Avery - You search the family, as with most of the cultists you've searched there is no money on them. However on Isiah you find another snake's tooth, and a note. The note reads, "Brother Isiah, with Chosen Child Misha dead and Brother Grover captured, we need to move quickly to enforce her will within the town or risk losing all we have worked for. The Naga's Teeth will strike tonight. We will capture this Mayor Ormond and being him to her as a matter of priority. He will be with us and returned to the town within the week. Cause as much chaos as you can tonight at the jail, create a diversion for us as we capture the mayor. As for these people who killed our beautiful Misha, fear not; we will be back after turning the mayor to deal with them. They will die quickly and painfully, for her, for the darkness." The letter is signed, "High Brother Jarvis"
Xanrym - You rummage through the store. There are no magic items in this store (so no magic items), but everything else on your list can be found here. You can add them all to your inventories as you wish.
As for your current plan, it is going to take all the rest of the day to do this. Also, it's going to take a lot of good rolls to get these unconscious (and assumedly gagged and bound) men to the jail without being seen by anyone. Before I let you all action this, I thought I should let you know the reality of the situation.
Avery will pass the note to everyone to read. He will look to see if there is a cart or something nearby, they could load the unconscious prisoners into it. If the situation is so dire, perhaps they could secure them all in the back storeroom, lock it somehow and get the key to the mayor and warn him of what was said in the note.
"The note is worthless, it is talking about plans for last night. We need to get out of here."
Xanrym says with a node to Avery, "Well, the note is still a good find. It confirms what we already suspected. And it gives us a new name: High Brother Jarvis." Xanrym takes the letter, folds it, and puts it in one of his books. Then he says, "But I agree with you, Liarin. We need to get out of Orlane and stop the cult from bringing Mayor Ormond back here under the naga's spell. We still have 3 doses of that poison that you two found under the inn. We could force feed a dose Isiah, which should leave him incapacitated for the rest of the day. The young men may hesitate to make any moves until he recovers, and we could use the time to get out of Orlane."
Xanrym is willing to skip the blacksmith's shop so that they could leave right away. He doesn't really need the dagger, and he figures that he may be able to scavenge additional crossbow bolts somewhere. But that would mean no armor upgrades. (Avery would just be wearing his chainmail armor, and Liarin and Xanrym would have their current leather armor.)
Ok so with Liarin and Xanrym wanting to incapacitate Isiah and leave town immediately your mostly in favour of that course of action. However, Avery had some good points for staying, so i'll allow him to debate that point before you all leave.
Avery will state, "The note says they are coming for the mayor. At a minimum, we need to warn him before we go. If we knock him out, then we need to secure him here in the storeroom, then go to the mayor. Once he is warned, then we can depart. It would look poorly upon us if we leave and the mayor gets captured, killed or turned. They will blame us for it."
Theldrin seems agreeable to leaving as soon as possible. He checks the lockbox to see if seems trapped, then tries opening it if unlocked. If locked he offers it to Xanrym to see if he wants to take the time to pick the lock.
Theldrin will still show the lockbox to Xanrym, saying, "Looks like it's trapped, maybe a poison needle in the keyhole or similar." He leaves it up to Xanrym to decide if he wants to try to disarm it.
This post has potentially manipulated dice roll results.
(What's the point of taking expertise in Thieves' Tools if he's not going to risk using them to pick locks and disarm traps?! But he wouldn't say "no" to some guidance from Liarin.)
The party has at least tied up the cultists at this point, right?
If not, let's do that first so that we don't have a sudden resumption of fighting. And what did everyone think of Xanrym''s idea to drug / poison Isiah to keep him incapacitated until they get out of Orlane? Maybe we should try that too before any of them regain consciousness.
Once they poison Isiah (if everyone is in agreement), and someone starts to tie up the cultists, Xanrym settles down with the lockbox and his tools and tries to disarm the trap. Thieves' Tools13 (+ [roll]1d4]/roll] if Liarin provides guidance)
You succeed in tying up Isiah and his sons, while also poisoning Isiah to keep him incapacitated for a little longer. It will be some time before these men will be able to cause much more chaos in Orlane. As for the chest, Xanrym opens it using his Theives Tools revealing the treasure inside:
If no one has any issues, i'll assume the plan now is to grab some companions and leave town. Who were you taking? Ramne offered the use of his squirrel Whiskers as a guide (Ramne mentioned he was a bit too old to go with you). You've already requisitioned the use of the draft horse Heckle from the livery stable. Additionally, the priest Toska and the noble merchant Oliver offered to tag along. This is likely your final decision before leaving Orlane and going after the naga.
(OOC: Ramne also said he might have some more stuff for us, perhaps we could offer him some gold or gems if he has any healing potions he'd be willing to part with)
If Ramne is not coming with us, then Xanrym is definitely interested in taking Toska and Oliver, but he thinks that the party should definitely submit them to Theldrin's spell to determine whether the naga has "turned" them. Maybe we head straight out of town now and then cast the spell tonight when we're well out of town? (If it reveals a cultist, we can deal with them then.) The party just doesn't want to take a spy with them all the way to the naga's lair. Someone who could wait and betray them at the worst possible moment. Knowing what they've seen so far in Orlane, why would an honest person object to such a spell if it could help them avoid bringing the enemy with them?
But if they're taking both Toska and Oliver with them, then maybe Ramne would consent to let Maajid hide with him? Xanrym doesn't know how else to keep Maajid safe while they go to the naga's lair unless Lldryk and Wraven want to abandon their post at the jail and take Maajid to Hochoch until the party returns.
If Ramne is not coming with us, then Xanrym is definitely interested in taking Toska and Oliver, but he thinks that the party should definitely submit them to Theldrin's spell to determine whether the naga has "turned" them. Maybe we head straight out of town now and then cast the spell tonight when we're well out of town? (If it reveals a cultist, we can deal with them then.) The party just doesn't want to take a spy with them all the way to the naga's lair. Someone who could wait and betray them at the worst possible moment. Knowing what they've seen so far in Orlane, why would an honest person object to such a spell if it could help them avoid bringing the enemy with them?
But if they're taking both Toska and Oliver with them, then maybe Ramne would consent to let Maajid hide with him? Xanrym doesn't know how else to keep Maajid safe while they go to the naga's lair unless Lldryk and Wraven want to abandon their post at the jail and take Maajid to Hochoch until the party returns.
I think that we just need to decide what to do with Maajid. Other than that, we're mostly in agreement:
Get the horse
Get Toska and Oliver
Let Wraven and Lldryk know that we're leaving
Get the squirrel (and possibly healing potions) from Ramne
Leave town, following the cultists' trail
Some time before we make camp, identify any spells affecting Toska and Oliver.
Avery, Liarin, and Xanrym don't get to upgrade their armor, but it sounds like the consensus is that getting out of Orlane today is more important than getting that +1 AC.
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Avery will pass the note to everyone to read. He will look to see if there is a cart or something nearby, they could load the unconscious prisoners into it. If the situation is so dire, perhaps they could secure them all in the back storeroom, lock it somehow and get the key to the mayor and warn him of what was said in the note.
Theldrin - You find under counter hidden under a sheet, a small lockbox.
I'll let you all debate what your best course of action is.
"The note is worthless, it is talking about plans for last night. We need to get out of here."
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Xanrym says with a node to Avery, "Well, the note is still a good find. It confirms what we already suspected. And it gives us a new name: High Brother Jarvis." Xanrym takes the letter, folds it, and puts it in one of his books. Then he says, "But I agree with you, Liarin. We need to get out of Orlane and stop the cult from bringing Mayor Ormond back here under the naga's spell. We still have 3 doses of that poison that you two found under the inn. We could force feed a dose Isiah, which should leave him incapacitated for the rest of the day. The young men may hesitate to make any moves until he recovers, and we could use the time to get out of Orlane."
Xanrym is willing to skip the blacksmith's shop so that they could leave right away. He doesn't really need the dagger, and he figures that he may be able to scavenge additional crossbow bolts somewhere. But that would mean no armor upgrades. (Avery would just be wearing his chainmail armor, and Liarin and Xanrym would have their current leather armor.)
Ok so with Liarin and Xanrym wanting to incapacitate Isiah and leave town immediately your mostly in favour of that course of action. However, Avery had some good points for staying, so i'll allow him to debate that point before you all leave.
Avery will state, "The note says they are coming for the mayor. At a minimum, we need to warn him before we go. If we knock him out, then we need to secure him here in the storeroom, then go to the mayor. Once he is warned, then we can depart. It would look poorly upon us if we leave and the mayor gets captured, killed or turned. They will blame us for it."
(OOC: the party already knows that the mayor was kidnapped last night during/before the mob arrived at the jail .)
Theldrin seems agreeable to leaving as soon as possible. He checks the lockbox to see if seems trapped, then tries opening it if unlocked. If locked he offers it to Xanrym to see if he wants to take the time to pick the lock.
Perception: 20
Side note: I will be away until July 1st. Use Avery where you see fit
All good Avery.
Theldrin - The lockbox is trapped. It seems if you just try to open it, something shoots out of the keyhole.
Theldrin will still show the lockbox to Xanrym, saying, "Looks like it's trapped, maybe a poison needle in the keyhole or similar." He leaves it up to Xanrym to decide if he wants to try to disarm it.
(What's the point of taking expertise in Thieves' Tools if he's not going to risk using them to pick locks and disarm traps?! But he wouldn't say "no" to some guidance from Liarin.)
The party has at least tied up the cultists at this point, right?
If not, let's do that first so that we don't have a sudden resumption of fighting. And what did everyone think of Xanrym''s idea to drug / poison Isiah to keep him incapacitated until they get out of Orlane? Maybe we should try that too before any of them regain consciousness.
Once they poison Isiah (if everyone is in agreement), and someone starts to tie up the cultists, Xanrym settles down with the lockbox and his tools and tries to disarm the trap. Thieves' Tools 13 (+ [roll]1d4]/roll] if Liarin provides guidance)
(Fixing the roll macro for guidance.)
Theldrin is in agreement with the plan to feed Isiah some Torpor.
You succeed in tying up Isiah and his sons, while also poisoning Isiah to keep him incapacitated for a little longer. It will be some time before these men will be able to cause much more chaos in Orlane. As for the chest, Xanrym opens it using his Theives Tools revealing the treasure inside:
128gp
57sp
48cp
And 2 Potion of Healing
If no one has any issues, i'll assume the plan now is to grab some companions and leave town. Who were you taking? Ramne offered the use of his squirrel Whiskers as a guide (Ramne mentioned he was a bit too old to go with you). You've already requisitioned the use of the draft horse Heckle from the livery stable. Additionally, the priest Toska and the noble merchant Oliver offered to tag along. This is likely your final decision before leaving Orlane and going after the naga.
(OOC: Ramne also said he might have some more stuff for us, perhaps we could offer him some gold or gems if he has any healing potions he'd be willing to part with)
If Ramne is not coming with us, then Xanrym is definitely interested in taking Toska and Oliver, but he thinks that the party should definitely submit them to Theldrin's spell to determine whether the naga has "turned" them. Maybe we head straight out of town now and then cast the spell tonight when we're well out of town? (If it reveals a cultist, we can deal with them then.) The party just doesn't want to take a spy with them all the way to the naga's lair. Someone who could wait and betray them at the worst possible moment. Knowing what they've seen so far in Orlane, why would an honest person object to such a spell if it could help them avoid bringing the enemy with them?
But if they're taking both Toska and Oliver with them, then maybe Ramne would consent to let Maajid hide with him? Xanrym doesn't know how else to keep Maajid safe while they go to the naga's lair unless Lldryk and Wraven want to abandon their post at the jail and take Maajid to Hochoch until the party returns.
A bit more discussion necessary it seems.
Quote from Ben_Evolent >>
(OOC: I'm fine with that plan as well)
I think that we just need to decide what to do with Maajid. Other than that, we're mostly in agreement:
Avery, Liarin, and Xanrym don't get to upgrade their armor, but it sounds like the consensus is that getting out of Orlane today is more important than getting that +1 AC.