Stig thinks he'll stick tight with his after meal friend and follow what the majority choose to be the best course of action. He believes they could pair up as the bash brothers of the group, 'twins' (obviously) if you will, and help deal with any martial challenges that present themselves.
Naivara senses her team growing impatient. ‘We are ready for this..’ she thinks. ‘After all, it’s no green dragon.’ She knows the Redbrand will probably play the ‘I don’t really know, I’m new to all this..’ card, and the map would be sketchy, at best. But he is going to know where the eye monster is, and what fool wouldn’t know where their leader lurks? She hopes that the gold is incentive enough for the boy. She has done far more for 2 Gold pieces in her life.
She turns to Lady Swiftarrow.
”Swiftarrow, as we wait for our map, can you tell us everything you know about the entrance you found to the manor. We all need to be on the same page here if we are going to attempt to infiltrate. Do we follow a track through the woods?”
Too often we underestimate the power of a touch, a smile, a kind word, a listening ear, a gold piece. or the smallest act of caring, all of which have the potential to turn a life around. Asmodean feels that he has done just that with Shawn, who Asmodean believes will go on to great things due to his recent interactions....but voices no complaint in having him detained.
"Life is really simple, but we insist on making it complicated." Asmodean pronounces, having heard his lordly father often make such a claim. “ Once we have this map, there is no need to complicate this further. We will follow the galant charge of Stig, Virran and Burps, with Naivara, LSA and myself right there protecting their back”
”To victory” he exclaims, and the more softly with a wink at burps “and more importantly, hopefully a pot of gold”
LSA replies to Naivara... “ there’s not much more to add to my earlier tale. The track is not heavily frequented. It’s used enough to form a vague path. Whoever uses it attempted to hide the entrance.
The clumsiness of the concealment indicates a low level of skill, so it’s probably not a path used by glasstaff, unless all his skills lie in using wizardry for intimidation. It's likely not the entrance all the redbrands use. Maybe only their leaders use the path. Or... maybe the folk Shawn thought may be imprisoned are free to come and go, at least occasionally. Maybe they use this path. Maybe their bush skills are lacking, so they failed to conceal the entrance well.
LSA continues: “I think I his poorly concealed entrance is the best entry point. To get to the manor proper would leave us exposed. At best, they would see us coming and have more time to prepare. At worst they would have an attack advantage.
perhaps we should split up as we leave the inn, go different ways as we make our way to a meeting point near the entrance. That might put them off initially and give us some breathing space to enter unhindered.
Or we could all leave as if we are going to Qelline Alderleaf's farm and when we are hidden by the woods, use the woods as cover to get to the entrance”
“Great plan to head out toward the farm, Swift. I think we should stick together. We can take a look at this map first, but I imagine heading into the cellars of the manor might just be a bit like a maze. It might just mean each team runs into different challenges and we are unable to face the battle together. If we are going to be successful here, we need to band together. We will need to think ahead, not just about our own moves, but each other’s.”
“And you all should know, Virran is a great fighter, but Stig and Brandywise cannot rely on him as part of their front line. His strength is in stealth, so he will not be in the front line taking the hits, his armour will not allow that. Consider that carefully, Asmodean.”
"This is the best I can do... I never really left the rooms at near the entrance. The didn't want me going elsewhere and I didn't explore because... well, I'm sure you can imagine. The eye monster was need the bridge. That's all I can show you! Please, it has to be enough!
Naivara takes the map and quickly makes a second copy of it in the back of her prayer book. She feels that relying on this too much may be a weakness, but hopefully it will be some help somewhat. Once satisfied with her drawing, she hands the map to Swift, hoping it might make sense to her following her own explorations of the area. She throws 2 GP toward the Redbrand.
”You have saved your own life today, Redbrand, but until your associates are taken care of, we cannot give you your freedom. More than anything, it sounds like your life will be at risk if we let you go, so a cell sounds like the best option to allow us to keep our promise of life to you.”
She grabs the Redbrands hands behind him and ties them once again. She signals Stig and Brandywise to help him move down toward town hall.
As they don’t have a sentry, upon leaving the inn she looks and listens carefully for and Redbrand action or spies that may be around. If they want the surprise attack, they need to be relatively unnoticed. Perception Check: 13
Bwrb mutters, low to himself "Hmmmff, Vege-Shawn gets 2GP and won't get the lute for much longer. Fortune smiled on the lad when I apprehended him."
Bwrb rummages in Shawn's pockets and retrieves the 2SP down payments. "We promised youse 2 Gold and your life, and that we intend to give ye. But if your map proves reliable. I'll return these 2 silvers with thanks, lad."
To Stig, Bwrb says, "I'm confident the mighty McSobel will keep this one in check. I just recalled I want a torch, or two, for the manor's "eye". I'll be back in 2 shakes of a Vegan's Rhubarb leaf. I'll meet ye as ye place him in his new lodgings" and knowing how compact Phaladin is (now a map has finally been revealed) he zips (not dashes) off to the store ...
Only to return in the blink of a sheep's eyeball praising a Vegan, with his 5 torches.
LSA to the group: “how convenient... we take the route to the town hall where we deliver Shawn for his protection. Then we head to alderleaf farm before ducking into the woods. I believe I can find the trail and entrance once there.”
Your hopes of finding loot, clues or hints comes up short, except for a well-concealed lockbox under the owner's bed. It is sturdy, very heavy to the touch and appears exceedingly difficult to open.
Otherwise, the rooms and Sleeping Giant are empty.
@Brandywise
It appears Shawn has little more to say. He walks without complaint, but seems to have entered a bit of a stupor. The events of the day, while still young, have already left a toll on the youth.
After being attacked by the Redbrands outside The Stonehill Inn, you all agree that exploring their hideout under Tresendar Manor seemed like the next best step.However, the decision to leave the dead Redbrands lying in the street where they died seemed to have an unexpected consequence. Arriving at the Townmaster's Hall with Shawn, you find Sildar and Harbin in the middle of a heated conversation with a dwarf, who upon seeing your party, points and cries "That's them! Those are the ones who killed my customers!"
"Okay, let's calm down Grista," Sildar interrupted. "I'm sure there's a reasonable explanation. Let's hear what they have to say." He looks at you knowingly, but doesn't yet confess to his own encouragement of the situation.
"Have you lost your minds?" Harbin yelled see the bound Redbrand trail in alongside Stig. "You can't just go around killing people in the streets!"
"Those were my customers," Grista cried, "and some of them were good boys!"
Naivara explains that the Redbrands confronted them and drew their weapons first and there wasn't really anything else they could do. Shawn, she adds, has offered strong arguments against them being 'good boys' and worries for his own safety. At the request of leaving Shawn in the cells until this business was managed, Harbin goes red and erupts. "Do you have any idea what the repercussions of your actions might be? Have you lost your minds? Don't you think the Redbrands will retaliate? What happens when you're off gallivanting and they burn someone's house down?"
Leaving you with Harbin, Sildar quietly motions for Stig to bring the captured Redbrand alone. As short while later they return, 'Brand-less'.
"Master Harbin, that is enough." Sildar's voice has an edge to it you had not previously heard. "Grista - you are well known for your support of the Redbrands and encouraging their actions. If you continue to speak, I will lock you up for conspiring with killers. As it is, your part in Thel Dendrar's death is... ambiguous. His demise came quickly after their drunken revelry ended at your establishment. Should I look further, I am sure I will find reasons to believe you supported their actions. As it is, his family are missing and YOU should be spending your time help to locate them rather than pointing your surly fingers at those still standing."
Grista clamps her mouth shut and storms out - where her mouth was quiet, every other aspect of her departure was anything but.
"Now then," Sildar turns back to Harbin Wester. "You mentioned repercussions. I assume you have a suggested way forward..." he pauses without breaking eye contact, then continues when the silence lingers. "Well, in that case, maybe our guests might suggest a suitable way forward.
"What say you? How shall you proceed now? And where is Virran?"
Check this spoiler - you have a few too many actions and ability checks and one go, but missed one very awkward (and angry) female dwarf... The DM has plans and counter-plans - you'll not be running so far into the woods so quickly... Let's see you avoid this vengeful hunk-a-she-dwarf!
As Virran stares at the lockbox, his head starts to swim. He imagined he had attempted thievery, checked in with the group talking to Sildar and then moved them away from Sildar - all the while staring longingly at the forbidden treasure.
It is at this point, with the lockbox in hand that Virran hears the door to the Giant burst open, then slam shut. An angry dwarven voice, complemented by the steady (and solid) 'thud thud thud' of steps gets closer to his position. It would appear the owner has returned and is headed Virran's way. And whoever it is, is in a foul and furious mood. Sometimes daydreaming at the wrong moment can make for a painful, dwarven headache!
This post has potentially manipulated dice roll results.
”Sildar, yes, we are moving forward. You know Virran, always a step ahead!” Naivara says with a confident smile. He won’t hear their true plans, especially in the company of Harbin.
Hoping that Virran is indeed a step ahead, the group leave the town hall and continue in the direction of Alderleaf farm. What a sight they must be! Brandywise with his five torches and Asmodean playing his lute as quietly a humanly possible. What is that strange song? She smiles to herself, “this will certainly be a story to tell...” she thinks, before halting her thoughts as they turn to the loved ones she would have once shared stories like this with. Why are they crossing her mind now? She pushes these thoughts away, bracing herself for whatever may lay ahead. They begin to enter the woods, following the quite obvious path described by Swiftarrow. She has a strong feeling they must keep there wits about them, as all evidence suggests that Redbrands frequent these woods. And goodness knows what else.
This post has potentially manipulated dice roll results.
Virran quickly stashes the box in his bag and moves to the window. His ultimate lust for money pushes any thoughts of Sildar from his head, consequences be damned.
If its closed attempts to open it. (Not sure if its strength or dexterity to open a window so I have rolled a d20 if strength add 1 if DeX add 4)
3
If virran is able to open the window he vaults out the window (acrobatics 7). Once he lands he tries to duck in the closest alley and slink off towards the trees and bushes towards the south, towards the farm with the aim to cut in towards the town and meet the party on their way out (stealth using the roll below)
If he is unable to open the window easily he moves to the shadows behind the door and stealths waiting and listening.
Stealth 26
Perception 10
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Stig thinks he'll stick tight with his after meal friend and follow what the majority choose to be the best course of action. He believes they could pair up as the bash brothers of the group, 'twins' (obviously) if you will, and help deal with any martial challenges that present themselves.
Naivara senses her team growing impatient. ‘We are ready for this..’ she thinks. ‘After all, it’s no green dragon.’ She knows the Redbrand will probably play the ‘I don’t really know, I’m new to all this..’ card, and the map would be sketchy, at best. But he is going to know where the eye monster is, and what fool wouldn’t know where their leader lurks? She hopes that the gold is incentive enough for the boy. She has done far more for 2 Gold pieces in her life.
She turns to Lady Swiftarrow.
”Swiftarrow, as we wait for our map, can you tell us everything you know about the entrance you found to the manor. We all need to be on the same page here if we are going to attempt to infiltrate. Do we follow a track through the woods?”
Too often we underestimate the power of a touch, a smile, a kind word, a listening ear, a gold piece. or the smallest act of caring, all of which have the potential to turn a life around. Asmodean feels that he has done just that with Shawn, who Asmodean believes will go on to great things due to his recent interactions....but voices no complaint in having him detained.
"Life is really simple, but we insist on making it complicated." Asmodean pronounces, having heard his lordly father often make such a claim. “ Once we have this map, there is no need to complicate this further. We will follow the galant charge of Stig, Virran and Burps, with Naivara, LSA and myself right there protecting their back”
”To victory” he exclaims, and the more softly with a wink at burps “and more importantly, hopefully a pot of gold”
LSA replies to Naivara... “ there’s not much more to add to my earlier tale. The track is not heavily frequented. It’s used enough to form a vague path. Whoever uses it attempted to hide the entrance.
The clumsiness of the concealment indicates a low level of skill, so it’s probably not a path used by glasstaff, unless all his skills lie in using wizardry for intimidation. It's likely not the entrance all the redbrands use. Maybe only their leaders use the path. Or... maybe the folk Shawn thought may be imprisoned are free to come and go, at least occasionally. Maybe they use this path. Maybe their bush skills are lacking, so they failed to conceal the entrance well.
Perhaps virran can add more”
LSA continues: “I think I his poorly concealed entrance is the best entry point. To get to the manor proper would leave us exposed. At best, they would see us coming and have more time to prepare. At worst they would have an attack advantage.
perhaps we should split up as we leave the inn, go different ways as we make our way to a meeting point near the entrance. That might put them off initially and give us some breathing space to enter unhindered.
Or we could all leave as if we are going to Qelline Alderleaf's farm and when we are hidden by the woods, use the woods as cover to get to the entrance”
OOC: A wee bit of visual stimulation to enhance the mood. A reward for the character interaction of the last few post! If it doesn't load:
http://aaronconaway.me/wp-content/uploads/2019/04/phandalin-640x455.jpg
“Great plan to head out toward the farm, Swift. I think we should stick together. We can take a look at this map first, but I imagine heading into the cellars of the manor might just be a bit like a maze. It might just mean each team runs into different challenges and we are unable to face the battle together. If we are going to be successful here, we need to band together. We will need to think ahead, not just about our own moves, but each other’s.”
“And you all should know, Virran is a great fighter, but Stig and Brandywise cannot rely on him as part of their front line. His strength is in stealth, so he will not be in the front line taking the hits, his armour will not allow that. Consider that carefully, Asmodean.”
"This is the best I can do... I never really left the rooms at near the entrance. The didn't want me going elsewhere and I didn't explore because... well, I'm sure you can imagine. The eye monster was need the bridge. That's all I can show you! Please, it has to be enough!
Redbrand Hideout Map
"You've done well Shawn. Just tell us what is done in each room, and where Glasstaff comes from or goes to"
[OOC: when the party is leaving, if no one has torches, Bwrb (or one of his mates, Cognac and Burp) will hastily procure a few torches]
Naivara takes the map and quickly makes a second copy of it in the back of her prayer book. She feels that relying on this too much may be a weakness, but hopefully it will be some help somewhat. Once satisfied with her drawing, she hands the map to Swift, hoping it might make sense to her following her own explorations of the area. She throws 2 GP toward the Redbrand.
”You have saved your own life today, Redbrand, but until your associates are taken care of, we cannot give you your freedom. More than anything, it sounds like your life will be at risk if we let you go, so a cell sounds like the best option to allow us to keep our promise of life to you.”
She grabs the Redbrands hands behind him and ties them once again. She signals Stig and Brandywise to help him move down toward town hall.
As they don’t have a sentry, upon leaving the inn she looks and listens carefully for and Redbrand action or spies that may be around. If they want the surprise attack, they need to be relatively unnoticed. Perception Check: 13
Current order as we walk to town hall.
Naivara (being perceptivish)
Stig/Brandywise (With the Redbrand)
Swift/Asmodean
When Virran joins us again he will take Naivara’s spot up front as they walk through town and she will move to the back.
Did you make this?
MAsmodean gets out his lute while they are walking through town, just to build team focus and adrenaline.
Being aware of need for stealth, he play very softly so no one outside of their group can hear.
https://youtu.be/tGSUjuSBt1A
With the skill of a master Asmodean can make the Lute sound like a whole orchestra.
Performance check 5
it appears that his lute string have suffered a bit through the recent fight. It definitely needs a tuning and he quickly puts the lute away again.
Bwrb mutters, low to himself "Hmmmff, Vege-Shawn gets 2GP and won't get the lute for much longer. Fortune smiled on the lad when I apprehended him."
Bwrb rummages in Shawn's pockets and retrieves the 2SP down payments. "We promised youse 2 Gold and your life, and that we intend to give ye. But if your map proves reliable. I'll return these 2 silvers with thanks, lad."
To Stig, Bwrb says, "I'm confident the mighty McSobel will keep this one in check. I just recalled I want a torch, or two, for the manor's "eye". I'll be back in 2 shakes of a Vegan's Rhubarb leaf. I'll meet ye as ye place him in his new lodgings" and knowing how compact Phaladin is (now a map has finally been revealed) he zips (not dashes) off to the store ...
Only to return in the blink of a sheep's eyeball praising a Vegan, with his 5 torches.
LSA to the group: “how convenient... we take the route to the town hall where we deliver Shawn for his protection. Then we head to alderleaf farm before ducking into the woods. I believe I can find the trail and entrance once there.”
@Virran
Your hopes of finding loot, clues or hints comes up short, except for a well-concealed lockbox under the owner's bed. It is sturdy, very heavy to the touch and appears exceedingly difficult to open.
Otherwise, the rooms and Sleeping Giant are empty.
@Brandywise
It appears Shawn has little more to say. He walks without complaint, but seems to have entered a bit of a stupor. The events of the day, while still young, have already left a toll on the youth.
After being attacked by the Redbrands outside The Stonehill Inn, you all agree that exploring their hideout under Tresendar Manor seemed like the next best step.However, the decision to leave the dead Redbrands lying in the street where they died seemed to have an unexpected consequence. Arriving at the Townmaster's Hall with Shawn, you find Sildar and Harbin in the middle of a heated conversation with a dwarf, who upon seeing your party, points and cries "That's them! Those are the ones who killed my customers!"
"Okay, let's calm down Grista," Sildar interrupted. "I'm sure there's a reasonable explanation. Let's hear what they have to say." He looks at you knowingly, but doesn't yet confess to his own encouragement of the situation.
"Have you lost your minds?" Harbin yelled see the bound Redbrand trail in alongside Stig. "You can't just go around killing people in the streets!"
"Those were my customers," Grista cried, "and some of them were good boys!"
Naivara explains that the Redbrands confronted them and drew their weapons first and there wasn't really anything else they could do. Shawn, she adds, has offered strong arguments against them being 'good boys' and worries for his own safety. At the request of leaving Shawn in the cells until this business was managed, Harbin goes red and erupts. "Do you have any idea what the repercussions of your actions might be? Have you lost your minds? Don't you think the Redbrands will retaliate? What happens when you're off gallivanting and they burn someone's house down?"
Leaving you with Harbin, Sildar quietly motions for Stig to bring the captured Redbrand alone. As short while later they return, 'Brand-less'.
"Master Harbin, that is enough." Sildar's voice has an edge to it you had not previously heard. "Grista - you are well known for your support of the Redbrands and encouraging their actions. If you continue to speak, I will lock you up for conspiring with killers. As it is, your part in Thel Dendrar's death is... ambiguous. His demise came quickly after their drunken revelry ended at your establishment. Should I look further, I am sure I will find reasons to believe you supported their actions. As it is, his family are missing and YOU should be spending your time help to locate them rather than pointing your surly fingers at those still standing."
Grista clamps her mouth shut and storms out - where her mouth was quiet, every other aspect of her departure was anything but.
"Now then," Sildar turns back to Harbin Wester. "You mentioned repercussions. I assume you have a suggested way forward..." he pauses without breaking eye contact, then continues when the silence lingers. "Well, in that case, maybe our guests might suggest a suitable way forward.
"What say you? How shall you proceed now? And where is Virran?"
Virran tries to lock pick the lockbox with his thieves tools
20
If he is unable to open it he puts it in his pack for later
Once all done heads back to the group.and falls in with their movements
When we eventually start moving to the farm and forest entrance he stealths and keeps his eyes out for anything
Stealth 8
Perception 10
@ Virran
Check this spoiler - you have a few too many actions and ability checks and one go, but missed one very awkward (and angry) female dwarf... The DM has plans and counter-plans - you'll not be running so far into the woods so quickly... Let's see you avoid this vengeful hunk-a-she-dwarf!
As Virran stares at the lockbox, his head starts to swim. He imagined he had attempted thievery, checked in with the group talking to Sildar and then moved them away from Sildar - all the while staring longingly at the forbidden treasure.
It is at this point, with the lockbox in hand that Virran hears the door to the Giant burst open, then slam shut. An angry dwarven voice, complemented by the steady (and solid) 'thud thud thud' of steps gets closer to his position. It would appear the owner has returned and is headed Virran's way. And whoever it is, is in a foul and furious mood. Sometimes daydreaming at the wrong moment can make for a painful, dwarven headache!
”Sildar, yes, we are moving forward. You know Virran, always a step ahead!” Naivara says with a confident smile. He won’t hear their true plans, especially in the company of Harbin.
Hoping that Virran is indeed a step ahead, the group leave the town hall and continue in the direction of Alderleaf farm. What a sight they must be! Brandywise with his five torches and Asmodean playing his lute as quietly a humanly possible. What is that strange song? She smiles to herself, “this will certainly be a story to tell...” she thinks, before halting her thoughts as they turn to the loved ones she would have once shared stories like this with. Why are they crossing her mind now? She pushes these thoughts away, bracing herself for whatever may lay ahead. They begin to enter the woods, following the quite obvious path described by Swiftarrow. She has a strong feeling they must keep there wits about them, as all evidence suggests that Redbrands frequent these woods. And goodness knows what else.
perception check: 15
Virran quickly stashes the box in his bag and moves to the window. His ultimate lust for money pushes any thoughts of Sildar from his head, consequences be damned.
If its closed attempts to open it. (Not sure if its strength or dexterity to open a window so I have rolled a d20 if strength add 1 if DeX add 4)
3
If virran is able to open the window he vaults out the window (acrobatics 7). Once he lands he tries to duck in the closest alley and slink off towards the trees and bushes towards the south, towards the farm with the aim to cut in towards the town and meet the party on their way out (stealth using the roll below)
If he is unable to open the window easily he moves to the shadows behind the door and stealths waiting and listening.
Stealth 26
Perception 10