The remaining bugbear and redbrands hear your pleas for surrender. They lower their weapons and tell you to throw your weapons down. If you follow orders R3 yells R4 to run off of get the “stuff”. R3 instructs the others to tie you as truss up the unconscious invaders....
"Are you okay Rabbit?" Wolfe shouts over where he last saw her. He then tries to quickly make sure Krull and Mau are okay, using Cure wounds and Healing light to get them to their feet if the Redbrands allow him. "Now, take me to the Glassstaff and we will sort this out." He says.
"Oh, just fine!" Rabbit says derisively (assuming she could hear Wolfe). She stays put, digging out the pair of daggers she had hidden beneath her cloak. As well as the darts. "There," she says softly to the Redbrands.
Edryd regards Wolfe and Rabbit carefully and seeing his remaining companions down reluctantly drops his weapon and little bell. He stays silent and glaring at the bugbear.
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
R3, R1, R2, and the bugbeartruss you up good and tight, hands behind your backs. R4 runs off and returns a couple minutes later with a couple of healing kits, which they use to stabilize the fallen. The bugbear stiffens visibly for a moment, hearing something none of you hear. It growls. Then it hoists the body of the bugbear (not Mosk) and carries it to the crevasse and tosses it in. "There!" it yells. It stomps back towards you and shakes the goblin awake.
"Collect their belongings and put them in the armory, dog!" In goblin.
They line you single file, Mau and Krull woozy but compliant, and lead you northwards. Bypassing the first bridge, you catch sight of the creature eating the corpse of the bugbear. The remaining bugbear's veins bulge and it looks like he's going to explode, but somehow controls himself. They lead you over the northernmost bridge and into that area, which is full of supplies. Two Redbrands that you saw earlier here moving crates are on guard, watching you warily. This area is the north end of the large natural cavern you came from, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers,pry bars, and nails.
They lead you to the back of this room and open a door you didn't see. A secret door obviously. Here you are led down a short corridor and to the left. Near the entrance, the bugbear nad goblin stop. Looking back, you see and hear the small goblin staggering under the combined weight of your items and packs. The bugbear opens the iron door and the goblin puts the weapons and equipment inside and locks the door. Inside that room you can see several stands of weapons and items. Looks like an armory of sorts.
The room you are in now contains three large stone sarcophagi - this dusty room looks like a crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate. As you are led near the skeletons they animate, causing the Redbrand leading you to say something - when it is spoken, the skeletons stand down again.
In front of you, behind a couple of locked cell doors, is a large slave pen containing several scared and frightened folks. Near these doors, two Redbrands stand guard and as you come in, are in the midst of taunting the prisoners with slurs and insults. From what you can tell, they are destined to be sold eventually. This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks. A heap of discarded clothing is piled carelessly against the far wall.
As they put you in the pens, the bugbear laughs and says, "Serves you right for walking into the bear's cave. I wonder how much each of you'll fetch at auction, hmm?" He looks at Rabbit, "You'll go for a pretty sum, I wager. And you," he looks at Mau, "there are lots of game hunters out there eh? Hehehe! Ah, well, we'll see what the Glasstaff wants to do with you. He might have some experiments to try out!" He disappears along with the 3 Redbrands. The goblin stays for a moment, looking at you sadly, until the Redbrand guarding the door moves to kick him. "Get outta here, Droop - you shit! I'll smack you like I smacked that whore at the inn!" He laughs together with the other Redbrand.
This post has potentially manipulated dice roll results.
Wolfe follows along. He ignores the less than sophisiticate insults of the redbrands and doesn't speak up. He assumes Krull will realize he didn't just fall asleep when he notices he is gravely wounded. As they pass the skeletons he would try to catch the command word spoken to pacify them. (Perception: 17 ) When led into the cell he sits down and looks around to see who's there with him. (The map suggests Mau, the boy and the two women.) For now he would stay quiet and wait for the Glasstaff to see them as discussing with these cretins would seem pointless.
As their good are taken and gathered, Rabbit tries to pay close attention to where they are taken. (Perception: 7) She otherwise follows along passively. When passing the skeletons, she too tries to catch the word being uttered. (Perception: 8) When the bugbear looks at her and makes a comment she responds. "Remember that. Likely double what anyone would pay for you," she says sternly. "Keep better value if I'm stored properly."
(Are we now in the room with just the other 3 prisoners now? The map shows 2 guards outside the door, but it kind of sounded like they were inside the room. Also, curious how thorough they were with taking items? Mainly wondering about her crystal spell focus. If it all possible she will attempt to snatch her Thieves' Tools and re-pocket them after she's been searched - Sleight of Hand: 12.)
This post has potentially manipulated dice roll results.
As time passes Krull realised they lost the battle and now they are locked in a cell..despite feeling great anger his body is too wounded."great!we lost the fight and we don't even have our weapons..I feel I need some rest.." looking around trying to find if those bars have some week spot or one of the bricks is loosen up ( Perception 19 ) he asks Rabbit and Edryd "are you OK?are you hurt?"
Mau groans in pain as he comes back around in his new surroundings. "I really need to stop getting in the middle of fights." he says holding his chest. After quickly surveying the cell he turns to the 3 other occupants and rather bluntly asks "Who are you?"
@Wolfe - you heard the command word, it's "Ilefarne."
@Rabbit - you have an idea of where you are - in the north eastern part of the complex - other than Mau and Krull, you all have a fairly decent understanding of where you are - somewhere north and east of the crevasse. Your packs were taken but you manage to hold on to your personal focuses, which are likely on your person within easy reach. Not so for your lockpicks. The red-cloaked Redbrand guards are actually in between the two slave pens (this was a mistake on the map) but wander around a bit into where the skeletons are. You notice that they don't say the weird word that you heard the bugbear say when he entered the area.
@Krull - you don't notice anything particularly promising but you're still a bit groggy.
Mau groans in pain as he comes back around in his new surroundings. "I really need to stop getting in the middle of fights." he says holding his chest. After quickly surveying the cell he turns to the 3 other occupants and rather bluntly asks "Who are you?"
The three huddle in the corner away from you, scared, terrified, and they look hungry but otherwise okay. Evetually, they talk to you. They are the Dendrar's - Mirna (the mother), Nars and Nilsa (the kids, 13 and 18). They relate to you their story. Mirna's husband, Thel, was murdered a few days ago for defying the Redbrands (his is the body you saw in the crevasse). That same evening, the Redbrands returned and took the rest of the family and have plans to sell them into slavery. They don't know anything about the hideout and if you ask about "Glasstaff" they don't know who that is and have not seen him.
This post has potentially manipulated dice roll results.
While waiting, Rabbit will use her sorcery points to recover one spell slot. (2 points - 1st level slot) She listens a bit to the family's explanation to Mau, but she tries scanning the room and also the two guards as they come in and out of the room. She is looking for things like whether they are carrying any keys, weapons or other items of interest. Or are there any items around the room? Also, who was it that locked them in the cells and what did they do with the key?)
(Perception Check: 8)
(Just curious - how is the place lit? I didn't see any mention of that.)
This post has potentially manipulated dice roll results.
"Don't worry, we're here to rescue you." Wolfe says to Mirna, Nars and Nilsa with a weak smile. "Just have to recover our strength first." He says, trying to make himself as comfortable as possible. "Hey, did you know a can do magic." He says to the kids, trying to entertain them with some prestidigitation. Performance to cheer the children up a bit: 11
Edryd looks over at Krull after an uncomfortably long pause. "I am OK Krull.... thank you for asking... I am sorry I can not do more for you it seems I have called on Selune a bit too often today." He sits on the hard ground and looks through the bars. He seems rather introspective.
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
The guards more or less keep to themselves, making jokes and rattling the bars a bit to scare you. You sit for several hours before the goblin from earlier shuffles in. It gives you several bowls of lukewarm slop and some water.
You're not sure how long it is before you wake up or notice a rat chittering in the area between the cells. It sniffs and forages for scraps of food. One of the Redbrands (the woman beater) is about to stomp it but the other holds him back with a shake of his head. The rat seems to sit there and look at you - quite an odd behaviour for a rat, you note with a shrug.
Wolfe sits up in his cell, looking curiously at the rat. "Hi there little one, are you here to rescue us?" He says with a tired smile. Persuasion if applicable to make friends with the rat: 18 Insight to determine why the Redbrands wouldn't stomp it: 21
(Did we have a rest now? Short/Long? Also, how was the room lit?)
This post has potentially manipulated dice roll results.
Krull grabs the bowl with the soup and eats it voraciously..he burbs and says "that was a good one!I have to say for someone's that imprisoned us they treat us well..perhaps I won't kill them all" he quickly surveys if they are keeping an eye on them ( Perception check 16) and will put the bowl behind him without noticing(sleight of hand 2)
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The remaining bugbear and redbrands hear your pleas for surrender. They lower their weapons and tell you to throw your weapons down. If you follow orders R3 yells R4 to run off of get the “stuff”. R3 instructs the others to tie you as truss up the unconscious invaders....
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
"Are you okay Rabbit?" Wolfe shouts over where he last saw her. He then tries to quickly make sure Krull and Mau are okay, using Cure wounds and Healing light to get them to their feet if the Redbrands allow him. "Now, take me to the Glassstaff and we will sort this out." He says.
"Oh, just fine!" Rabbit says derisively (assuming she could hear Wolfe). She stays put, digging out the pair of daggers she had hidden beneath her cloak. As well as the darts. "There," she says softly to the Redbrands.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Well that was Rabbit alright Wolfe thought and smiled.
Edryd regards Wolfe and Rabbit carefully and seeing his remaining companions down reluctantly drops his weapon and little bell. He stays silent and glaring at the bugbear.
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
Alright. A bit of a long update.
R3, R1, R2, and the bugbear truss you up good and tight, hands behind your backs. R4 runs off and returns a couple minutes later with a couple of healing kits, which they use to stabilize the fallen. The bugbear stiffens visibly for a moment, hearing something none of you hear. It growls. Then it hoists the body of the bugbear (not Mosk) and carries it to the crevasse and tosses it in. "There!" it yells. It stomps back towards you and shakes the goblin awake.
"Collect their belongings and put them in the armory, dog!" In goblin.
They line you single file, Mau and Krull woozy but compliant, and lead you northwards. Bypassing the first bridge, you catch sight of the creature eating the corpse of the bugbear. The remaining bugbear's veins bulge and it looks like he's going to explode, but somehow controls himself. They lead you over the northernmost bridge and into that area, which is full of supplies. Two Redbrands that you saw earlier here moving crates are on guard, watching you warily. This area is the north end of the large natural cavern you came from, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers,pry bars, and nails.
They lead you to the back of this room and open a door you didn't see. A secret door obviously. Here you are led down a short corridor and to the left. Near the entrance, the bugbear nad goblin stop. Looking back, you see and hear the small goblin staggering under the combined weight of your items and packs. The bugbear opens the iron door and the goblin puts the weapons and equipment inside and locks the door. Inside that room you can see several stands of weapons and items. Looks like an armory of sorts.
The room you are in now contains three large stone sarcophagi - this dusty room looks like a crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate. As you are led near the skeletons they animate, causing the Redbrand leading you to say something - when it is spoken, the skeletons stand down again.
In front of you, behind a couple of locked cell doors, is a large slave pen containing several scared and frightened folks. Near these doors, two Redbrands stand guard and as you come in, are in the midst of taunting the prisoners with slurs and insults. From what you can tell, they are destined to be sold eventually. This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks. A heap of discarded clothing is piled carelessly against the far wall.
As they put you in the pens, the bugbear laughs and says, "Serves you right for walking into the bear's cave. I wonder how much each of you'll fetch at auction, hmm?" He looks at Rabbit, "You'll go for a pretty sum, I wager. And you," he looks at Mau, "there are lots of game hunters out there eh? Hehehe! Ah, well, we'll see what the Glasstaff wants to do with you. He might have some experiments to try out!" He disappears along with the 3 Redbrands. The goblin stays for a moment, looking at you sadly, until the Redbrand guarding the door moves to kick him. "Get outta here, Droop - you shit! I'll smack you like I smacked that whore at the inn!" He laughs together with the other Redbrand.
MAP - dotted line is the way you came.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
"Ohh my head..feels like is going to explode!hey what happened? All I remember is the lights went out ..did I fell asleep?"
Wolfe follows along. He ignores the less than sophisiticate insults of the redbrands and doesn't speak up.
He assumes Krull will realize he didn't just fall asleep when he notices he is gravely wounded.
As they pass the skeletons he would try to catch the command word spoken to pacify them. (Perception: 17 )
When led into the cell he sits down and looks around to see who's there with him. (The map suggests Mau, the boy and the two women.)
For now he would stay quiet and wait for the Glasstaff to see them as discussing with these cretins would seem pointless.
As their good are taken and gathered, Rabbit tries to pay close attention to where they are taken. (Perception: 7) She otherwise follows along passively. When passing the skeletons, she too tries to catch the word being uttered. (Perception: 8) When the bugbear looks at her and makes a comment she responds. "Remember that. Likely double what anyone would pay for you," she says sternly. "Keep better value if I'm stored properly."
(Are we now in the room with just the other 3 prisoners now? The map shows 2 guards outside the door, but it kind of sounded like they were inside the room. Also, curious how thorough they were with taking items? Mainly wondering about her crystal spell focus. If it all possible she will attempt to snatch her Thieves' Tools and re-pocket them after she's been searched - Sleight of Hand: 12.)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
As time passes Krull realised they lost the battle and now they are locked in a cell..despite feeling great anger his body is too wounded."great!we lost the fight and we don't even have our weapons..I feel I need some rest.." looking around trying to find if those bars have some week spot or one of the bricks is loosen up ( Perception 19 ) he asks Rabbit and Edryd "are you OK?are you hurt?"
Mau groans in pain as he comes back around in his new surroundings. "I really need to stop getting in the middle of fights." he says holding his chest. After quickly surveying the cell he turns to the 3 other occupants and rather bluntly asks "Who are you?"
@Wolfe - you heard the command word, it's "Ilefarne."
@Rabbit - you have an idea of where you are - in the north eastern part of the complex - other than Mau and Krull, you all have a fairly decent understanding of where you are - somewhere north and east of the crevasse. Your packs were taken but you manage to hold on to your personal focuses, which are likely on your person within easy reach. Not so for your lockpicks. The red-cloaked Redbrand guards are actually in between the two slave pens (this was a mistake on the map) but wander around a bit into where the skeletons are. You notice that they don't say the weird word that you heard the bugbear say when he entered the area.
@Krull - you don't notice anything particularly promising but you're still a bit groggy.
The three huddle in the corner away from you, scared, terrified, and they look hungry but otherwise okay. Evetually, they talk to you. They are the Dendrar's - Mirna (the mother), Nars and Nilsa (the kids, 13 and 18). They relate to you their story. Mirna's husband, Thel, was murdered a few days ago for defying the Redbrands (his is the body you saw in the crevasse). That same evening, the Redbrands returned and took the rest of the family and have plans to sell them into slavery. They don't know anything about the hideout and if you ask about "Glasstaff" they don't know who that is and have not seen him.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
While waiting, Rabbit will use her sorcery points to recover one spell slot. (2 points - 1st level slot) She listens a bit to the family's explanation to Mau, but she tries scanning the room and also the two guards as they come in and out of the room. She is looking for things like whether they are carrying any keys, weapons or other items of interest. Or are there any items around the room? Also, who was it that locked them in the cells and what did they do with the key?)
(Perception Check: 8)
(Just curious - how is the place lit? I didn't see any mention of that.)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
"Don't worry, we're here to rescue you." Wolfe says to Mirna, Nars and Nilsa with a weak smile. "Just have to recover our strength first." He says, trying to make himself as comfortable as possible. "Hey, did you know a can do magic." He says to the kids, trying to entertain them with some prestidigitation. Performance to cheer the children up a bit: 11
Krull as he doesn't hear a reply from both his companions stays put and gathers his strength (I assume we ll have short rest )
Edryd looks over at Krull after an uncomfortably long pause. "I am OK Krull.... thank you for asking... I am sorry I can not do more for you it seems I have called on Selune a bit too often today." He sits on the hard ground and looks through the bars. He seems rather introspective.
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
"Gather your strength priest..we ll need it soon " Krull replies as he sits down and watches the two guards
The guards more or less keep to themselves, making jokes and rattling the bars a bit to scare you. You sit for several hours before the goblin from earlier shuffles in. It gives you several bowls of lukewarm slop and some water.
You're not sure how long it is before you wake up or notice a rat chittering in the area between the cells. It sniffs and forages for scraps of food. One of the Redbrands (the woman beater) is about to stomp it but the other holds him back with a shake of his head. The rat seems to sit there and look at you - quite an odd behaviour for a rat, you note with a shrug.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Wolfe sits up in his cell, looking curiously at the rat. "Hi there little one, are you here to rescue us?" He says with a tired smile.
Persuasion if applicable to make friends with the rat: 18
Insight to determine why the Redbrands wouldn't stomp it: 21
(Did we have a rest now? Short/Long? Also, how was the room lit?)
Krull grabs the bowl with the soup and eats it voraciously..he burbs and says "that was a good one!I have to say for someone's that imprisoned us they treat us well..perhaps I won't kill them all" he quickly surveys if they are keeping an eye on them ( Perception check 16) and will put the bowl behind him without noticing(sleight of hand 2)