to find a way to wedge the torch into a notch in the pole around chest height so it looks from a distance like it's being held by someone. Ideally not in the pole that she's propped the guards up against. If it's too hard or complicated, she'll give up and turn to the escapees.
"Come on, let's get going,"she continue in the happiest whisper you've ever heard. She looks at Nate. "You look better. Do you, or anyone else need any more healing? Kelemvor's grace can help."
She's actively encouraging people to move toward the climbing rope if they aren't already, using a dagger to cut bindings, gently encouraging people to move and be quiet, healing any who really need it with lay on hands (up to 8 hp). Also keeping an eye out to see if there's any sounds or movement nearby.
Nate is astonished how friendly Soar is, and now starts to feel a bit more safe as he realizes that these people really have this locked down. Like they worked together with military-like focus. He notices Soar saluting the person up the cliff who shot the arrow, and then proceeds to start helping the other, weaker prisoners climb up the rope.
"I'm Nate - sorry to meet you in these conditions, but thank you... thank both of you. I think I am ok for right now... what I need more than anything is a few days sleep (he wasn't exaggerating), but for now I think the others might need healing more than me.
Nate doesn't want to waste too much time with talking as he starts to help the others and then starts to makes the climb himself. Then remembers Leosin. "Leosin! Are you coming?! Let's get out of here."
Soar, you are able to prop up the two guards on the poles nearest to where they were standing; a casual glance might take them for alive, though anyone coming near would definitely notice that one is dead, and the other prisoners are gone.
There are still two prisoners tied to stakes, one gnome and the kobold. Are you going to free them?
The freed prisoners are afraid and will definitely need help in climbing the rope, which you can provide.
As you make your way towards the rope, I need Elspeth, Soar and Nate to make Stealth checks.
Nate, Leosin doesn't answer for a moment, then looks at you. Yes, I will come. There is nothing more to be done here. He sighs with obvious regret, and begins to help one of the gnomes who is struggling to walk, obviously very weak from thirst and hunger.
{Oops, forgot I knocked out that one! Would it take too long to tie and gag him?/Does Soar know enough about how long people tend to stay knocked out for? If it's more than an hour, no worries, but if less, tying and gagging seems a very important thing she wouldn't forget to do.)
Soar will absolutely help free the gnome and kobold, asking in whispers if they want to get out of here, and if so, quietly help others climb the rope quietly. "Actually I could use help getting over there quietly. This armor's not made for sneaking. If you see something jangling too loudly, you have my permission to make it go still."(This is me asking if Soar can get help on the stealth check... shot in the dark but why not!)
The half-elf will pick up anyone too weak to effectively move on their own and as she does, she'll lay on hands for 5 hp to try to help get them up for an escape on foot.
Stealth check at disadvantage thanks to armor, but if she can get help, ignore the second roll: 10
Once at the top, Soar will ask Breena if she can get her animal friends to send another message to Jalt, perhaps a bat?
Soar assesses the unconscious guard; you can make a Medicine check, DC 10, to estimate how long he will remain unconscious:
3 hours
The gnome thanks you in a whisper, and rushes off to help her friends. The kobold also whispers thanks. Stealth: 14 The kobold is pretty sneaky, and is able to help Soar to the foot of the rope without making much noise, despite her armour. On the way, it's clear that the gnome that the half-elf monk is helping is exhausted; Soar, your Lay on Hands would not help much here, and it's better if the gnome is carried.
For the moment, you are all clustered around the bottom of the rope except for Elspeth. It will be a series of skill checks to escape the camp along with the prisoners. We'll get underway as soon as Elspeth and Nate make their Stealth checks.
This post has potentially manipulated dice roll results.
Stealth: 17
Elspeth turns around and flashes a relieved grin at Soar.
"That went well enough." She murmurs quietly as she quietly moves towards the rope, glancing upwards towards the top of the cliff. "I'll be more reassured when we regroup with Jalt and start heading back, though."A little harried and tired, Elspeth nevertheless does her best to look as confident and reassuring as possible for the prisoners, and will offer to help as much as possible when they start climbing.
Okay, so you have a group of former prisoners, all in various states of exhaustion and extreme thirst. You need to get them up between 20 and 30 feet to the top where Brenda waits, and you need to do it quietly and quickly. Every noise you make risks attracting attention. Every second you delay risks that someone will notice the dead/unconscious guards or the empty stakes. The cliff is not too sheer, and the rope makes it relatively easy to climb - if you’re in good condition, which the prisoners are not. Time is pressing, so taking a long time to plan and co-ordinate is itself a risk you could choose to take, or to avoid.
How will you get yourselves, and the former prisoners, up the rope to the top?
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Soar's passive insight is 12, which is pretty good. She would get the sense that they are bored, they don't disbelieve her but don't really care much, but are glad of the entertainment.
Elspeth Initiative: 14
Round One:
20 Monk
18 Breena
17 Nate
14 Elspeth
13 Soar
13 Guard 1
5 Guard 2
You are all close to each other, within twenty five feet to reach the guards for melee, except for Breena who is perched atop the cliff side, watching intently with her shortbow drawn.
Most of the prisoners and former prisoners freeze in horror at the guard's attention, if they notice it. However, the prisoner who has introduced himself to Nate as Leosin reacts quickly, and in a burst of speed reaches the nearest guard.
Attack: 6 Damage: 7
Attack: 11 Damage: 4
However, it's immediately obvious that he's exhausted, barely holding it together. Despite his quick running speed, his attempted attacks are slow, easily avoided by the guard.
Breena, unseen in the darkness above you all, shoots at the same guard with her shortbow:
Attack: 26 Damage: 10
The shot goes through his chest, just narrowly missing his heart. He looks severely injured and only barely holding on.
Nate is up. Nate you are untied and able to move. You are in a reasonably well-lit area, and no-one appears to have noticed you except for that first guard. Any loud noise might alert those resting in nearby tents, however.
Nate watches as Leosin all of a sudden makes an attempt to take out one of the guards. Nate is getting even more concerned now seeing that Leosin had told him about a "great escape" and then seeing him basically almost fall on his face with his attacks. He's not sure why Leosin would try something like that... seemed opposite of what he was talking about earlier... and then... out of nowhere he sees the arrow thud into the guard. woah... he thinks to himself as he again just looks around frantically for a moment before he casts Cure Wounds on himself... quite selfishly, but at this point it's the only thing he can think of as he's hurting quite badly and also exhausted from being tortured for days. You see Nate stand tall and essentially hug himself very tight as his body slightly glows for a moment, flashes a bit, and then stops. 10
He looks to the Tiefling who rescued him and says in the quietest way he can: "What the hell do you want me to do now!?"
Elspeth is up
Frustrated but not particularly surprised by the turn of events, Elspeth leaps up from beside the prisoners and draws out her scimitar. About to run towards the guards, she hesitates for a moment to address the human.
"Just look after yourself, and if you could spare the time, get as many of these people out here as possible." She jabs a finger at the cliffs and the rope descending down to the edge of the camp, then moves up to the same guard Breena attacked, slicing at him with her scimitar.
Attack: 16 Damage: 4
Elspeth, the guard falls easily and silently to your blade.
Soar is up. One guard remains standing.
Few questions here:
Which guard just fell? The one who turned around and saw the escape? Or the one who hadn't noticed? If the former, has the remaining guard turned yet to see the escape/notice his friend falling? If not Soar would likely try another Command spell, is why I'm asking.
And is Elspeth close enough to the remaining guard to be in melee range?
Also I'm guessing the answer is no, but could a successful grapple check let Soar cover his mouth?
The guard who turned around and noticed the others is the one who is now dead. The remaining guard has now noticed everything but has the surprised condition, as he didn't see you before - he won't get an action this turn. You are all close enough to get within melee range, except for Breena. No, a grapple alone wouldn't let you cover his mouth.
Soar immediately drops all pretense of drunkenness as she sees the second guard turn to see the plan unfolding, and shifts into combat, doing her best to position herself opposite Elspeth. Her warhammer aims for his head, trying to knock him out quietly.
(If he's not considered flanked, ignore the second roll)
Attack: 19 Damage: 7
(Also, I was going to add smite on a hit IF smiting can be done silently and without more than a very faint pulse of light that wouldn't be noticeable in torchlight. If this hit on its own does not drop the remaining guard AND smiting itself doesn't make extra sound or light, here's smiting damage: 9)
Soar smites the remaining guard; there is no light or sound, other than the sound of the man falling to the ground.
Combat is over. You stand in the middle of several stakes in the ground, near to a silent camp; the torch has fallen to the ground, but still burns. All but a few prisoners have been released. The guards were unable to raise the alarm, and so far no-one appears to have noticed you, though you suspect it is only a matter of time. The prisoners stand watching, astonished, terrified, and in some cases hopeful for a moment, waiting to know what to do. Two guards lie on the floor, one dead, the other unconscious.
What would you like to do?
Nate watches on as the two guards are dispatched. He looks around at the momentary calmness of the situation and notices the rope hanging down from the cliff that the Tiefling who rescued him pointed at. "Ok... th... thank you again..."
Then looks to the Half Elf (he can now clearly see that she's not a full Elf), a bit in awe of her warhammer strike. "What if there are more of them?!?"'
Nate's still in shock and is actually going to start walking over to the rope without waiting for anyone, almost doing it without thinking. Fight or flight kicking in.
Soar reaches out and tries to catch the guard as he falls to the ground. Missing him, she stoops over and looks up at Elspeth, flashes a quick smile to her friend.
"Nice hit! We are going to do this!" she whispers. She looks up at Breena and salutes her. She grabs both guards by their armor and quietly starts to drag them over to one of the poles the prisoners had been tied to. As she does this, she looks at Nate and the other prisoners. "Hi! I'm Soar, your friendly neighborhood doomguide, and now one of your rescuers," she whispers cheerfully. "Let's get you out of here! Untie the rest, head over to that rope quietly, and climb up. We'll help. Our friend with the shortbow is at the top. Once we get there, we'll take the rope with us and find another way out of this canyon and climb down to another friend of ours."
Once she has both guards dragged over to the pole in a sitting position, she grabs the torch and tries to find a way to wedge the torch into a notch in the pole around chest height so it looks from a distance like it's being held by someone. Ideally not in the pole that she's propped the guards up against. If it's too hard or complicated, she'll give up and turn to the escapees.
"Come on, let's get going," she continue in the happiest whisper you've ever heard. She looks at Nate. "You look better. Do you, or anyone else need any more healing? Kelemvor's grace can help."
She's actively encouraging people to move toward the climbing rope if they aren't already, using a dagger to cut bindings, gently encouraging people to move and be quiet, healing any who really need it with lay on hands (up to 8 hp). Also keeping an eye out to see if there's any sounds or movement nearby.
Nate is astonished how friendly Soar is, and now starts to feel a bit more safe as he realizes that these people really have this locked down. Like they worked together with military-like focus. He notices Soar saluting the person up the cliff who shot the arrow, and then proceeds to start helping the other, weaker prisoners climb up the rope.
"I'm Nate - sorry to meet you in these conditions, but thank you... thank both of you. I think I am ok for right now... what I need more than anything is a few days sleep (he wasn't exaggerating), but for now I think the others might need healing more than me.
Nate doesn't want to waste too much time with talking as he starts to help the others and then starts to makes the climb himself. Then remembers Leosin. "Leosin! Are you coming?! Let's get out of here."
Soar, you are able to prop up the two guards on the poles nearest to where they were standing; a casual glance might take them for alive, though anyone coming near would definitely notice that one is dead, and the other prisoners are gone.
There are still two prisoners tied to stakes, one gnome and the kobold. Are you going to free them?
The freed prisoners are afraid and will definitely need help in climbing the rope, which you can provide.
As you make your way towards the rope, I need Elspeth, Soar and Nate to make Stealth checks.
Nate, Leosin doesn't answer for a moment, then looks at you. Yes, I will come. There is nothing more to be done here. He sighs with obvious regret, and begins to help one of the gnomes who is struggling to walk, obviously very weak from thirst and hunger.
{Oops, forgot I knocked out that one! Would it take too long to tie and gag him?/Does Soar know enough about how long people tend to stay knocked out for? If it's more than an hour, no worries, but if less, tying and gagging seems a very important thing she wouldn't forget to do.)
Soar will absolutely help free the gnome and kobold, asking in whispers if they want to get out of here, and if so, quietly help others climb the rope quietly. "Actually I could use help getting over there quietly. This armor's not made for sneaking. If you see something jangling too loudly, you have my permission to make it go still." (This is me asking if Soar can get help on the stealth check... shot in the dark but why not!)
The half-elf will pick up anyone too weak to effectively move on their own and as she does, she'll lay on hands for 5 hp to try to help get them up for an escape on foot.
Stealth check at disadvantage thanks to armor, but if she can get help, ignore the second roll: 10
Once at the top, Soar will ask Breena if she can get her animal friends to send another message to Jalt, perhaps a bat?
Soar assesses the unconscious guard; you can make a Medicine check, DC 10, to estimate how long he will remain unconscious:
3 hours
The gnome thanks you in a whisper, and rushes off to help her friends. The kobold also whispers thanks. Stealth: 14 The kobold is pretty sneaky, and is able to help Soar to the foot of the rope without making much noise, despite her armour. On the way, it's clear that the gnome that the half-elf monk is helping is exhausted; Soar, your Lay on Hands would not help much here, and it's better if the gnome is carried.
For the moment, you are all clustered around the bottom of the rope except for Elspeth. It will be a series of skill checks to escape the camp along with the prisoners. We'll get underway as soon as Elspeth and Nate make their Stealth checks.
Nate's exhausted and not sure how quiet he can be as he heads to the rope.
Stealth (dis): 12
Stealth: 17
Elspeth turns around and flashes a relieved grin at Soar.
"That went well enough." She murmurs quietly as she quietly moves towards the rope, glancing upwards towards the top of the cliff. "I'll be more reassured when we regroup with Jalt and start heading back, though." A little harried and tired, Elspeth nevertheless does her best to look as confident and reassuring as possible for the prisoners, and will offer to help as much as possible when they start climbing.
Okay, so you have a group of former prisoners, all in various states of exhaustion and extreme thirst. You need to get them up between 20 and 30 feet to the top where Brenda waits, and you need to do it quietly and quickly. Every noise you make risks attracting attention. Every second you delay risks that someone will notice the dead/unconscious guards or the empty stakes. The cliff is not too sheer, and the rope makes it relatively easy to climb - if you’re in good condition, which the prisoners are not. Time is pressing, so taking a long time to plan and co-ordinate is itself a risk you could choose to take, or to avoid.
How will you get yourselves, and the former prisoners, up the rope to the top?