Leek in dire wolf form whines at the closed jail door and Katerielle opens it to let Leek out. Stepping alone into the room with the skeletons causes them to stir and begin to rise. Leek rushes to the north west door and when he tries to push it open, feels resistance. As the skeletons finally get to their feet and begin to move, Leek throws himself at the door, which opens suddenly. The door shoves Droop away, who falls onto his back. Upon seeing the dire wolf, Droop begins to panic and faints.
Returning to the jail with three red cloaks, Leek hears Kitryn propose presenting the heads of the bugbears and nothic to Glasstaff to entice him to surrender without a fight. When questioned, the three women in the prison wince at the attention, not sure of their new reality. The eldest, the mother, holds her daughters firmly but seems to not comprehend much. The youngest sobs from pain and trauma, relief at finally being reunited with her mother. The oldest daughter, a young woman, explains what she can.
The night their father was murdered, the redbrands broke into their homes and kidnapped them. The mother was raped repeatedly. The daughters were kept whole to increase their value in the slave markets. They were brought here, wherever here is, with sacks over their heads. They do not know the way home or out of this... place.
When someone retrieves Droop and wakes him up, he panics at the realization that Leek is missing. He seems to be resistant to answering questions, but is easily cowed. When asked about Glasstaff and escape routes, Droop can only answer he heard whispers about a secret door, but has never seen it.
ok, looks like we have to escort the prisoners. lets cloak them as Leek has brought more, walk out and put them and Droop in the barracks near the entrance to rest till we finish off glasstaff.
if there is another secret door, it must be along the wall between this one and the proper door to glasstaff's room. l will search the perimeter. perception;14 else base of 15.
what do we do about the skeletons? after glasstaff or before?
also what xp gained? and loot search. investigate:20
Besides the usual outfit, these ruffian have the jail cell keys (which you've already used to open the cell). The bugbear has a morning star and shield. The pile of clothes just contains commoner clothing for maybe a dozen people or more.
Log into Roll20 and move your token or give me a coordinate to show me where you're searching for the secret door.
When you try to move the prisoners, you realize that the mother is chained to the wall by the ankle. They keys you found on the ruffians don't unlock the manacle.
Your options are to pick the lock (DC 10 DEX + lockpick tools) or break the chains (DC 22 STR).
(There is no hard rule that says when characters get to level up. At the end of the day, it's the DM that decides when. It seems to be a general consensus, or intuitive, to require a long rest first. So lets go with that.)
Need to know what you are doing with the prisoners.
As you pass by the wall at J5, you come to realize that the wall has opened inward in the past (door swings east). However, you can find no mechanism or ways to grip the wall to pull it open. It appears to open from the other side.
Have I brought back the cloaks? If so, then I will give them to the prisoners so they can at least stop being naked and warm themselves a bit.
Mom is free? So should be lock up the prisoners for safety? If we bring them with us to confront Galstaff they might take off in panic and get lost / die somewhere in this compound. (Leek is barking and growling this, which everyone seems to understand!)
Kitryn has no trouble picking the lock to the manacle around the mother's ankle. Freed and covered in cloaks, the three are free to follow you where you wish to lead them. The two daughters are leading the mother along.
again, we drop the prisoners in the barracks by the cistern.
Rindelk.. if your detect magic can't find a opening on this secret door, and i can't find a mechanical one.. i say we barricade this side with heavy crates such that it can't be opened.
so Kat and Rindelk walk the prisoners to safety in the baracks P14 while Elila and i move heaviest crates we can find infront of the secret door. Leek may stand guard at the main door D7 till we are all ready.
i'm also gonna grab the heads! out of sight of the prisoners obviously.
Katerielle and Rindelk escort the prisoners to the cistern room with instructions to wait if they want an escort back to town. Elila and Kitryn barricade the secret door. Leek stays near the door that supposedly leads to Glasstaff's quarters. Once you all reconvene, you enter that northern door (C7-C6).
This room appears to be a wizard’s workshop. A rat scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes.
i want to open the door to the next room, while to the side of door, (i'm expecting a fireball to come my way but no trap on door itself)
and a rat?! why narrate a rat.! is it meta to act on it? is there anything particular about it that makes it 'seem' unusal to our characters? perception to go over 15: 22
Leek in dire wolf form whines at the closed jail door and Katerielle opens it to let Leek out. Stepping alone into the room with the skeletons causes them to stir and begin to rise. Leek rushes to the north west door and when he tries to push it open, feels resistance. As the skeletons finally get to their feet and begin to move, Leek throws himself at the door, which opens suddenly. The door shoves Droop away, who falls onto his back. Upon seeing the dire wolf, Droop begins to panic and faints.
Returning to the jail with three red cloaks, Leek hears Kitryn propose presenting the heads of the bugbears and nothic to Glasstaff to entice him to surrender without a fight. When questioned, the three women in the prison wince at the attention, not sure of their new reality. The eldest, the mother, holds her daughters firmly but seems to not comprehend much. The youngest sobs from pain and trauma, relief at finally being reunited with her mother. The oldest daughter, a young woman, explains what she can.
The night their father was murdered, the redbrands broke into their homes and kidnapped them. The mother was raped repeatedly. The daughters were kept whole to increase their value in the slave markets. They were brought here, wherever here is, with sacks over their heads. They do not know the way home or out of this... place.
When someone retrieves Droop and wakes him up, he panics at the realization that Leek is missing. He seems to be resistant to answering questions, but is easily cowed. When asked about Glasstaff and escape routes, Droop can only answer he heard whispers about a secret door, but has never seen it.
Am I able to comprehend the language the prisoners speak?
Everyone is speaking Common.
ok, looks like we have to escort the prisoners. lets cloak them as Leek has brought more, walk out and put them and Droop in the barracks near the entrance to rest till we finish off glasstaff.
if there is another secret door, it must be along the wall between this one and the proper door to glasstaff's room. l will search the perimeter. perception;14 else base of 15.
what do we do about the skeletons? after glasstaff or before?
also what xp gained? and loot search. investigate:20
80 XP each for the 2 ruffians and the bugbear.
Besides the usual outfit, these ruffian have the jail cell keys (which you've already used to open the cell). The bugbear has a morning star and shield. The pile of clothes just contains commoner clothing for maybe a dozen people or more.
Log into Roll20 and move your token or give me a coordinate to show me where you're searching for the secret door.
(I've added 80 XP to Katerielle and Elila)
When you try to move the prisoners, you realize that the mother is chained to the wall by the ankle. They keys you found on the ruffians don't unlock the manacle.
Your options are to pick the lock (DC 10 DEX + lockpick tools) or break the chains (DC 22 STR).
i will try to lockpick. 6
we are close to leveling.. we need a long rest after right? (Leek and i are only ones up to date, new total is now 870)
search j3-j5wall then i7 & g7 area, after we all leave together.
(There is no hard rule that says when characters get to level up. At the end of the day, it's the DM that decides when. It seems to be a general consensus, or intuitive, to require a long rest first. So lets go with that.)
Need to know what you are doing with the prisoners.
As you pass by the wall at J5, you come to realize that the wall has opened inward in the past (door swings east). However, you can find no mechanism or ways to grip the wall to pull it open. It appears to open from the other side.
Have I brought back the cloaks? If so, then I will give them to the prisoners so they can at least stop being naked and warm themselves a bit.
Mom is free? So should be lock up the prisoners for safety? If we bring them with us to confront Galstaff they might take off in panic and get lost / die somewhere in this compound. (Leek is barking and growling this, which everyone seems to understand!)
Kitryn has no trouble picking the lock to the manacle around the mother's ankle. Freed and covered in cloaks, the three are free to follow you where you wish to lead them. The two daughters are leading the mother along.
i have a plan to discuss:
again, we drop the prisoners in the barracks by the cistern.
Rindelk.. if your detect magic can't find a opening on this secret door, and i can't find a mechanical one.. i say we barricade this side with heavy crates such that it can't be opened.
do we crush skeletons or leave em be?
I say we leave the skels. I would very much like to kill Gladstaff. He deserves death.
OOC: with positive WIS I should be able to see a secret door via passive perception check?
Your passive perception is 14 (it's on your character sheet). Not high enough to see the door.
The difficulty can vary based on the story/module. It's not a fixed value that works all the time.
Arwoo wooooo Grrr. Yip Yip Grrrrrrr.
That's Dire wolf for "Hurry the F*** up! I want to drink the blood of my enemy..."
i hear no objections.
so Kat and Rindelk walk the prisoners to safety in the baracks P14 while Elila and i move heaviest crates we can find infront of the secret door. Leek may stand guard at the main door D7 till we are all ready.
i'm also gonna grab the heads! out of sight of the prisoners obviously.
Katerielle and Rindelk escort the prisoners to the cistern room with instructions to wait if they want an escort back to town. Elila and Kitryn barricade the secret door. Leek stays near the door that supposedly leads to Glasstaff's quarters. Once you all reconvene, you enter that northern door (C7-C6).
This room appears to be a wizard’s workshop. A rat scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes.
ok, so we're in the room.
i want to open the door to the next room, while to the side of door, (i'm expecting a fireball to come my way but no trap on door itself)
and a rat?! why narrate a rat.! is it meta to act on it? is there anything particular about it that makes it 'seem' unusal to our characters? perception to go over 15: 22
Roll a perception check to see if you notice something unusual about the rat.
Kat Perception - 18
Rin Perception - 13