Belkas walks over and kneels beside Gwerk. "Hey Gwerk. We aren't going to hurt anyone in the caves. We just want to try to help get the people from this village back home safely. Anything you can tell us about the caves would help us."
---
Deception check: 15 (because Belkas is pretty sure there is going to be fair amount of hurting going on when they reach the caves.)
Whatever the result, Belkas will then help set up the cart and lower the drawbridge.
Seeing Arisa having troubles trying to convince Gwerk, Zyllith steps in to speak with the goblin, trying to build a more friendly relationship with her. "Aye, tis a'rioght luv. No' 'ard ta' see things are sorid fer ye at tha' time. Ye' dun 'ave ta' tell us anythin' now if ye dun like ta'. But, thar' comes ah time when we'll be headin' ta find what other folk come from this town. And we could use yer help then. Else we'll end up in a rioght war with yer kin if we simply barge in on 'em. Lots more green-kin will die then, but we hope ta' avoid fightin' instead."
Vernon will saddle a riding horse. "Why did I think that worg was worth it? A good horse is just so much better behaved." He will look for a name plate or other identification for the horse before attempting to befriend it.
With her calm, friendly demeanor, Zyllith seems to earn at least some trust from Gwerk, who tells her that the caves are about one mile north of the village. Meanwhile, Osmord and Vernon fetch the cart and do their best to rig it up with one of the horses, but Vernon seems completely incapable of getting a horse to cooperate. Starting with a horse that is apparently called Apple, he finds it nearly impossible to get a saddle on her; the horse just keep moving around whenever he tires to get close enough to get the saddle on.
As this is going on, you suddenly hear commotion over by the gates. One of the two guards atop the main watchtower shouts, "Who goes there?" You an answer from beyond the wall, but you cannot discern what is being says. However, you then hear Kella shout,"Let them in, I know these folk and will vouch for them.," as she rushes over to the gate.
The guards seem to look around, and then you start to hear the drawbridge chains engage as the guards begin to raise the bridge.
This post has potentially manipulated dice roll results.
Osmord looks up from readying the cart horse to observe Vernon attempting to befriend yet another beast. It is not going well.
"An offer of food... perhaps an apple for apple, might help calm the beast?"
Hearing the commotion at the gates Osmord tethers off the cart horse and begins to walk toward the guards. Hearing Kella shout and seeing the gates about to be opened. he will use Thaumaturgy to amplify his voice, [Persuasion : 20]
"The gates remains closed... Do not open them for her! Questions must be asked."
Belkas hears the sound of the gate lowering with horror, and like the others, starts running forward. He uses Minor Illusion to send his voice as far ahead and as loud as possible. "If you wish to save Nightstone. They shall not pass!"
Vernon will try the next horse. "'Better behaved' was supposed to mean rideable, not simply 'not trying to kill me'!" He'll throw in a few prayers in case that's why he's failing.
Hearing the commotion, Vernon rushes over to another horse, a slightly smaller chestnut named Ginger and climbs up onto her bare back. She seems to respond positively, and so the pair rush out of the barn towards the gate.
Hearing the booming, arcane enhanced voices that call for a hold, the guards stop the lowering when the bridge is about halfway down.
Kella responds with a plea to the guards, “Please, these are my friends. I have been awaiting their arrival, they have come to offer aid to Nightstone. I beg you to open the gate.”
The guard Alana, who is standing atop the right hand tower looks down to you.
"LEAVE THA' BLOODY GATE DOWN!" Zyllith yells back forcefully towards the guards as she makes her way towards Kella, "Let me mates have a blether wit' 'em an we'll see whot the'r about." She then turns to Kella directly, "Why dun we start wit' ye, how'd ye' know who these folk are? Or why they're here? Ye've been whot stuck behind 'em walls tha' whole time like the rest of us, have ye?"
Zyllith is less interested in what Kella's actual response, and simply hopes to get a better sense of her intentions, or those of her "friends".
Kella meets Zyllith's rather confrontational gauge with a composed response that gives her no reason to be distrustful. Kella remains calm and says, "I know who they are, because I've been expecting them. Just as you have friends, I have my own, and when I the village came under attack... when I was frightened for my life, having been inside the inn when it was bombarded by giants's rocks, I sent my flying snake to alert them, since aid was clearly needed here. They have ridden from Daggerford, and have strength to offer this village, which is clearly in need. They can help secure it against other dangers... there are far worse creatures out there than goblins."
"I also know that in light of these recent events, you are suspicious of me. I accept that, but I assure you, I am no danger to you or to Nightstone. And seeing as how the village has already been plundered by goblins, what damage could be done by letting them in? If they were here to loot, then they have obviously come too late."
"Please," Kella says as she turns to face Alana. "Open the gate and let them pass freely."
Belkas transfers his Hex from the dead goblin to Kella (giving her disadvantage to WIS if allowed) and then casts Charm Person on her.
If it is successful, he will walk up and say, "Kella, it is really wonderful that you are here. What plans do you and your friends really have for this village? Maybe we could join up together."
----
It will be a WIS saving throw for her, DC 13, with disadvantage?
To Belkas, Kella brushes a lock of blonde hair away from her face and answers in a very casual and amicable tone, as if you two have been good friends for years. However, she does speak in a low tone, so that what she says is private between you two.
"Likewise! I'm glad you're on board, mate! The more the merrier! I don't know what you've heard, but our original plan was to drive out the Lionshield Coaster and establish our own trading base here in the village." With a smirk, she adds, "We figured we'd need to bully Lady Nandar and the others into subservience, but then the giants struck and everyone else fled! Then you and your compadres showed up and took care of the goblins. Thanks for that, by the way. Big help, although a few greenies are more of a nuisance than a threat, especially since the walls are still up."
"Anyway, this whole thing suddenly got a lot easier. The place is free for our taking, and the defenses are still intact. So, what say we let Xolkin and his crew in and you can help us get rid o' the guards and secure the village."
As Arisa climbs atop the left watchtower, she and Osmord see the same thing down below. Seven horse riders stand on the other side of the moat; a collection of six men and women of various ethnicities, all dressed in leather armor and armed with scimitars and light crossbows and in front of them, a tall half-elf man with a man who appears to be their leader. He has tan skin, and slicked back dark brown, almost black hair, and he's dressed in studded leather armor that's worn over more ornately decorated clothing. Curled up on his shoulder, you see a small snake with wings, similar to the one that Kella has. When Arisa pops her head up and looks over, he shouts up to her,
"Mornin' love! Splendid day, ain't it? How's about you drop the bridge and let us in, we could use a bit of a refresher. We been on the road since before sunup."
Arisa, carefully standing behind and peeking out from a Merlon on the tower’s roof, (3/4 cover?) says a quick quiet prayer (gives herself guidance) and then responds to him, studying him carefully as she responds.
“I am Arisa. My companions and I have secured this town on behalf of the people here. The tavern is closed. There is no rest nor refreshment here today. Who are you, where do you hail from, and what is your business here?”
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Arisa is not very persuasive (3). I guess her lack of empathy for the goblin that died didn’t help.
Shall we get the cart and head to the gate?
Belkas walks over and kneels beside Gwerk. "Hey Gwerk. We aren't going to hurt anyone in the caves. We just want to try to help get the people from this village back home safely. Anything you can tell us about the caves would help us."
---
Deception check: 15 (because Belkas is pretty sure there is going to be fair amount of hurting going on when they reach the caves.)
Whatever the result, Belkas will then help set up the cart and lower the drawbridge.
Seeing Arisa having troubles trying to convince Gwerk, Zyllith steps in to speak with the goblin, trying to build a more friendly relationship with her. "Aye, tis a'rioght luv. No' 'ard ta' see things are sorid fer ye at tha' time. Ye' dun 'ave ta' tell us anythin' now if ye dun like ta'. But, thar' comes ah time when we'll be headin' ta find what other folk come from this town. And we could use yer help then. Else we'll end up in a rioght war with yer kin if we simply barge in on 'em. Lots more green-kin will die then, but we hope ta' avoid fightin' instead."
( Just in case: Persuasion - 20+4 = 24 )
Sylnache Ashrain - 7th Sojourn
Osmord busies himself with organising the cart and horses while the others question the goblin.
DM - Warlock of Firetop Mountain
Vernon will saddle a riding horse. "Why did I think that worg was worth it? A good horse is just so much better behaved." He will look for a name plate or other identification for the horse before attempting to befriend it.
Investigation: 7 + 3 = 10
Animal handling: 1 + 0 = 1
With her calm, friendly demeanor, Zyllith seems to earn at least some trust from Gwerk, who tells her that the caves are about one mile north of the village. Meanwhile, Osmord and Vernon fetch the cart and do their best to rig it up with one of the horses, but Vernon seems completely incapable of getting a horse to cooperate. Starting with a horse that is apparently called Apple, he finds it nearly impossible to get a saddle on her; the horse just keep moving around whenever he tires to get close enough to get the saddle on.
As this is going on, you suddenly hear commotion over by the gates. One of the two guards atop the main watchtower shouts, "Who goes there?" You an answer from beyond the wall, but you cannot discern what is being says. However, you then hear Kella shout, "Let them in, I know these folk and will vouch for them.," as she rushes over to the gate.
The guards seem to look around, and then you start to hear the drawbridge chains engage as the guards begin to raise the bridge.
Osmord looks up from readying the cart horse to observe Vernon attempting to befriend yet another beast. It is not going well.
"An offer of food... perhaps an apple for apple, might help calm the beast?"
Hearing the commotion at the gates Osmord tethers off the cart horse and begins to walk toward the guards. Hearing Kella shout and seeing the gates about to be opened. he will use Thaumaturgy to amplify his voice, [Persuasion : 20]
"The gates remains closed... Do not open them for her! Questions must be asked."
DM - Warlock of Firetop Mountain
Hearing the commotion and the gates- Arisa runs towards the gates and yells to the guards “Hold the gate- We want to question the visitors!”
persuasion (3, lol) her voice cracks a bit as she’s not used to yelling.
She will dash towards the gate .
Belkas hears the sound of the gate lowering with horror, and like the others, starts running forward. He uses Minor Illusion to send his voice as far ahead and as loud as possible. "If you wish to save Nightstone. They shall not pass!"
---
Persuasion check: 17+3: 20 (finally)
Vernon will try the next horse. "'Better behaved' was supposed to mean rideable, not simply 'not trying to kill me'!" He'll throw in a few prayers in case that's why he's failing.
Animal Handling: 15
Hearing the commotion, Vernon rushes over to another horse, a slightly smaller chestnut named Ginger and climbs up onto her bare back. She seems to respond positively, and so the pair rush out of the barn towards the gate.
Hearing the booming, arcane enhanced voices that call for a hold, the guards stop the lowering when the bridge is about halfway down.
Kella responds with a plea to the guards, “Please, these are my friends. I have been awaiting their arrival, they have come to offer aid to Nightstone. I beg you to open the gate.”
The guard Alana, who is standing atop the right hand tower looks down to you.
“It is seven horse riders, what should I do?”
"Do they fly the banners of Myth Drannor?" Vernon has his own banner flying from his lance, which he is holding aloft.
"LEAVE THA' BLOODY GATE DOWN!" Zyllith yells back forcefully towards the guards as she makes her way towards Kella, "Let me mates have a blether wit' 'em an we'll see whot the'r about." She then turns to Kella directly, "Why dun we start wit' ye, how'd ye' know who these folk are? Or why they're here? Ye've been whot stuck behind 'em walls tha' whole time like the rest of us, have ye?"
Zyllith is less interested in what Kella's actual response, and simply hopes to get a better sense of her intentions, or those of her "friends".
Intimidation - 13+2 = 15
Insight - 1+3 = 4, lol
Sylnache Ashrain - 7th Sojourn
Kella meets Zyllith's rather confrontational gauge with a composed response that gives her no reason to be distrustful. Kella remains calm and says, "I know who they are, because I've been expecting them. Just as you have friends, I have my own, and when I the village came under attack... when I was frightened for my life, having been inside the inn when it was bombarded by giants's rocks, I sent my flying snake to alert them, since aid was clearly needed here. They have ridden from Daggerford, and have strength to offer this village, which is clearly in need. They can help secure it against other dangers... there are far worse creatures out there than goblins."
"I also know that in light of these recent events, you are suspicious of me. I accept that, but I assure you, I am no danger to you or to Nightstone. And seeing as how the village has already been plundered by goblins, what damage could be done by letting them in? If they were here to loot, then they have obviously come too late."
"Please," Kella says as she turns to face Alana. "Open the gate and let them pass freely."
Belkas transfers his Hex from the dead goblin to Kella (giving her disadvantage to WIS if allowed) and then casts Charm Person on her.
If it is successful, he will walk up and say, "Kella, it is really wonderful that you are here. What plans do you and your friends really have for this village? Maybe we could join up together."
----
It will be a WIS saving throw for her, DC 13, with disadvantage?
Arisa will tell Kella and the others “you may be telling the truth, but we still want to meet your friends before we let them in. Keep the bridge Up!”
She will climb one of the gate towers (on the south side) and look to see who is here.
Osmord quietly sits next to the wagon and retreats into his shell. Once inside he sends worm over to take a look at the new comers for himself.
DM - Warlock of Firetop Mountain
To Belkas, Kella brushes a lock of blonde hair away from her face and answers in a very casual and amicable tone, as if you two have been good friends for years. However, she does speak in a low tone, so that what she says is private between you two.
"Likewise! I'm glad you're on board, mate! The more the merrier! I don't know what you've heard, but our original plan was to drive out the Lionshield Coaster and establish our own trading base here in the village." With a smirk, she adds, "We figured we'd need to bully Lady Nandar and the others into subservience, but then the giants struck and everyone else fled! Then you and your compadres showed up and took care of the goblins. Thanks for that, by the way. Big help, although a few greenies are more of a nuisance than a threat, especially since the walls are still up."
"Anyway, this whole thing suddenly got a lot easier. The place is free for our taking, and the defenses are still intact. So, what say we let Xolkin and his crew in and you can help us get rid o' the guards and secure the village."
As Arisa climbs atop the left watchtower, she and Osmord see the same thing down below. Seven horse riders stand on the other side of the moat; a collection of six men and women of various ethnicities, all dressed in leather armor and armed with scimitars and light crossbows and in front of them, a tall half-elf man with a man who appears to be their leader. He has tan skin, and slicked back dark brown, almost black hair, and he's dressed in studded leather armor that's worn over more ornately decorated clothing. Curled up on his shoulder, you see a small snake with wings, similar to the one that Kella has. When Arisa pops her head up and looks over, he shouts up to her,
"Mornin' love! Splendid day, ain't it? How's about you drop the bridge and let us in, we could use a bit of a refresher. We been on the road since before sunup."
"Confidence in spades, I don't like the look of them... this could mean trouble." Osmord murmurs to himself.
Worm lets out a caw, echoing Osmond's sentiments and unloads his bowels on the newcomers before flapping his way back to Osmord.
DM - Warlock of Firetop Mountain
Arisa, carefully standing behind and peeking out from a Merlon on the tower’s roof, (3/4 cover?) says a quick quiet prayer (gives herself guidance) and then responds to him, studying him carefully as she responds.
“I am Arisa. My companions and I have secured this town on behalf of the people here. The tavern is closed. There is no rest nor refreshment here today. Who are you, where do you hail from, and what is your business here?”