This post has potentially manipulated dice roll results.
Randall:
"That could work, or we could just head back by boat. I'm okay either way," says Randall, looking unconcerned but eyeing the newcomer carefully. If perhaps the man intends to trap them in the tunnels, perhaps his face will betray excitement or disappointment based on the options mentioned...
Insight: 32
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Pepin has a slight preference of boats, as you all know by now, but is fine with the tunnels as well.
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"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(Well, you are aware of 2 ways to potentially get back into the city. And have your plan to install a King.)
Pick which way (tunnels or boat?) and what were the first steps of the plan for King Skrud? (I think it was ceremonial armor/costume or something that made him look like a King?)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(Well, you are aware of 2 ways to potentially get back into the city. And have your plan to install a King.)
Pick which way (tunnels or boat?) and what were the first steps of the plan for King Skrud? (I think it was ceremonial armor/costume or something that made him look like a King?)
Zenodor would prefer the boat. The tunnels start in/near the goblin camps, and lead into the sewer which we know can be flooded - plus we don't know which tunnels are blocked up or collapsed. Boat seems safer.
(In terms of plan, I believe it was this: Collect the armor/costume for Skrud, and get him dressed and prepared. We then enter the Goblin camp, posing as Skrud's subordinates while directing his actions. As a Goblin, Skrud can then challenge the Goblin King as King Moocus has been a poor king and not done well for the Goblins. For any talking or big points, we can direct Skrud via telepathy (Z can do this) - we just need to get him used to this beforehand. With a bit of practice, we can get Skrud to just repeat whatever Z or the others telepathically send into his mind (in case Skrud needs to give a heroic speech). There will probably be a fight, in which heroic Skrud will let his 'champions' do the dirty (i.e. we do the fighting). Once Moocus is deposed, Skrud is installed. Skrud can then try to lead the Goblins back to their homes with the promise of a trade deal from the city which will bring much more wealth and less death than the current siege. At this point, the Dragons or whoever controls them will probably be tired of our interference in their BBEG evil scheme and reveal themselves, so that we can take on whoever/whatever is behind this.
When you guys make your way back to the boat, which with bad weather and having to avoid patrols near the siege line takes over a day. The boat is there but no one but the group is around to pilot it.
(Who's the best at water vehicles, or the next best thing? Make a roll.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(Yeah, if I remember correctly you made a case for knowing something about water vehicles due to the time you served on ships.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
((Yes something like that, I think I got something like advantage but no proficiency?))
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
The wind gradually picks up over the next hour and you find it hard to navigate the small sea vessel. Making due the best you can means you don't end up lost at sea or anything but you do find yourselves far from the coast and in very deep water.
"Skrud thinks you're going wrong way! The water's really deep here! Let's go back to shore now, please!" Skrud tries to sit in the middle of the boat away from the edges after a few glances overboard.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
“Pepin, can you get us back to Laurentis?” Asks Randall, touching his ally and granting a small blessing (Guidance].
Z will send Irraxan high up (like the Vikings did with Crows) to see which way the land is. Ideally we should just go along the coast until Laurentiis, so keeping the land in sight (from a higher vantage point) should help.
This post has potentially manipulated dice roll results.
Pepin does his best to keep the boat a float, as well as remembering what direction laurentiis is.
"don't worry Skrud, we should be fine going that way" as he points to where he believes Laurentiis should be. Looking at the water he wonders if he saw big marine animals in the water when he arrielved, but doesn't talk about that for now.
13 + bonuses for whatever roll is necessary, using flash of genius for extra +5 when roll plus bonuses below 15. (for wis +2, int +5 and proficient in history or investigation which might be the ability checks needed)
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Working together you manage to turn the boat around and steer it in the direction of the coast of Laurentiis.
"Great skunk's butt! What is that thing!"
Skrud jumps to his feet, rocking the boat in the process and nearly capsizing it in his excitement, and points to a very large shadow under the water that passes beneath the boat.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Randall:
Looking around in alarm, Randall attempts to see the creature Skrud is referencing. If he sees it and it approaches the ship with apparent hostile intent, he will attempt to cast a spell on it.
You see no more than Skrud but can tell it's very large.
Alerted by Skrud you watch it swim off for a moment but then it turns and begins heading back. You can determine it has mistaken the boat for a whale or shark that it now plans to eat.
Whatever the creature is, it's actual size is gargantuan. By casting Banishment you avoid a nasty encounter. (If you concentrate for the full minute it gives you a 10 round head start and can probably put enough distance between it and yourselves to outrun it. A creature this large will not come too close to shore.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
The water pops with a localized splash and geyser as the massive creature temporarily exits the material plane. The boat slides gently in that direction as the water rushes to fill in the vacuum. Randall says with a strained voice, "I cannot hold it for long! Make best speed towards land!"
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
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(Right. We need to collect our ordered Armor from the blacksmith to dress Skrud like a hero so that we can try to drown him as king of the goblins)
Edit: Crown him, not Drown him. Let's hope that's not a prophetic typo/autocorrect
Randall:
"That could work, or we could just head back by boat. I'm okay either way," says Randall, looking unconcerned but eyeing the newcomer carefully. If perhaps the man intends to trap them in the tunnels, perhaps his face will betray excitement or disappointment based on the options mentioned...
Insight: 32
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Pepin has a slight preference of boats, as you all know by now, but is fine with the tunnels as well.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(Well, you are aware of 2 ways to potentially get back into the city. And have your plan to install a King.)
Pick which way (tunnels or boat?) and what were the first steps of the plan for King Skrud? (I think it was ceremonial armor/costume or something that made him look like a King?)
Zenodor would prefer the boat. The tunnels start in/near the goblin camps, and lead into the sewer which we know can be flooded - plus we don't know which tunnels are blocked up or collapsed. Boat seems safer.
(In terms of plan, I believe it was this: Collect the armor/costume for Skrud, and get him dressed and prepared. We then enter the Goblin camp, posing as Skrud's subordinates while directing his actions. As a Goblin, Skrud can then challenge the Goblin King as King Moocus has been a poor king and not done well for the Goblins. For any talking or big points, we can direct Skrud via telepathy (Z can do this) - we just need to get him used to this beforehand. With a bit of practice, we can get Skrud to just repeat whatever Z or the others telepathically send into his mind (in case Skrud needs to give a heroic speech). There will probably be a fight, in which heroic Skrud will let his 'champions' do the dirty (i.e. we do the fighting). Once Moocus is deposed, Skrud is installed. Skrud can then try to lead the Goblins back to their homes with the promise of a trade deal from the city which will bring much more wealth and less death than the current siege. At this point, the Dragons or whoever controls them will probably be tired of our interference in their BBEG evil scheme and reveal themselves, so that we can take on whoever/whatever is behind this.
That's the plan ... I think)
When you guys make your way back to the boat, which with bad weather and having to avoid patrols near the siege line takes over a day. The boat is there but no one but the group is around to pilot it.
(Who's the best at water vehicles, or the next best thing? Make a roll.)
(I believe that's Pepin, no? Certainly not Z)
If it is wisdom-based, Randall can help:
Wisdom Roll if Needed: 12
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
((I think last time it was Pepin indeed))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(Yeah, if I remember correctly you made a case for knowing something about water vehicles due to the time you served on ships.)
((Yes something like that, I think I got something like advantage but no proficiency?))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
The wind gradually picks up over the next hour and you find it hard to navigate the small sea vessel. Making due the best you can means you don't end up lost at sea or anything but you do find yourselves far from the coast and in very deep water.
"Skrud thinks you're going wrong way! The water's really deep here! Let's go back to shore now, please!" Skrud tries to sit in the middle of the boat away from the edges after a few glances overboard.
Randall:
“Pepin, can you get us back to Laurentis?” Asks Randall, touching his ally and granting a small blessing (Guidance].
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Z will send Irraxan high up (like the Vikings did with Crows) to see which way the land is. Ideally we should just go along the coast until Laurentiis, so keeping the land in sight (from a higher vantage point) should help.
Pepin does his best to keep the boat a float, as well as remembering what direction laurentiis is.
"don't worry Skrud, we should be fine going that way" as he points to where he believes Laurentiis should be. Looking at the water he wonders if he saw big marine animals in the water when he arrielved, but doesn't talk about that for now.
13 + bonuses for whatever roll is necessary, using flash of genius for extra +5 when roll plus bonuses below 15. (for wis +2, int +5 and proficient in history or investigation which might be the ability checks needed)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(Randall’s Guidance on Pepin’s Roll: 2 )
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Working together you manage to turn the boat around and steer it in the direction of the coast of Laurentiis.
"Great skunk's butt! What is that thing!"
Skrud jumps to his feet, rocking the boat in the process and nearly capsizing it in his excitement, and points to a very large shadow under the water that passes beneath the boat.
Randall:
Looking around in alarm, Randall attempts to see the creature Skrud is referencing. If he sees it and it approaches the ship with apparent hostile intent, he will attempt to cast a spell on it.
Perception to see it: 13
Insight to divine its intent: 15
Banishment DC 20 Charisma save
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
You see no more than Skrud but can tell it's very large.
Alerted by Skrud you watch it swim off for a moment but then it turns and begins heading back. You can determine it has mistaken the boat for a whale or shark that it now plans to eat.
Whatever the creature is, it's actual size is gargantuan. By casting Banishment you avoid a nasty encounter. (If you concentrate for the full minute it gives you a 10 round head start and can probably put enough distance between it and yourselves to outrun it. A creature this large will not come too close to shore.)
Randall:
The water pops with a localized splash and geyser as the massive creature temporarily exits the material plane. The boat slides gently in that direction as the water rushes to fill in the vacuum. Randall says with a strained voice, "I cannot hold it for long! Make best speed towards land!"
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"