Aubrey nods at Grugga's suggestion. "If we run into the city watch maybe I can talk our way past them." He says, ready to move along the water to the Temple of Ord.
Guilim will grab the strange orb that used to be the creature's eye, shoving it in his pack before following after the others. "Maybe we should go to the guards and show them what we found. If we go rushing about with a corpse, what may soon be a corpse and a manacled man that looks beaten half to death it will lead to trouble."
Rohuzar stops to consider before speaking. "If ve take this to legion, I have a friend. May trust me. Not very high rank though. It is risk. Perhaps best to choose multiple options. I go to legion vith prisoners. Grugga goes to Ord vith body. Everybody else make your choice, and ve cover the angles."
Leelan pushes his glasses back on his nose. He then pipes up.
"With all due respect, considering our current beaten, scarred and bruised state and the lack of trustworthy individuals on the loose, being separated might not be the most wise course of action. We’ve little time to rest before our enemies catch wind of what transpired in this warehouse. Since Grugga already seems to have good contacts among the Ord clergy, perhaps it would be the safer bet. I will however, defer to your better judgement."
"I'll have to agree with Leelan, I think we would be safer if we didn't split up, and right now the Temple of Ord might just be the only safe place for us in Bardstown, at least they are the least likely to be infiltrated by the cult yet." Aubrey says calmly.
[There seems to be several schools of thought about how to proceed. Would you like to vote on it?]
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
I'm worried about the guards A) being cultists or B) holding us in a prison cell while they clear this up; they might "clear it up" with the fake Spezza or some other planted cultist or, even if they don't, we'll be sitting ducks in the prison. That being said, I'm not interested in dictating the story, and the waterfront and the temple comes with its own risks, so ultimately I'm game for whatever we decide.
Grugga nods to his compatriots. "I've met some of the local clergy, and they should all be aware of who I am, thanks to Cleghorn. I agree that their temple would be the safest place to be... if we can get there in one piece. A walk along the waterfront at this hour is... unnerving, but I suddenly don't find the streets so safe anymore, either, knowing that any guard or scourge could be a cultist."
"Whatever option we choose then we need to go soon and find a place to rest. I doubt any of us would he up for another fight. While I did not take a lot of damage I am not able to continue healing." Guilim says as he defers to the rest of the group, agreeing it would not be wise to split up.
This post has potentially manipulated dice roll results.
Aubrey follows along, ready to talk their way past any guards they might run into on their way to the Temple of Ord. Furvus scouts ahead, keeping a look out for hidden cultists and other threats. Aubrey perception: 7 Furvus perception: 8
[OK. Everyone make either a perception, or a stealth check. Your option. Describe how, either by sneaking, or keeping lookout, you try to help keep the group from being detected. Aubrey and Furvus are clocked in with Perception checks....]
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Grugga concerns himself with hauling the corpse of the imperial official, but he does send out his faithful homunculus to scout for them. While they're beneath the wharves, Zip flies above the labyrinth of wooden docks, keeping its eye out for any suspicious humanoids or creatures watching the group below. When they aren't under the wharves, Zip flies ahead and checks corners for the bloodied and battered group.
This post has potentially manipulated dice roll results.
Rohuzar glares at his prisoner and claps a hand over his mouth, as he walks him along, sticking to the shadows and following Grugga's lead and Aubrey's direction
This post has potentially manipulated dice roll results.
Assuming Furvus will spot any threats and warn him Aubrey tries to move discreetly down the docks, trying to stay in the shadows when he can. Stealth if allowed: 4
Their plan in place, the Red Band sets out from the exterior of the warehouse into the darkened streets of Bardstown.
First they make their way to the nearest set of stairs down to the underside of the wharfs. Leelanspots a platoon of legionnaires, out for midnight calisthenics and the group hides in an alley until the pass. Heading down the stairs, they reach the sandy lakeshore underneath the docks. It is near pitch darkness, the only lights visible are a pair of torches far out in the water... perhaps one of them is Shaemus, out for some lobster fishing. Turning east and following the lakeshore, your trip is uneventful until you reach the end of the wharfs.
The most difficult part of the journey is just past the wharfs. Their path takes them past a small fort and gatehouse blocking the entry to the floating docks that lead out to the giant turtle shell. Patrols are more common here and it takes careful and coordinated lookout from Leelanand Zip to find a clean route through. To avoid suspicion from the watchtowers, Rohuzarand Gruggado their best to drag the unconcious/dead bodies along like they are their drunken pals.
The Port and Market district is less crowded, as none of the taverns are on the waterfront. All of the shops are closed and locked up tight. There are a handful of stately townhouses here along the rocky shoreline, and you all have a scare when magically activated motion sensing lights trip-on behind the gates of one of these estates, bathing you in cold white light, but no one rises in alarm and you are able to continue on your way.
At last you come to the long wooden bridge that leads out to the Temple of Ord. The Temple itself is a tall lighthouse built on a spire of rock jutting out of the lake near the mouth of the South Branch of the Breitvasser. A young acolyte sits in a chair at the shoreside end of the bridge. As he sees you approach, he calls out, "Temple is closed. Come back in the morning." Upon spying the limp bodies you are dragging through the darkness, he adds, "And there is no healing offered for drunkenness. Your friends will need to sleep it off and deal with the price of their overindulgence like everyone else."
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
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Aubrey nods at Grugga's suggestion. "If we run into the city watch maybe I can talk our way past them." He says, ready to move along the water to the Temple of Ord.
Guilim will grab the strange orb that used to be the creature's eye, shoving it in his pack before following after the others. "Maybe we should go to the guards and show them what we found. If we go rushing about with a corpse, what may soon be a corpse and a manacled man that looks beaten half to death it will lead to trouble."
Rohuzar stops to consider before speaking. "If ve take this to legion, I have a friend. May trust me. Not very high rank though. It is risk. Perhaps best to choose multiple options. I go to legion vith prisoners. Grugga goes to Ord vith body. Everybody else make your choice, and ve cover the angles."
Paladin - warforged - orange
Leelan pushes his glasses back on his nose. He then pipes up.
"With all due respect, considering our current beaten, scarred and bruised state and the lack of trustworthy individuals on the loose, being separated might not be the most wise course of action. We’ve little time to rest before our enemies catch wind of what transpired in this warehouse. Since Grugga already seems to have good contacts among the Ord clergy, perhaps it would be the safer bet. I will however, defer to your better judgement."
"I'll have to agree with Leelan, I think we would be safer if we didn't split up, and right now the Temple of Ord might just be the only safe place for us in Bardstown, at least they are the least likely to be infiltrated by the cult yet." Aubrey says calmly.
[There seems to be several schools of thought about how to proceed. Would you like to vote on it?]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
(I think we have 3 for going to Ord along the waterfront, but I wanted guilim to have a fair shot at following his route, too.)
Paladin - warforged - orange
I'm worried about the guards A) being cultists or B) holding us in a prison cell while they clear this up; they might "clear it up" with the fake Spezza or some other planted cultist or, even if they don't, we'll be sitting ducks in the prison. That being said, I'm not interested in dictating the story, and the waterfront and the temple comes with its own risks, so ultimately I'm game for whatever we decide.
Grugga nods to his compatriots. "I've met some of the local clergy, and they should all be aware of who I am, thanks to Cleghorn. I agree that their temple would be the safest place to be... if we can get there in one piece. A walk along the waterfront at this hour is... unnerving, but I suddenly don't find the streets so safe anymore, either, knowing that any guard or scourge could be a cultist."
"Whatever option we choose then we need to go soon and find a place to rest. I doubt any of us would he up for another fight. While I did not take a lot of damage I am not able to continue healing." Guilim says as he defers to the rest of the group, agreeing it would not be wise to split up.
Rohuzar nods and starts towards the temple of Ord
Paladin - warforged - orange
Grugga follows behind, carrying the corpse of the Judex over his shoulder.
Aubrey follows along, ready to talk their way past any guards they might run into on their way to the Temple of Ord.
Furvus scouts ahead, keeping a look out for hidden cultists and other threats.
Aubrey perception: 7
Furvus perception: 8
[OK. Everyone make either a perception, or a stealth check. Your option. Describe how, either by sneaking, or keeping lookout, you try to help keep the group from being detected. Aubrey and Furvus are clocked in with Perception checks....]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Grugga concerns himself with hauling the corpse of the imperial official, but he does send out his faithful homunculus to scout for them. While they're beneath the wharves, Zip flies above the labyrinth of wooden docks, keeping its eye out for any suspicious humanoids or creatures watching the group below. When they aren't under the wharves, Zip flies ahead and checks corners for the bloodied and battered group.
Perception: 24
Rohuzar glares at his prisoner and claps a hand over his mouth, as he walks him along, sticking to the shadows and following Grugga's lead and Aubrey's direction
Stealth 13
Paladin - warforged - orange
Leelan will look for the least busy streets as to avoid unnecessary encounters with civilians, as they are carrying a body.
Perception: 8
Assuming Furvus will spot any threats and warn him Aubrey tries to move discreetly down the docks, trying to stay in the shadows when he can.
Stealth if allowed: 4
Guilim shrugs as he sees some trying to sneak, sighing as he knows his armor is to loud.
Stealth: 14
Their plan in place, the Red Band sets out from the exterior of the warehouse into the darkened streets of Bardstown.
First they make their way to the nearest set of stairs down to the underside of the wharfs. Leelan spots a platoon of legionnaires, out for midnight calisthenics and the group hides in an alley until the pass. Heading down the stairs, they reach the sandy lakeshore underneath the docks. It is near pitch darkness, the only lights visible are a pair of torches far out in the water... perhaps one of them is Shaemus, out for some lobster fishing. Turning east and following the lakeshore, your trip is uneventful until you reach the end of the wharfs.
The most difficult part of the journey is just past the wharfs. Their path takes them past a small fort and gatehouse blocking the entry to the floating docks that lead out to the giant turtle shell. Patrols are more common here and it takes careful and coordinated lookout from Leelan and Zip to find a clean route through. To avoid suspicion from the watchtowers, Rohuzar and Grugga do their best to drag the unconcious/dead bodies along like they are their drunken pals.
The Port and Market district is less crowded, as none of the taverns are on the waterfront. All of the shops are closed and locked up tight. There are a handful of stately townhouses here along the rocky shoreline, and you all have a scare when magically activated motion sensing lights trip-on behind the gates of one of these estates, bathing you in cold white light, but no one rises in alarm and you are able to continue on your way.
At last you come to the long wooden bridge that leads out to the Temple of Ord. The Temple itself is a tall lighthouse built on a spire of rock jutting out of the lake near the mouth of the South Branch of the Breitvasser. A young acolyte sits in a chair at the shoreside end of the bridge. As he sees you approach, he calls out, "Temple is closed. Come back in the morning." Upon spying the limp bodies you are dragging through the darkness, he adds, "And there is no healing offered for drunkenness. Your friends will need to sleep it off and deal with the price of their overindulgence like everyone else."
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War