A nervous Lyre returns and repeats the information to Maglath and Murmen, pantomiming the sights he saw whilst providing a perfect audio replay of the events. He chitters a recommendation - the expanse of the dungeon was quite large. Perhaps there was another form of entry? Regardless, the Redbrands seemed to be contained. If they managed to alert the guard, the Redbrands could be surrounded and either smoked out - quite literally - or assaulted in greater force. Lyre seems to be too nervous for a frontline approach, even though h knows he won't be the one taking the brunt of the arrows.
Maglath listens carefully to Lyre's report, looking back into the tunnel and around them at the trees the whole time.
"This entrance was minimally protected when we first got here," Maglath says. "It's likely they never expected anyone to enter this way. That supports Lyre's thought about another entrance."
He looks up above the tunnel.
"We were clearly in the basement of the old manor. There's probably another entrance through the building."
He thinks some more about what Lyre said.
"Why don't we try that? We could get a fire going here, start it part way into the tunnel, get some green branches on it to get a lot of smoke going," Maglath says. "And once it's going, John and Jeb could keep it going while we go up top and see if it flushes anyone out."
He starts looking around for kindling and wood to start the fire.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(OOC I don't think Maglath and Murmen know about the exact location of the other entrance)
As Maglath drags branches and kindling into the tunnel, he talks in a low voice to the others.
"The Redbrands are on edge right now," he says. "We could try and find the other entrance and sneak in, but if they've spent this much effort fortifying this entrance, they will have done so at the other one as well."
He looks down the tunnel again.
"The wizard may turn invisible again and try to slip away unseen. We should keep careful watch for that. Otherwise I think we just take out as many of them as we can as they come out."
Lyre cranes his head, recalling something he overheard earlier. He gestures a feathered finger in the direction of the makeshift tunnel barrier, repeating: "Rook, it's Mags. Open up. I've got urgent info for Glasstaff," Implying that it could be used to lure whoever is guarding the doors to open them up. Regardless, he agrees that if that plan fails, smoking the Redbrands out and finding an alternate entrance would be worthwhile.
Maglath stops building the bonfire and looks over at Lyre as he mimics the voice of the woman from the village.
”Where did you hear that?” Maglath asks Lyre. “Can you find it again? If so, we might not have to smoke them ou.”
Though, now that they have the wood ready he’s tempted to anyway. But if the fire gets out of control and the floor collapses from above they may never be able to search Glasstaff’s quarters for any clue as to what the Redbrands were planning.
(The first post in two months! I think I should recap the state of the campaign so far, from the beginning.)
The party was hired in the city of Doveheart by Gundren Rockseeker after proving their mettle in a fierce tavern battle. Their task was to deliver some mining provisions to Phandalin, but on the way were ambushed by goblins. Tracking the goblins to their lair, they encountered their bugbear leader Klarg who was accompanied by a mysterious red-cloaked woman, who escaped as the battle began. Victorious, the party managed to rescue Sildar Hallwinter, Gundren's old veteran companion, who explained that Gundren had in fact found the mythical Lost Mine of Phandelver.
The party arrives at Phandalin and delivers the goods, but realizes that the town has been taken over by a human gang, the Redbrands. Lyre and Maglath, agents of the Crown, arrive in the town square bearing news of hobgoblins near Phandalin. The Redbrands capitalized on the situation, enacting a coup that attempted to depose the mayor and install their leader Glasstaff in charge. However, the party confronted the Redbands in the town square and inspired the townspeople to take a stand. Strangely, the Redbrands simply withdrew as Phandalin gears up for war after replacing their mayor.
Lyre and Jeb scouted out the old manor on the hill, where they realized contained a secret trapdoor that was the entrance to the Redbrand's hideout. They also figure out that the barmaid Elsa was a spy for the Redbrands. After learning about another hidden tunnel into the Redbrand's hideout from a young village boy, the party storms the Redbrands' hideout. After defeating an alien Nothic, the party discovers a magical sword hidden in it's stash. They free the Drendar family from captivity before heading out to rest outside.
Their activities discovered, the Hideout is placed on alert as the hidden tunnel is fortified by the Redbrands. As night falls, the actions of the party are sure to determine the fate of Phandalin itself...
Give me some time to read over the thread and catch up on some stuff. In the meanwhile, could you guys tell me what your plan of action is? Do you smoke them out, or try something else?)
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
The sound of fervent construction is interrupted by a torrent of arguing voices. Though faint as they may be, it seems like something is about to happen within the Redbrand hideout.
The time to act would be now.
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
(Apologies. Notifications broke for me and this thread somehow slipped through.)
The diminutive Lyre struggles from entirely keeling over even from Maglath's light shoulder pats. He knew the goliath didn't have the best grips on his own strength - if only it wasn't such an issue to deal with Lyre's own fragile bones. Because the Kenku rarely ever seen unprepared and not on watch, Lyre immediately nods his head and scurries forwards, sticking to the shadows and listening for any threats before waving the rest of the party onwards. He halts at the barrier - ideally out of sight - and recalls a phrase from earlier, uttering: "It's Mags. Open up. I've got urgent info for Glasstaff."
Maglath follows behind Lyre as they make their way to the other entrance to the Redbrands lair. He moves to the side of the trap door.
"If this works," he says in a whisper to the others. "We'll only have a second before they figure out what's going on. I'll grab the door to hold it open. You put something sharp in whoever is there."
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
The party circles back to the top of the manor, quickly traversing through the forest. Reaching the old abandoned mansion, they approach the barely hidden trapdoor in the kitchen. Lyre mimics Mags' voice.
Again, a rough voice echoes from inside the hideout.
"Mags, that you? What'ye doing out there? Crazy things are happening- we've just been attacked and-"
While the party hears someone step close to the trapdoor to open it, another hushed voice breaks out. It's the voice of the tiefling who threatened Maglath in the towns square.
"Rooks, stop! Mags just came inside an hour ago. She should still be here, and I've just heard her talking to Glasstaff."
Lyre frets as the guise is discovered - well, he had expected something along those lines happening eventually. He motions for Maglath to bust in the door as Lyre points out the weak parts in the rusted frame. He grips a dagger with his other hand as he slinks behind any available cover in the slick caves.
Lyre is using the help action for Maglath to bust in the door.
This post has potentially manipulated dice roll results.
Maglath leans down to the trap door, wedging his large fingers around the frame and with several quick motions yanks up hard and slams down with as much force as he can muster.
Maglath yanks open the trap door, and the party storms inside the Redbrand Hideout. Battle after battle, they fight the red-cloaked mercenaries, but with martial vigor, they overcome their foes. Finally, the party confronts the wizard Glasstaff and her apprentice, Elsa. In a climactic combat with deadly displays of magic, and sorcery, the party is too able to defeat the leader of the Redbrands. With that, the threat to the town of Phandalin is eliminated.
Emerging out of the hideout tired and wounded, the heroes are celebrated by the townsfolk as liberators. A week-long celebration takes place, and the party is showered with gifts, praise, and even a few cases, some love proposals. For sure, their names will be remembered in this area of the world.
Alas, the celebrations eventually peter out, as grave news arrives. The hobgoblins Lyre and Maglath saw were only forward scouts, and it would turn out that an enormous hobgoblin legion ten-thousand strong has emerged out of the mountain passes of the Ipshur Mountains, heading towards the capital of Darvian, razing and pillaging on the way. Furthermore, tensions between humans and the aristocratic elves are at an all-time high, and whispers of civil war circulate on every level of society. The country of Athetome will be in further need of heroes.
Arikon Kynophos travels further south, evading the hobgoblin armies and crossing the Ipshur Mountains into the Southern Kingdoms. He continues on the run from the reach of his father, and has heard rumors about the incredible wealth of the Southern Kingdoms.
Jeb and John decide to stay in Phandalin. Having endured enough adventure, John reopens a tavern and with the help of Jeb, it becomes one of the most visited inns this part of Athetome. As both are humans, the rumors of civil war are unsettling, but they keep a low profile and maintain their image of upstanding citizens and former adventurers
And so concludes Razor's Lost Mine of Phandelver. It's been an honor to DM for you guys, and I wish you luck on your future RPG experiences.
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
To post a comment, please login or register a new account.
A nervous Lyre returns and repeats the information to Maglath and Murmen, pantomiming the sights he saw whilst providing a perfect audio replay of the events. He chitters a recommendation - the expanse of the dungeon was quite large. Perhaps there was another form of entry? Regardless, the Redbrands seemed to be contained. If they managed to alert the guard, the Redbrands could be surrounded and either smoked out - quite literally - or assaulted in greater force. Lyre seems to be too nervous for a frontline approach, even though h knows he won't be the one taking the brunt of the arrows.
Maglath listens carefully to Lyre's report, looking back into the tunnel and around them at the trees the whole time.
"This entrance was minimally protected when we first got here," Maglath says. "It's likely they never expected anyone to enter this way. That supports Lyre's thought about another entrance."
He looks up above the tunnel.
"We were clearly in the basement of the old manor. There's probably another entrance through the building."
He thinks some more about what Lyre said.
"Why don't we try that? We could get a fire going here, start it part way into the tunnel, get some green branches on it to get a lot of smoke going," Maglath says. "And once it's going, John and Jeb could keep it going while we go up top and see if it flushes anyone out."
He starts looking around for kindling and wood to start the fire.
(If needed - Survival: 21 )
(It's been a while, but your characters would remember this: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/76644-razors-lost-mine-of-phandelver?comment=561
If that may change your next course of action...)
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Murmen nods.
"That’s a fine idea, lad. I ken light it for ye."
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(OOC I don't think Maglath and Murmen know about the exact location of the other entrance)
As Maglath drags branches and kindling into the tunnel, he talks in a low voice to the others.
"The Redbrands are on edge right now," he says. "We could try and find the other entrance and sneak in, but if they've spent this much effort fortifying this entrance, they will have done so at the other one as well."
He looks down the tunnel again.
"The wizard may turn invisible again and try to slip away unseen. We should keep careful watch for that. Otherwise I think we just take out as many of them as we can as they come out."
Lyre cranes his head, recalling something he overheard earlier. He gestures a feathered finger in the direction of the makeshift tunnel barrier, repeating: "Rook, it's Mags. Open up. I've got urgent info for Glasstaff," Implying that it could be used to lure whoever is guarding the doors to open them up. Regardless, he agrees that if that plan fails, smoking the Redbrands out and finding an alternate entrance would be worthwhile.
Maglath stops building the bonfire and looks over at Lyre as he mimics the voice of the woman from the village.
”Where did you hear that?” Maglath asks Lyre. “Can you find it again? If so, we might not have to smoke them ou.”
Though, now that they have the wood ready he’s tempted to anyway. But if the fire gets out of control and the floor collapses from above they may never be able to search Glasstaff’s quarters for any clue as to what the Redbrands were planning.
(The first post in two months! I think I should recap the state of the campaign so far, from the beginning.)
The party was hired in the city of Doveheart by Gundren Rockseeker after proving their mettle in a fierce tavern battle. Their task was to deliver some mining provisions to Phandalin, but on the way were ambushed by goblins. Tracking the goblins to their lair, they encountered their bugbear leader Klarg who was accompanied by a mysterious red-cloaked woman, who escaped as the battle began. Victorious, the party managed to rescue Sildar Hallwinter, Gundren's old veteran companion, who explained that Gundren had in fact found the mythical Lost Mine of Phandelver.
The party arrives at Phandalin and delivers the goods, but realizes that the town has been taken over by a human gang, the Redbrands. Lyre and Maglath, agents of the Crown, arrive in the town square bearing news of hobgoblins near Phandalin. The Redbrands capitalized on the situation, enacting a coup that attempted to depose the mayor and install their leader Glasstaff in charge. However, the party confronted the Redbands in the town square and inspired the townspeople to take a stand. Strangely, the Redbrands simply withdrew as Phandalin gears up for war after replacing their mayor.
Lyre and Jeb scouted out the old manor on the hill, where they realized contained a secret trapdoor that was the entrance to the Redbrand's hideout. They also figure out that the barmaid Elsa was a spy for the Redbrands. After learning about another hidden tunnel into the Redbrand's hideout from a young village boy, the party storms the Redbrands' hideout. After defeating an alien Nothic, the party discovers a magical sword hidden in it's stash. They free the Drendar family from captivity before heading out to rest outside.
Their activities discovered, the Hideout is placed on alert as the hidden tunnel is fortified by the Redbrands. As night falls, the actions of the party are sure to determine the fate of Phandalin itself...
Give me some time to read over the thread and catch up on some stuff. In the meanwhile, could you guys tell me what your plan of action is? Do you smoke them out, or try something else?)
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
The sound of fervent construction is interrupted by a torrent of arguing voices. Though faint as they may be, it seems like something is about to happen within the Redbrand hideout.
The time to act would be now.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Maglath pats Lyre on the shoulder.
"We'll give that a try," he says. "By the sounds of the construction in there, they won't be coming out this way anytime soon."
He stops building the bonfire and grabs his gear and starts heading around the side of the ruined manor.
"Lead on and see if you can trick them into opening the door."
(Apologies. Notifications broke for me and this thread somehow slipped through.)
The diminutive Lyre struggles from entirely keeling over even from Maglath's light shoulder pats. He knew the goliath didn't have the best grips on his own strength - if only it wasn't such an issue to deal with Lyre's own fragile bones. Because the Kenku rarely ever seen unprepared and not on watch, Lyre immediately nods his head and scurries forwards, sticking to the shadows and listening for any threats before waving the rest of the party onwards. He halts at the barrier - ideally out of sight - and recalls a phrase from earlier, uttering: "It's Mags. Open up. I've got urgent info for Glasstaff."
Maglath follows behind Lyre as they make their way to the other entrance to the Redbrands lair. He moves to the side of the trap door.
"If this works," he says in a whisper to the others. "We'll only have a second before they figure out what's going on. I'll grab the door to hold it open. You put something sharp in whoever is there."
Murmen follows behind, gripping his hammer tightly.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
The party circles back to the top of the manor, quickly traversing through the forest. Reaching the old abandoned mansion, they approach the barely hidden trapdoor in the kitchen. Lyre mimics Mags' voice.
Again, a rough voice echoes from inside the hideout.
"Mags, that you? What'ye doing out there? Crazy things are happening- we've just been attacked and-"
While the party hears someone step close to the trapdoor to open it, another hushed voice breaks out. It's the voice of the tiefling who threatened Maglath in the towns square.
"Rooks, stop! Mags just came inside an hour ago. She should still be here, and I've just heard her talking to Glasstaff."
"There's something fishy going on here..."
How does the party react?
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Maglath cocks his head to one side at the sound of the Tiefling's voice.
"I thought we killed him by the cells," Maglath whispers. "Do they have that power?"
Maglath looks for a handle or something that can be pulled on to open the trapdoor from their side.
"Unless anyone has a better idea," he continues in a whisper. "let's just break it open."
Lyre frets as the guise is discovered - well, he had expected something along those lines happening eventually. He motions for Maglath to bust in the door as Lyre points out the weak parts in the rusted frame. He grips a dagger with his other hand as he slinks behind any available cover in the slick caves.
Lyre is using the help action for Maglath to bust in the door.
Maglath leans down to the trap door, wedging his large fingers around the frame and with several quick motions yanks up hard and slams down with as much force as he can muster.
(Athletics: 26 )
Maglath yanks open the trap door, and the party storms inside the Redbrand Hideout. Battle after battle, they fight the red-cloaked mercenaries, but with martial vigor, they overcome their foes. Finally, the party confronts the wizard Glasstaff and her apprentice, Elsa. In a climactic combat with deadly displays of magic, and sorcery, the party is too able to defeat the leader of the Redbrands. With that, the threat to the town of Phandalin is eliminated.
Emerging out of the hideout tired and wounded, the heroes are celebrated by the townsfolk as liberators. A week-long celebration takes place, and the party is showered with gifts, praise, and even a few cases, some love proposals. For sure, their names will be remembered in this area of the world.
Alas, the celebrations eventually peter out, as grave news arrives. The hobgoblins Lyre and Maglath saw were only forward scouts, and it would turn out that an enormous hobgoblin legion ten-thousand strong has emerged out of the mountain passes of the Ipshur Mountains, heading towards the capital of Darvian, razing and pillaging on the way. Furthermore, tensions between humans and the aristocratic elves are at an all-time high, and whispers of civil war circulate on every level of society. The country of Athetome will be in further need of heroes.
Arikon Kynophos travels further south, evading the hobgoblin armies and crossing the Ipshur Mountains into the Southern Kingdoms. He continues on the run from the reach of his father, and has heard rumors about the incredible wealth of the Southern Kingdoms.
Jeb and John decide to stay in Phandalin. Having endured enough adventure, John reopens a tavern and with the help of Jeb, it becomes one of the most visited inns this part of Athetome. As both are humans, the rumors of civil war are unsettling, but they keep a low profile and maintain their image of upstanding citizens and former adventurers
And so concludes Razor's Lost Mine of Phandelver. It's been an honor to DM for you guys, and I wish you luck on your future RPG experiences.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd